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@@ -2263,7 +2263,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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const TerrainTile t = *getTile(hmpos);
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const int3 guardPos = gs->guardingCreaturePosition(hmpos);
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- const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::TRANSPORT;
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+ const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
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const bool disembarking = h->boat
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&& t.terType->isLand()
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&& (dst == h->pos
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@@ -2289,7 +2289,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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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->isPassable() || (t.blocked && !t.visitable && !canFly))
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&& complain("Cannot move hero, destination tile is blocked!"))
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- || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::TRANSPORT && t.visitableObjects.back()->ID != Obj::HERO))) //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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+ || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //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 && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
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&& complain("Cannot disembark hero, tile is blocked!"))
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@@ -5637,8 +5637,8 @@ bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
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//create boat
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NewObject no;
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- no.ID = Obj::TRANSPORT;
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- no.subID = obj->getTransportType().getNum();
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+ no.ID = Obj::BOAT;
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+ no.subID = obj->getBoatType().getNum();
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no.pos = tile + int3(1,0,0);
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sendAndApply(&no);
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