Prisoner feature bugfix (#110)

* Allow game to continue after offering to surrender to enemies

* Fix issues related to surrender and POW quests

- Quests were ended prematurely if one had prisoners in both alma and tixa
- Strategic status flags for rescue/escape were not set properly
- Only the maximum amount a prison can hold will be taken as POWs, rest of the mercs will either escape or have to fight to the death, to prevent a player having unrescuable POWs
- Capturing a mercenary had a lot of functions called that should not have been, IF the merc is not going to be captured after all

* Switch all tactical surrender calls to use one unified function

* Only mercs that are capable can escape

Incapacitated mercs left behind will die.
Should probably prioritize incapacitated mercs to be captured by the enemy to prevent needless deaths

* Combine pow quest state changes into one function

* Add JumpIntoEscapedSector to header file

* Allow enemy to demand surrender even if they already have POWs in Tixa and Alma

* Remove surrender from UB

* Address review feedback
This commit is contained in:
Asdow
2023-01-22 23:35:08 +02:00
committed by GitHub
parent 57d2674f37
commit ae1fd0a2ee
21 changed files with 434 additions and 351 deletions
+2
View File
@@ -9194,6 +9194,8 @@ STR16 szPrisonerTextStr[]=
L"A high-ranking army officer in %s has been revealed!",
L"The enemy leader refuses to even consider surrender!",
L"%d prisoners volunteered to join our forces.",
L"Some of your mercs managed to escape the enemy capture!",
L"No possible escape is seen, it's a fight to the death!"
};
STR16 szMTATextStr[]=