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@@ -1355,7 +1355,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
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//OR hero is on land and dest is water and (there is not present only one object - boat)
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if((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
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&& complain("Cannot move hero, destination tile is blocked!")
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- || (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 || (t.visitableObjects.front()->ID != 8 && t.visitableObjects.front()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land)
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+ || (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != 8 && t.visitableObjects.back()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
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&& complain("Cannot move hero, destination tile is on water!")
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|| (h->boat && t.tertype != TerrainTile::water && t.blocked)
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&& complain("Cannot disembark hero, tile is blocked!")
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@@ -1370,7 +1370,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
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}
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//hero enters the boat
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- if(!h->boat && t.visitableObjects.size() && t.visitableObjects.front()->ID == 8)
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+ if(!h->boat && t.visitableObjects.size() && t.visitableObjects.back()->ID == 8)
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{
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tmh.result = TryMoveHero::EMBARK;
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tmh.movePoints = 0; //embarking takes all move points
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