* Proceed to next phase/mission * * @return false If no more missions */
| 532 | * @return false If no more missions |
| 533 | */ |
| 534 | bool sGameData::Phase_Next() { |
| 535 | |
| 536 | if (!mMission_Current) { |
| 537 | mMission_Current = mCampaign.getMission(mMission_Number); |
| 538 | if (!mMission_Current) |
| 539 | return false; |
| 540 | |
| 541 | mMission_Phases_Remaining = (int16)mMission_Current->NumberOfPhases(); |
| 542 | } |
| 543 | |
| 544 | // Next Phase |
| 545 | ++mMission_Phase; |
| 546 | --mMission_Phases_Remaining; |
| 547 | |
| 548 | mPhase_Current = mMission_Current->PhaseGet(mMission_Phase); |
| 549 | |
| 550 | // Still got phases to complete? |
| 551 | if (mMission_Phases_Remaining) |
| 552 | return true; |
| 553 | |
| 554 | // Mission Complete |
| 555 | for (auto& Troop : mSoldiers_Allocated) { |
| 556 | Troop.mPhaseCount = 0; |
| 557 | } |
| 558 | |
| 559 | mMission_Current = mCampaign.getMission(++mMission_Number); |
| 560 | if (!mMission_Current) |
| 561 | return false; |
| 562 | |
| 563 | mMission_Phase = 1; |
| 564 | |
| 565 | mMission_Phases_Remaining = (int16) mMission_Current->NumberOfPhases(); |
| 566 | |
| 567 | mPhase_Current = mMission_Current->PhaseGet(mMission_Phase); |
| 568 | if (!mPhase_Current) |
| 569 | return false; |
| 570 | |
| 571 | mRecruits_Available_Count += 0x0F; |
| 572 | mMission_Recruits_AliveCount = mRecruits_Available_Count; |
| 573 | mMission_Recruits_AliveCount -= 0x0F; |
| 574 | mMission_Recruitment = -1; |
| 575 | |
| 576 | mGamePhase_Data.mSoldiers_Prepare_SetFromSpritePtrs = false; |
| 577 | mGamePhase_Data.mHeroesCount = mHeroes.size(); |
| 578 | return true; |
| 579 | } |
| 580 | |
| 581 | std::string sGameData::ToJson(const std::string& pSaveName) { |
| 582 | auto now = std::chrono::system_clock::now(); |