| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Fabian 'x3n' Landau | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      Damian 'Mozork' Frick | 
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| 26 |  *      Matthias Binder | 
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| 27 |  * | 
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| 28 |  */ | 
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| 29 |  | 
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| 30 | /** | 
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| 31 |     @file LevelManager.cc | 
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| 32 |     @brief Implementation of the LevelManager singleton. | 
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| 33 | */ | 
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| 34 |  | 
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| 35 | #include "LevelManager.h" | 
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| 36 | #include "LevelStatus.h" | 
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| 37 |  | 
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| 38 | #include <map> | 
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| 39 |  | 
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| 40 | #include "core/singleton/ScopedSingletonIncludes.h" | 
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| 41 | #include "core/commandline/CommandLineIncludes.h" | 
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| 42 | #include "core/config/ConfigValueIncludes.h" | 
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| 43 | #include "core/CoreIncludes.h" | 
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| 44 | #include "core/ClassTreeMask.h" | 
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| 45 | #include "core/Loader.h" | 
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| 46 | #include "core/Resource.h" | 
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| 47 | #include "core/XMLFile.h" | 
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| 48 | #include "Level.h" | 
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| 49 | #include "PlayerManager.h" | 
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| 50 |  | 
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| 51 |  | 
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| 52 | namespace orxonox | 
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| 53 | { | 
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| 54 |  | 
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| 55 |  | 
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| 56 |  | 
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| 57 |  | 
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| 58 |     SetCommandLineArgument(level, "").shortcut("l").information("Default level file (overrides LevelManager::defaultLevelName_ configValue)"); | 
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| 59 |  | 
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| 60 |     ManageScopedSingleton(LevelManager, ScopeID::ROOT, false); | 
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| 61 |  | 
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| 62 |     RegisterAbstractClass(LevelManager).inheritsFrom<Configurable>(); | 
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| 63 |  | 
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| 64 |     /** | 
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| 65 |     @brief | 
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| 66 |         Constructor. Registers the object, sets config values and initializes variables. | 
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| 67 |     */ | 
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| 68 |     LevelManager::LevelManager() | 
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| 69 |     { | 
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| 70 |         RegisterObject(LevelManager); | 
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| 71 |         this->setConfigValues(); | 
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| 72 |  | 
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| 73 |  | 
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| 74 |  | 
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| 75 |         // check override | 
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| 76 |         if (!CommandLineParser::getArgument("level")->hasDefaultValue()) | 
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| 77 |         { | 
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| 78 |             ModifyConfigValue(defaultLevelName_, tset, CommandLineParser::getValue("level").get<std::string>()); | 
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| 79 |         } | 
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| 80 |  | 
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| 81 |         this->compileAvailableLevelList(); | 
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| 82 |         this->nextIndex_ = 0; | 
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| 83 |         this->nextLevel_ = this->availableLevels_.begin(); | 
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| 84 |  | 
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| 85 |         buildallLevelStatus(); | 
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| 86 |     } | 
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| 87 |  | 
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| 88 |  | 
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| 89 |     LevelManager::~LevelManager() | 
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| 90 |     { | 
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| 91 |         // Delete all the LevelInfoItem objects because the LevelManager created them | 
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| 92 |         for (LevelInfoItem* info : availableLevels_) | 
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| 93 |             info->destroy(); | 
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| 94 |         for(unsigned int i = 0; i<allLevelStatus_.size();++i) | 
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| 95 |         { | 
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| 96 |             allLevelStatus_[i]->destroy(); | 
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| 97 |         } | 
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| 98 |     } | 
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| 99 |  | 
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| 100 |     /** | 
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| 101 |     @brief | 
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| 102 |         Set the config values for this object. | 
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| 103 |     */ | 
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| 104 |     void LevelManager::setConfigValues() | 
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| 105 |     { | 
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| 106 |  | 
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| 107 |         SetConfigValue(defaultLevelName_, "missionOne.oxw") | 
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| 108 |             .description("Sets the pre selection of the level in the main menu."); | 
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| 109 |         SetConfigValue(lastWonMission_,  "") | 
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| 110 |             .description("The last finished mission of a campaign"); | 
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| 111 |         SetConfigValue(campaignMissions_,  std::vector<std::string>()) | 
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| 112 |             .description("The list of missions in the campaign"); | 
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| 113 |     } | 
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| 114 |  | 
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| 115 |  | 
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| 116 |     /** | 
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| 117 |     @brief | 
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| 118 |         Request activity for the input Level. | 
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| 119 |         The Level will be added to the list of Levels whose activity is requested. The list is accessed in a FIFO manner. | 
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| 120 |         If the Level is the only Level in the list it will be immediately activated. If not it will be activated as soon as it reaches the front of the list. | 
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| 121 |     @param level | 
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| 122 |         A pointer to the Level whose activity is requested. | 
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| 123 |     */ | 
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| 124 |     void LevelManager::requestActivity(Level* level) | 
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| 125 |     { | 
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| 126 |         assert( std::find(this->levels_.begin(), this->levels_.end(), level)==this->levels_.end() ); | 
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| 127 |         // If the level is already in list. | 
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| 128 |         if( std::find(this->levels_.begin(), this->levels_.end(), level)!=this->levels_.end() ) | 
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| 129 |             return; | 
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| 130 |         // If it isn't insert it at the back. | 
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| 131 |         this->levels_.push_back(level); | 
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| 132 |         // If it is the only level in the list activate it. | 
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| 133 |         if (this->levels_.size() == 1) | 
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| 134 |             this->activateNextLevel(); | 
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| 135 |     } | 
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| 136 |  | 
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| 137 |     /** | 
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| 138 |     @brief | 
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| 139 |         Release activity for the input Level. | 
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| 140 |         Removes the Level from the list. If the Level was the one currently active, it is deactivated and the next Level in line is activated. | 
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| 141 |     @param level | 
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| 142 |         A pointer to the Level whose activity is to be released. | 
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| 143 |     */ | 
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| 144 |     void LevelManager::releaseActivity(Level* level) | 
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| 145 |     { | 
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| 146 |         if (this->levels_.size() > 0) | 
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| 147 |         { | 
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| 148 |             // If the level is the active level in the front of the list. | 
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| 149 |             if (this->levels_.front() == level) | 
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| 150 |             { | 
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| 151 |                 // Deactivate it, remove it from the list and activate the next level in line. | 
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| 152 |                 level->setActive(false); | 
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| 153 |                 this->levels_.pop_front(); | 
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| 154 |                 this->activateNextLevel(); | 
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| 155 |             } | 
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| 156 |             else // Else just remove it from the list. | 
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| 157 |                 this->levels_.erase(std::find(this->levels_.begin(), this->levels_.end(), level)); | 
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| 158 |         } | 
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| 159 |     } | 
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| 160 |  | 
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| 161 |     /** | 
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| 162 |     @brief | 
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| 163 |         Get the currently active Level. | 
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| 164 |     @return | 
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| 165 |         Returns a pointer to the currently active level or nullptr if there currently are no active Levels. | 
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| 166 |     */ | 
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| 167 |     Level* LevelManager::getActiveLevel() | 
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| 168 |     { | 
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| 169 |         if (this->levels_.size() > 0) | 
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| 170 |             return this->levels_.front(); | 
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| 171 |         else | 
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| 172 |             return nullptr; | 
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| 173 |     } | 
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| 174 |  | 
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| 175 |     /** | 
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| 176 |     @brief | 
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| 177 |         Activate the next Level. | 
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| 178 |     */ | 
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| 179 |     void LevelManager::activateNextLevel() | 
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| 180 |     { | 
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| 181 |  | 
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| 182 |         if (this->levels_.size() > 0) | 
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| 183 |         { | 
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| 184 |             // Activate the level that is the first in the list of levels whose activity has been requested. | 
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| 185 |             this->levels_.front()->setActive(true); | 
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| 186 |             // Make every player enter the newly activated level. | 
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| 187 |             for (const auto& mapEntry : PlayerManager::getInstance().getClients()) | 
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| 188 |                 this->levels_.front()->playerEntered(mapEntry.second); | 
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| 189 |         } | 
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| 190 |     } | 
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| 191 |  | 
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| 192 |     /** | 
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| 193 |     @brief | 
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| 194 |         Set the default Level. | 
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| 195 |     @param levelName | 
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| 196 |         The filename of the default Level. | 
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| 197 |     */ | 
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| 198 |     void LevelManager::setDefaultLevel(const std::string& levelName) | 
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| 199 |     { | 
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| 200 |         ModifyConfigValue(defaultLevelName_, set, levelName); | 
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| 201 |     } | 
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| 202 |  | 
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| 203 |     /** | 
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| 204 |     @brief | 
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| 205 |         Get the number of available Levels. | 
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| 206 |         Also updates the list of available Levels. | 
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| 207 |     @return | 
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| 208 |         Returns the number of available Levels. | 
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| 209 |     */ | 
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| 210 |     unsigned int LevelManager::getNumberOfLevels() | 
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| 211 |     { | 
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| 212 |         this->updateAvailableLevelList(); | 
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| 213 |  | 
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| 214 |         return this->availableLevels_.size(); | 
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| 215 |     } | 
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| 216 |  | 
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| 217 |     /** | 
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| 218 |     @brief | 
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| 219 |         Get the LevelInfoItem at the given index in the list of available Levels. | 
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| 220 |         The LevelInfoItems are sorted in alphabetical order accoridng to the name of the Level. | 
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| 221 |         This method is most efficiently called with consecutive indices (or at least ascending indices). | 
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| 222 |     @param index | 
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| 223 |         The index of the item that should be returned. | 
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| 224 |     @return | 
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| 225 |         Returns a pointer to the LevelInfoItem at the given index. | 
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| 226 |     */ | 
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| 227 |     LevelInfoItem* LevelManager::getAvailableLevelListItem(unsigned int index) | 
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| 228 |     { | 
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| 229 |         if(index >= this->availableLevels_.size()) | 
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| 230 |             return nullptr; | 
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| 231 |  | 
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| 232 |         // If this index directly follows the last we can optimize a lot. | 
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| 233 |         if(index == this->nextIndex_) | 
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| 234 |         { | 
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| 235 |             this->nextIndex_++; | 
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| 236 |             std::set<LevelInfoItem*, LevelInfoCompare>::iterator it = this->nextLevel_; | 
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| 237 |             this->nextLevel_++; | 
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| 238 |             return *it; | 
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| 239 |         } | 
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| 240 |         else | 
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| 241 |         { | 
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| 242 |             // If this index is bigger than the last, we can optimize a little. | 
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| 243 |             if(index < this->nextIndex_) | 
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| 244 |             { | 
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| 245 |                 this->nextIndex_ = 0; | 
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| 246 |                 this->nextLevel_ = this->availableLevels_.begin(); | 
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| 247 |             } | 
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| 248 |  | 
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| 249 |             while(this->nextIndex_ != index) | 
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| 250 |             { | 
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| 251 |                 this->nextIndex_++; | 
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| 252 |                 this->nextLevel_++; | 
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| 253 |             } | 
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| 254 |             this->nextIndex_++; | 
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| 255 |             std::set<LevelInfoItem*, LevelInfoCompare>::iterator it = this->nextLevel_; | 
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| 256 |             this->nextLevel_++; | 
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| 257 |             return *it; | 
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| 258 |         } | 
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| 259 |     } | 
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| 260 |  | 
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| 261 |     /** | 
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| 262 |     @brief | 
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| 263 |         Compile the list of available Levels. | 
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| 264 |         Iterates over all *.oxw files, loads the LevelInfo objects in them and from that it creates the LevelInfoItems which are inserted in a list. | 
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| 265 |     */ | 
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| 266 |     void LevelManager::compileAvailableLevelList() | 
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| 267 |     { | 
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| 268 |         // Get all files matching the level criteria | 
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| 269 |         Ogre::StringVectorPtr levels = Resource::findResourceNames("*.oxw"); | 
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| 270 |  | 
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| 271 |         // We only want to load as little as possible | 
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| 272 |         ClassTreeMask mask; | 
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| 273 |         mask.exclude(Class(BaseObject)); | 
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| 274 |         mask.include(Class(LevelInfo)); | 
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| 275 |  | 
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| 276 |         // Iterate over all the found *.oxw files | 
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| 277 |         orxout(internal_info) << "Loading LevelInfos..." << endl; | 
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| 278 |         std::set<std::string> names; | 
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| 279 |         for (Ogre::StringVector::const_iterator it = levels->begin(); it != levels->end(); ++it) | 
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| 280 |         { | 
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| 281 |             // TODO: Replace with tag? | 
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| 282 |             if (it->find("old/") != 0) | 
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| 283 |             { | 
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| 284 |                 LevelInfoItem* info = nullptr; | 
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| 285 |  | 
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| 286 |                 // Load the LevelInfo object from the level file. | 
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| 287 |                 XMLFile file = XMLFile(*it); | 
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| 288 |                 Loader::getInstance().load(&file, mask, false, true); | 
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| 289 |  | 
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| 290 |                 // Find the LevelInfo object we've just loaded (if there was one) | 
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| 291 |                 for(LevelInfo* levelInfo : ObjectList<LevelInfo>()) | 
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| 292 |                     if(levelInfo->getXMLFilename() == *it) | 
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| 293 |                         info = levelInfo->copy(); | 
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| 294 |  | 
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| 295 |                 // We don't need the loaded stuff anymore | 
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| 296 |                 Loader::getInstance().unload(&file); | 
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| 297 |  | 
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| 298 |                 if(info == nullptr) | 
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| 299 |                 { | 
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| 300 |                     // Create a default LevelInfoItem object that merely contains the name | 
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| 301 |                     std::string filenameWOExtension = it->substr(0, it->find(".oxw")); | 
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| 302 |                     info = new LevelInfoItem(filenameWOExtension, *it); | 
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| 303 |                 } | 
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| 304 |  | 
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| 305 |                 // Warn about levels with the same name. | 
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| 306 |                 if(!names.insert(info->getName()).second) | 
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| 307 |                     orxout(internal_warning) << "Multiple levels (" << info->getXMLFilename() << ") with name '" << info->getName() << "' found!" << endl; | 
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| 308 |  | 
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| 309 |                 // Warn about multiple items so that it gets fixed quickly | 
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| 310 |                 if(availableLevels_.find(info) != availableLevels_.end()) | 
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| 311 |                 { | 
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| 312 |                     orxout(internal_warning) << "Multiple levels (" << info->getXMLFilename() << ") with same name '" << info->getName() << "' and filename found! Exluding..." << endl; | 
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| 313 |                     // Delete LevelInfoItem to avoid a dangling pointer | 
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| 314 |                     delete info; | 
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| 315 |                 } | 
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| 316 |                 else | 
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| 317 |                     this->availableLevels_.insert(info); | 
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| 318 |             } | 
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| 319 |         } | 
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| 320 |     } | 
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| 321 |  | 
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| 322 |     /** | 
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| 323 |     @brief | 
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| 324 |         Update the list of available Levels. | 
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| 325 |     */ | 
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| 326 |     void LevelManager::updateAvailableLevelList(void) | 
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| 327 |     { | 
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| 328 |         //TODO: Implement some kind of update? | 
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| 329 |     } | 
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| 330 |  | 
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| 331 |  | 
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| 332 |  | 
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| 333 |     /** | 
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| 334 |     @brief | 
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| 335 |         first updates allLevelStatus and then check if the level with index i is activated | 
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| 336 |     */ | 
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| 337 |     int LevelManager::missionactivate(int index) | 
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| 338 |     { | 
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| 339 |         updateAllLevelStatus(); | 
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| 340 |         int activated = allLevelStatus_[index]->activated; | 
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| 341 |         return activated; | 
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| 342 |     } | 
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| 343 |     /** | 
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| 344 |     @brief | 
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| 345 |         update the last won mission to won=true | 
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| 346 |     */ | 
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| 347 |  | 
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| 348 |     void LevelManager::updatewon(int lastwon) | 
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| 349 |     { | 
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| 350 |         allLevelStatus_[lastwon]->won=true; | 
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| 351 |  | 
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| 352 |     } | 
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| 353 |  | 
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| 354 |     /** | 
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| 355 |     @brief | 
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| 356 |         checks if a level is won | 
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| 357 |         if a level is won, the other levels should be shown as saved in 'nextLevels' of the won level | 
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| 358 |         therefore 'activated' of all other levels will be updated to the correct value | 
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| 359 |         if more than one level is won, the level with the highes index decides which other levels will be shown, activated or not activated | 
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| 360 |     */ | 
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| 361 |  | 
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| 362 |     void LevelManager::updateAllLevelStatus() | 
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| 363 |     { | 
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| 364 |         for(unsigned int i =0;i<allLevelStatus_.size();i++) | 
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| 365 |         { | 
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| 366 |             if(allLevelStatus_[i]->won) | 
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| 367 |             { | 
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| 368 |                 allLevelStatus_[i]->activated=1; | 
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| 369 |                 std::vector<int> nextLevels=allLevelStatus_[i]->nextLevels; | 
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| 370 |                 for(unsigned int j=0;j<allLevelStatus_.size();j++) | 
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| 371 |                 { | 
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| 372 |                     allLevelStatus_[j]->activated=nextLevels[j]; | 
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| 373 |                 } | 
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| 374 |             } | 
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| 375 |         } | 
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| 376 |     } | 
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| 377 |  | 
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| 378 |     /** | 
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| 379 |     @brief | 
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| 380 |         the name of the last won mission is saved in the config file | 
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| 381 |     */ | 
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| 382 |  | 
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| 383 |     void LevelManager::setLevelStatus(const std::string& LevelWon) | 
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| 384 |     { | 
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| 385 |          | 
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| 386 |              | 
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| 387 |         ModifyConfigValue(lastWonMission_, set, LevelWon); | 
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| 388 |  | 
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| 389 |         /** | 
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| 390 |         TODO: save allLevelWon_ into the config file | 
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| 391 |         */ | 
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| 392 |     } | 
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| 393 |  | 
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| 394 |  | 
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| 395 |     /** | 
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| 396 |     @brief | 
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| 397 |         build up allLevelStatus_ | 
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| 398 |         has to be done once per game (not per level) | 
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| 399 |         all connections between the levels are saved in the allLevelStatus_ | 
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| 400 |         also the won variable of the LevelStatus have to be set to the corresponding allLevelWon_ values | 
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| 401 |     */ | 
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| 402 |     void LevelManager::buildallLevelStatus() | 
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| 403 |     { | 
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| 404 |         for(unsigned int i =0;i<campaignMissions_.size();++i) | 
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| 405 |         { | 
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| 406 |             LevelStatus* level= new LevelStatus(this->getContext()); | 
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| 407 |             allLevelStatus_.push_back(level); | 
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| 408 |         } | 
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| 409 |  | 
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| 410 |         /** | 
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| 411 |         TODO: allLevelWon_ should be loaded into the allLevelSatus_ such that the progress of the campaign can be saved | 
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| 412 |         */ | 
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| 413 |  | 
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| 414 |         allLevelStatus_[0]->activated=1; | 
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| 415 |  | 
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| 416 |  | 
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| 417 |         std::vector<int> v={1,1,1,0,0,0,0,0,0}; | 
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| 418 |         allLevelStatus_[0]->nextLevels=v; | 
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| 419 |  | 
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| 420 |         v={1,1,2,1,0,0,0,0,0}; | 
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| 421 |         allLevelStatus_[1]->nextLevels=v; | 
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| 422 |  | 
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| 423 |         v={1,2,1,0,1,0,0,0,0}; | 
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| 424 |         allLevelStatus_[2]->nextLevels=v; | 
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| 425 |  | 
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| 426 |         v={1,1,2,1,0,1,1,0,0}; | 
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| 427 |         allLevelStatus_[3]->nextLevels=v; | 
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| 428 |  | 
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| 429 |         v={1,2,1,0,1,0,0,1,1}; | 
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| 430 |         allLevelStatus_[4]->nextLevels=v; | 
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| 431 |  | 
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| 432 |         v={1,1,2,1,0,1,2,0,0}; | 
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| 433 |         allLevelStatus_[5]->nextLevels=v; | 
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| 434 |  | 
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| 435 |         v={1,1,2,1,0,2,1,0,0}; | 
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| 436 |         allLevelStatus_[6]->nextLevels=v; | 
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| 437 |  | 
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| 438 |         v={1,2,1,0,1,0,0,1,2}; | 
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| 439 |         allLevelStatus_[7]->nextLevels=v; | 
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| 440 |  | 
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| 441 |         v={1,2,1,0,1,0,0,2,1}; | 
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| 442 |         allLevelStatus_[8]->nextLevels=v; | 
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| 443 |  | 
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| 444 |     } | 
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| 445 | } | 
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