CCallback.cpp 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596
  1. #include "stdafx.h"
  2. #include "CCallback.h"
  3. #include "CPathfinder.h"
  4. #include "hch/CHeroHandler.h"
  5. #include "hch/CTownHandler.h"
  6. #include "CGameInfo.h"
  7. #include "hch/CAmbarCendamo.h"
  8. #include "mapHandler.h"
  9. #include "CGameState.h"
  10. #include "CPlayerInterface.h"
  11. #include "hch/CGeneralTextHandler.h"
  12. #include "CAdvmapInterface.h"
  13. #include "CPlayerInterface.h"
  14. #include "hch/CBuildingHandler.h"
  15. #include "hch/CObjectHandler.h"
  16. #include "lib/Connection.h"
  17. #include "client/Client.h"
  18. #include <boost/thread.hpp>
  19. #include <boost/foreach.hpp>
  20. #include "lib/NetPacks.h"
  21. #include <boost/thread/shared_mutex.hpp>
  22. #ifdef min
  23. #undef min
  24. #endif
  25. #ifdef max
  26. #undef max
  27. #endif
  28. extern CSharedCond<std::set<IPack*> > mess;
  29. HeroMoveDetails::HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho)
  30. :src(Src),dst(Dst),ho(Ho)
  31. {
  32. owner = ho->getOwner();
  33. };
  34. bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
  35. {
  36. CGHeroInstance * hero = NULL;
  37. if (idtype==0)
  38. {
  39. if (player==-1)
  40. hero=gs->players[player+1].heroes[ID];
  41. else
  42. hero=gs->players[player].heroes[ID];
  43. }
  44. else if (idtype==1 && player>=0) //looking for it in local area
  45. {
  46. for (int i=0; i<gs->players[player].heroes.size();i++)
  47. {
  48. if (gs->players[player].heroes[i]->type->ID == ID)
  49. hero = gs->players[player].heroes[i];
  50. }
  51. }
  52. else //idtype==1; player<0
  53. {
  54. for(std::map<ui8, PlayerState>::iterator j=gs->players.begin(); j!=gs->players.end(); ++j)
  55. {
  56. for (int i=0; i<(*j).second.heroes.size();i++)
  57. {
  58. if ((*j).second.heroes[i]->type->ID == ID)
  59. {
  60. hero = (*j).second.heroes[i];
  61. }
  62. }
  63. }
  64. }
  65. if (!hero)
  66. return false; //can't find hero
  67. if(!verifyPath(path,!hero->canWalkOnSea()))//TODO: not check sea, if hero has flying or walking on water
  68. return false; //invalid path
  69. //check path format
  70. if (pathType==0)
  71. CPathfinder::convertPath(path,pathType);
  72. if (pathType>1)
  73. #ifndef __GNUC__
  74. throw std::exception("Unknown path format");
  75. #else
  76. throw std::exception();
  77. #endif
  78. CPath * ourPath = path;
  79. if(!ourPath)
  80. return false;
  81. for(int i=ourPath->nodes.size()-1; i>0; i--)
  82. {
  83. int3 stpos(ourPath->nodes[i].coord.x, ourPath->nodes[i].coord.y, hero->pos.z),
  84. endpos(ourPath->nodes[i-1].coord.x, ourPath->nodes[i-1].coord.y, hero->pos.z);
  85. HeroMoveDetails curd(stpos,endpos,hero);
  86. *cl->serv << ui16(501) << hero->id << stpos << endpos;
  87. {//wait till there is server answer
  88. boost::unique_lock<boost::mutex> lock(*mess.mx);
  89. while(std::find_if(mess.res->begin(),mess.res->end(),IPack::isType<501>) == mess.res->end())
  90. mess.cv->wait(lock);
  91. std::set<IPack*>::iterator itr = std::find_if(mess.res->begin(),mess.res->end(),IPack::isType<501>);
  92. TryMoveHero tmh = *static_cast<TryMoveHero*>(*itr);
  93. mess.res->erase(itr);
  94. if(!tmh.result)
  95. return false;
  96. }
  97. }
  98. return true;
  99. }
  100. void CCallback::selectionMade(int selection, int asker)
  101. {
  102. //todo - jak bedzie multiplayer po sieci, to moze wymagac przerobek zaleznych od obranego modelu
  103. //IChosen * ask = (IChosen *)asker;
  104. //ask->chosen(selection);
  105. }
  106. void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount)
  107. {
  108. if(amount<=0) return;
  109. if(obj->ID==98) //recruiting from town
  110. {
  111. int ser=-1; //used dwelling level
  112. CGTownInstance *t = const_cast<CGTownInstance*>(static_cast<const CGTownInstance*>(obj));
  113. //verify
  114. bool found = false;
  115. typedef std::pair<const int,int> Parka;
  116. for(std::map<si32,ui32>::iterator av=t->strInfo.creatures.begin();av!=t->strInfo.creatures.end();av++)
  117. {
  118. if( ( found = (ID == t->town->basicCreatures[av->first]) ) //creature is available among basic cretures
  119. || (found = (ID == t->town->upgradedCreatures[av->first])) )//creature is available among upgraded cretures
  120. {
  121. amount = std::min(amount,(int)av->second); //reduce recruited amount up to available amount
  122. ser = av->first;
  123. break;
  124. }
  125. }
  126. if(!found) //no such creature
  127. return;
  128. if(amount > CGI->creh->creatures[ID].maxAmount(gs->players[player].resources))
  129. return; //not enough resources
  130. //for(int i=0;i<RESOURCE_QUANTITY;i++)
  131. // if (gs->players[player].resources[i] < (CGI->creh->creatures[ID].cost[i] * amount))
  132. // return; //not enough resources
  133. if(amount<=0) return;
  134. //recruit
  135. int slot = -1; //slot ID
  136. std::pair<si32,std::pair<ui32,si32> > parb;
  137. for(int i=0;i<7;i++) //TODO: if there is already stack of same creatures it should be used always
  138. {
  139. if(((!t->army.slots[i].first) && (!t->army.slots[i].second)) || (t->army.slots[i].first == ID)) //slot is free or there is saem creature
  140. {
  141. slot = i;
  142. break;
  143. }
  144. }
  145. if(slot<0) //no free slot
  146. return;
  147. for(int i=0;i<RESOURCE_QUANTITY;i++)
  148. gs->players[player].resources[i] -= (CGI->creh->creatures[ID].cost[i] * amount);
  149. t->strInfo.creatures[ser] -= amount;
  150. if(t->army.slots[slot].first) //add new creatures to the existing stack
  151. {
  152. t->army.slots[slot].second += amount;
  153. }
  154. else //create new stack in the garrison
  155. {
  156. t->army.slots[slot].first = ID;
  157. t->army.slots[slot].second = amount;
  158. }
  159. cl->playerint[player]->garrisonChanged(obj);
  160. }
  161. //TODO: recruit from dwellings on the adventure map
  162. }
  163. bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos)
  164. {
  165. if(((player>=0) && obj->tempOwner != player) || obj->army.slots.size()<2)
  166. return false;
  167. *cl->serv << ui16(503) << obj->id << ui8(stackPos);
  168. return true;
  169. }
  170. bool CCallback::upgradeCreature(const CArmedInstance *obj, int stackPos, int newID)
  171. {
  172. //TODO: write
  173. return false;
  174. }
  175. void CCallback::endTurn()
  176. {
  177. std::cout << "Player "<<(unsigned)player<<" end his turn."<<std::endl;
  178. cl->serv->wmx->lock();
  179. *cl->serv << ui16(100); //report that we ended turn
  180. cl->serv->wmx->unlock();
  181. }
  182. UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
  183. {
  184. UpgradeInfo ret;
  185. CCreature *base = &CGI->creh->creatures[((CArmedInstance *)obj)->army.slots[stackPos].first];
  186. if((obj->ID == 98) || ((obj->ID == 34) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
  187. {
  188. CGTownInstance * t;
  189. if(obj->ID == 98)
  190. t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
  191. else
  192. t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
  193. for(std::set<si32>::iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
  194. {
  195. if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
  196. {
  197. int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
  198. if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
  199. {
  200. ret.newID.push_back(nid);
  201. ret.cost.push_back(std::set<std::pair<int,int> >());
  202. for(int j=0;j<RESOURCE_QUANTITY;j++)
  203. {
  204. int dif = CGI->creh->creatures[nid].cost[j] - base->cost[j];
  205. if(dif)
  206. ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
  207. }
  208. }
  209. }
  210. }//end for
  211. }
  212. //TODO: check if hero ability makes some upgrades possible
  213. if(ret.newID.size())
  214. ret.oldID = base->idNumber;
  215. return ret;
  216. }
  217. const StartInfo * CCallback::getStartInfo()
  218. {
  219. return gs->scenarioOps;
  220. }
  221. int CCallback::howManyTowns()
  222. {
  223. return gs->players[gs->currentPlayer].towns.size();
  224. }
  225. const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
  226. {
  227. if (!mode)
  228. return gs->players[gs->currentPlayer].towns[val];
  229. else
  230. {
  231. //TODO: add some smart ID to the CTownInstance
  232. //for (int i=0; i<gs->players[gs->currentPlayer].towns.size();i++)
  233. //{
  234. // if (gs->players[gs->currentPlayer].towns[i]->someID==val)
  235. // return gs->players[gs->currentPlayer].towns[i];
  236. //}
  237. return NULL;
  238. }
  239. return NULL;
  240. }
  241. int CCallback::howManyHeroes()
  242. {
  243. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  244. return gs->players[player].heroes.size();
  245. }
  246. const CGHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
  247. {
  248. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  249. if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
  250. return NULL;
  251. if (!mode)
  252. if(val<gs->players[player].heroes.size())
  253. return gs->players[player].heroes[val];
  254. else return NULL;
  255. else
  256. {
  257. for (int i=0; i<gs->players[player].heroes.size();i++)
  258. {
  259. if (gs->players[player].heroes[i]->type->ID==val)
  260. return gs->players[player].heroes[i];
  261. }
  262. }
  263. return NULL;
  264. }
  265. int CCallback::getResourceAmount(int type)
  266. {
  267. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  268. return gs->players[player].resources[type];
  269. }
  270. std::vector<si32> CCallback::getResourceAmount()
  271. {
  272. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  273. return gs->players[player].resources;
  274. }
  275. int CCallback::getDate(int mode)
  276. {
  277. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  278. return gs->getDate(mode);
  279. }
  280. std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
  281. {
  282. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  283. std::vector<std::string> ret;
  284. BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].blockingObjects)
  285. ret.push_back(obj->hoverName);
  286. return ret;
  287. }
  288. bool CCallback::verifyPath(CPath * path, bool blockSea)
  289. {
  290. for (int i=0;i<path->nodes.size();i++)
  291. {
  292. if ( CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->blocked
  293. && (! (CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->visitable)))
  294. return false; //path is wrong - one of the tiles is blocked
  295. if (blockSea)
  296. {
  297. if (i==0)
  298. continue;
  299. if (
  300. ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype==water)
  301. &&
  302. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype!=water))
  303. ||
  304. ((CGI->mh->ttiles[path->nodes[i].coord.x][path->nodes[i].coord.y][path->nodes[i].coord.z].tileInfo->tertype!=water)
  305. &&
  306. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==water))
  307. ||
  308. (CGI->mh->ttiles[path->nodes[i-1].coord.x][path->nodes[i-1].coord.y][path->nodes[i-1].coord.z].tileInfo->tertype==rock)
  309. )
  310. return false;
  311. }
  312. }
  313. return true;
  314. }
  315. std::vector< std::vector< std::vector<unsigned char> > > & CCallback::getVisibilityMap()
  316. {
  317. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  318. return gs->players[player].fogOfWarMap;
  319. }
  320. bool CCallback::isVisible(int3 pos, int Player)
  321. {
  322. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  323. return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
  324. }
  325. std::vector < const CGTownInstance *> CCallback::getTownsInfo(bool onlyOur)
  326. {
  327. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  328. std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();
  329. for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  330. {
  331. for (int j=0;j<(*i).second.towns.size();j++)
  332. {
  333. if ( ( isVisible((*i).second.towns[j]->pos,player) ) || (*i).first==player)
  334. {
  335. ret.push_back((*i).second.towns[j]);
  336. }
  337. }
  338. } // for ( std::map<int, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
  339. return ret;
  340. }
  341. std::vector < const CGHeroInstance *> CCallback::getHeroesInfo(bool onlyOur)
  342. {
  343. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  344. std::vector < const CGHeroInstance *> ret;
  345. for(int i=0;i<gs->map->heroes.size();i++)
  346. {
  347. if( (gs->map->heroes[i]->tempOwner==player) ||
  348. (isVisible(gs->map->heroes[i]->getPosition(false),player) && !onlyOur) )
  349. {
  350. ret.push_back(gs->map->heroes[i]);
  351. }
  352. }
  353. return ret;
  354. }
  355. bool CCallback::isVisible(int3 pos)
  356. {
  357. return isVisible(pos,player);
  358. }
  359. int CCallback::getMyColor()
  360. {
  361. return player;
  362. }
  363. int CCallback::getHeroSerial(const CGHeroInstance * hero)
  364. {
  365. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  366. for (int i=0; i<gs->players[player].heroes.size();i++)
  367. {
  368. if (gs->players[player].heroes[i]==hero)
  369. return i;
  370. }
  371. return -1;
  372. }
  373. const CCreatureSet* CCallback::getGarrison(const CGObjectInstance *obj)
  374. {
  375. if(!obj)
  376. return NULL;
  377. if(obj->ID == 34)
  378. return &(dynamic_cast<const CGHeroInstance*>(obj))->army;
  379. else if(obj->ID == 98)
  380. return &(dynamic_cast<const CGTownInstance*>(obj)->army);
  381. else return NULL;
  382. }
  383. int CCallback::swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
  384. {
  385. if(s1->tempOwner != player || s2->tempOwner != player)
  386. return -1;
  387. *cl->serv << ui16(502) << ui8(1) << s1->id << ui8(p1) << s2->id << ui8(p2);
  388. return 0;
  389. }
  390. int CCallback::mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
  391. {
  392. if ((s1->tempOwner!= player || s2->tempOwner!=player))
  393. {
  394. return -1;
  395. }
  396. *cl->serv << ui16(502) << ui8(2) << s1->id << ui8(p1) << s2->id << ui8(p2);
  397. return 0;
  398. }
  399. int CCallback::splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val)
  400. {
  401. if (s1->tempOwner!= player || s2->tempOwner!=player || (!val))
  402. {
  403. return -1;
  404. }
  405. *cl->serv << ui16(502) << ui8(3) << s1->id << ui8(p1) << s2->id << ui8(p2) << si32(val);
  406. return 0;
  407. }
  408. bool CCallback::dismissHero(const CGHeroInstance *hero)
  409. {
  410. if(player!=hero->tempOwner) return false;
  411. *cl->serv << ui16(500) << hero->id;
  412. return true;
  413. }
  414. int CCallback::getMySerial()
  415. {
  416. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  417. return gs->players[player].serial;
  418. }
  419. bool CCallback::swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2)
  420. {
  421. if(!hero1 || !hero2) //incorrect data
  422. return false;
  423. CGHeroInstance * Uhero1 = const_cast<CGHeroInstance *>(hero1);
  424. CGHeroInstance * Uhero2 = const_cast<CGHeroInstance *>(hero2);
  425. if(worn1 && worn2)
  426. {
  427. std::swap(Uhero1->artifWorn[pos1], Uhero2->artifWorn[pos2]);
  428. }
  429. else if(worn1 && !worn2)
  430. {
  431. std::swap(Uhero1->artifWorn[pos1], Uhero2->artifacts[pos2]);
  432. }
  433. else if(!worn1 && worn2)
  434. {
  435. std::swap(Uhero1->artifacts[pos1], Uhero2->artifWorn[pos2]);
  436. }
  437. else
  438. {
  439. std::swap(Uhero1->artifacts[pos1], Uhero2->artifacts[pos2]);
  440. }
  441. return true;
  442. }
  443. bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
  444. {
  445. CGTownInstance * t = const_cast<CGTownInstance *>(town);
  446. if(town->tempOwner!=player)
  447. return false;
  448. CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
  449. for(int i=0;i<7;i++)
  450. if(b->resources[i] > gs->players[player].resources[i])
  451. return false; //lack of resources
  452. *cl->serv << ui16(504) << town->id << buildingID;
  453. //TODO: check if we are allowed to build
  454. return true;
  455. }
  456. int CCallback::battleGetBattlefieldType()
  457. {
  458. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  459. return CGI->mh->ttiles[gs->curB->tile.x][gs->curB->tile.y][gs->curB->tile.z].tileInfo->tertype;
  460. }
  461. int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield
  462. {
  463. //TODO - write
  464. return -1;
  465. }
  466. int CCallback::battleGetStack(int pos)
  467. {
  468. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  469. return gs->battleGetStack(pos);
  470. }
  471. CStack* CCallback::battleGetStackByID(int ID)
  472. {
  473. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  474. if(!gs->curB) return NULL;
  475. return gs->curB->getStack(ID);
  476. }
  477. CStack* CCallback::battleGetStackByPos(int pos)
  478. {
  479. return battleGetStackByID(battleGetStack(pos));
  480. }
  481. int CCallback::battleGetPos(int stack)
  482. {
  483. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  484. for(int g=0; g<gs->curB->stacks.size(); ++g)
  485. {
  486. if(gs->curB->stacks[g]->ID == stack)
  487. return gs->curB->stacks[g]->position;
  488. }
  489. return -1;
  490. }
  491. std::map<int, CStack> CCallback::battleGetStacks()
  492. {
  493. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  494. std::map<int, CStack> ret;
  495. for(int g=0; g<gs->curB->stacks.size(); ++g)
  496. {
  497. ret[gs->curB->stacks[g]->ID] = *(gs->curB->stacks[g]);
  498. }
  499. return ret;
  500. }
  501. CCreature CCallback::battleGetCreature(int number)
  502. {
  503. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  504. for(int h=0; h<gs->curB->stacks.size(); ++h)
  505. {
  506. if(gs->curB->stacks[h]->ID == number) //creature found
  507. return *(gs->curB->stacks[h]->creature);
  508. }
  509. #ifndef __GNUC__
  510. throw new std::exception("Cannot find the creature");
  511. #else
  512. throw new std::exception();
  513. #endif
  514. }
  515. std::vector<int> CCallback::battleGetAvailableHexes(int ID)
  516. {
  517. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  518. return gs->battleGetRange(ID);
  519. }
  520. bool CCallback::battleIsStackMine(int ID)
  521. {
  522. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  523. for(int h=0; h<gs->curB->stacks.size(); ++h)
  524. {
  525. if(gs->curB->stacks[h]->ID == ID) //creature found
  526. return gs->curB->stacks[h]->owner == player;
  527. }
  528. return false;
  529. }
  530. bool CCallback::battleCanShoot(int ID, int dest) //TODO: finish
  531. {
  532. boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
  533. if(battleGetStackByID(ID)->creature->isShooting()
  534. && battleGetStack(dest) != -1
  535. && battleGetStackByPos(dest)->owner != battleGetStackByID(ID)->owner
  536. && battleGetStackByPos(dest)->alive)
  537. return true;
  538. return false;
  539. }