store the alien rank as a numerical value

... you know in case we might need it.
should probably add a -1 to that enum and other small fixes
stop walking thru walls god dammit
make sure waypoints are actually inside the region.

and remove the 1000 check limit, may god have mercy on us all.
debug lines on globe.

makes it ugly. i care not. it's useful damn it.
rename that variable because xcom units get to use it too

and add a method to derive it, and derive it.
make BattleUnit::damage() return the damage applied
some morale modifier routines.

one to get a pointer to the highest ranked xcom unit.
one to convert that pointer into a modifier.
morale support

by using the previous few functions and variables that were added,
we can now get a morale modifier, and use it to determine how much a unit
panics. an officer will mitigate morale losses to the squad, and amplify
bonuses.

units will also suffer individual morale penalties when being shot.
fix for bug in base defenses.
wat
patrol code based on Ufopaedia data

see http://www.ufopaedia.org/index.php?title=ROUTES.DAT
"flags" now used to direct aliens other than scouts
seems to work great in UFOs but not in Final Assault (commanders roam whole
base)
don't make everyone scouts in base assaults!
better patrol behavior

aliens prefer to move to nodes with their equivalent rank, like xcom1
aliens prefer to move when standing in fire
fixed the module targeting in xcom base defense; _flags rather than _reserved
is set to 5 for nodes where xcom property is to be vandalized
cleanup, fix xcom property targeting for vandalism
Revert "cleanup, fix xcom property targeting for vandalism"

This reverts commit eda1fd888ba7c1d6e6a835038353aadf3e43fecc.
vandalism is based on _reserved after all
fixed reapers
- spheric distorted squares of debug zones
function name has changed...