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Work has begun to enable strategic movement for other teams than just player and enemy.
- I've changed the GROUP struct - instead of BOOLEAN fPlayer we now have UINT8 usGroupTeam. - To further simplify the code, I've replaced UINT8 NumEnemiesInSector( INT16 sSectorX, INT16 sSectorY ); with UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam ); In the next days, more strategic functions will be simplified, merged and replaced. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7707 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -210,7 +210,7 @@ INT32 FindStratPath(INT16 sStart, INT16 sDestination, INT16 sMvtGroupNumber, BOO
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// for player groups only!
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pGroup = GetGroup( ( UINT8 )sMvtGroupNumber );
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if ( pGroup->fPlayer )
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if ( pGroup->usGroupTeam == OUR_TEAM )
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{
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// if player is holding down SHIFT key, find the shortest route instead of the quickest route!
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if ( _KeyDown( SHIFT ) )
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@@ -1569,7 +1569,7 @@ void RebuildWayPointsForGroupPath( PathStPtr pHeadOfPath, INT16 sMvtGroup )
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RemoveGroupWaypoints( ( UINT8 )sMvtGroup );
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if( pGroup->fPlayer )
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if ( pGroup->usGroupTeam == OUR_TEAM )
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{
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#ifdef BETA_VERSION
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VerifyAllMercsInGroupAreOnSameSquad( pGroup );
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@@ -1592,7 +1592,7 @@ void RebuildWayPointsForGroupPath( PathStPtr pHeadOfPath, INT16 sMvtGroup )
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{
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// and it's a player group, and it's between sectors
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// NOTE: AI groups never reverse direction between sectors, Kris cheats & teleports them back to their current sector!
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if( pGroup->fPlayer && pGroup->fBetweenSectors )
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if ( pGroup->usGroupTeam == OUR_TEAM && pGroup->fBetweenSectors )
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{
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// send the group right back to its current sector by reversing directions
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GroupReversingDirectionsBetweenSectors( pGroup, pGroup->ubSectorX, pGroup->ubSectorY, FALSE );
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@@ -1916,7 +1916,7 @@ PathStPtr GetGroupMercPathPtr( GROUP *pGroup )
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Assert( pGroup );
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// must be a player group!
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Assert( pGroup->fPlayer );
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Assert( pGroup->usGroupTeam == OUR_TEAM );
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if( pGroup->fVehicle )
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{
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