src/game/Strategic/Strategic_Movement.cc
GROUP* CreateNewPlayerGroupDepartingFromSector(UINT8 const ubSectorX, UINT8 const ubSectorY)
{
	AssertMsg( ubSectorX >= 1 && ubSectorX <= 16, String( "CreateNewPlayerGroup with out of range sectorX value of %d", ubSectorX ) );
	AssertMsg( ubSectorY >= 1 && ubSectorY <= 16, String( "CreateNewPlayerGroup with out of range sectorY value of %d", ubSectorY ) );
	GROUP* const pNew = new GROUP{};
	pNew->pPlayerList = NULL;
	pNew->pWaypoints = NULL;
	pNew->ubSectorX = pNew->ubNextX = ubSectorX;
	pNew->ubSectorY = pNew->ubNextY = ubSectorY;
	pNew->ubOriginalSector = (UINT8)SECTOR( ubSectorX, ubSectorY );
	pNew->fPlayer = TRUE;
	pNew->ubMoveType = ONE_WAY;
	pNew->ubNextWaypointID = 0;
	pNew->ubTransportationMask = FOOT;
	pNew->fVehicle = FALSE;
	pNew->ubCreatedSectorID = pNew->ubOriginalSector;
	pNew->ubSectorIDOfLastReassignment = 255;

	AddGroupToList(pNew);
	return pNew;
}
//Player grouping functions
//.........................
//Creates a new player group, returning the unique ID of that group.  This is the first
//step before adding waypoints and members to the player group.
Player grouping functions

Creates a new player group, returning the unique ID of that group.  This is the first
step before adding waypoints and members to the player group.
Player grouping functions Creates a new player group returning the unique ID of that group . This is the first step before adding waypoints and members to the player group .
GROUP* CreateNewPlayerGroupDepartingFromSector(UINT8 const ubSectorX, UINT8 const ubSectorY)
{
	AssertMsg( ubSectorX >= 1 && ubSectorX <= 16, String( "CreateNewPlayerGroup with out of range sectorX value of %d", ubSectorX ) );
	AssertMsg( ubSectorY >= 1 && ubSectorY <= 16, String( "CreateNewPlayerGroup with out of range sectorY value of %d", ubSectorY ) );
	GROUP* const pNew = new GROUP{};
	pNew->pPlayerList = NULL;
	pNew->pWaypoints = NULL;
	pNew->ubSectorX = pNew->ubNextX = ubSectorX;
	pNew->ubSectorY = pNew->ubNextY = ubSectorY;
	pNew->ubOriginalSector = (UINT8)SECTOR( ubSectorX, ubSectorY );
	pNew->fPlayer = TRUE;
	pNew->ubMoveType = ONE_WAY;
	pNew->ubNextWaypointID = 0;
	pNew->ubTransportationMask = FOOT;
	pNew->fVehicle = FALSE;
	pNew->ubCreatedSectorID = pNew->ubOriginalSector;
	pNew->ubSectorIDOfLastReassignment = 255;
	AddGroupToList(pNew);
	return pNew;
}
GROUP * CreateNewPlayerGroupDepartingFromSector ( UINT8 const ubSectorX , UINT8 const ubSectorY ) { AssertMsg ( ubSectorX >= 1 && ubSectorX <= 16 , String ( " " , ubSectorX ) ) ; AssertMsg ( ubSectorY >= 1 && ubSectorY <= 16 , String ( " " , ubSectorY ) ) ; GROUP * const pNew = new GROUP { } ; pNew -> pPlayerList = NULL ; pNew -> pWaypoints = NULL ; pNew -> ubSectorX = pNew -> ubNextX = ubSectorX ; pNew -> ubSectorY = pNew -> ubNextY = ubSectorY ; pNew -> ubOriginalSector = ( UINT8 ) SECTOR ( ubSectorX , ubSectorY ) ; pNew -> fPlayer = TRUE ; pNew -> ubMoveType = ONE_WAY ; pNew -> ubNextWaypointID = 0 ; pNew -> ubTransportationMask = FOOT ; pNew -> fVehicle = FALSE ; pNew -> ubCreatedSectorID = pNew -> ubOriginalSector ; pNew -> ubSectorIDOfLastReassignment = 255 ; AddGroupToList ( pNew ) ; return pNew ; }
Player grouping functions
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Player grouping functions .........................