From ef93fcfe485f90809f07eaab17d9d8e4afc2abe7 Mon Sep 17 00:00:00 2001 From: dominik Date: Thu, 20 Jan 2005 22:19:34 +0000 Subject: [PATCH] (svn r1579) Fix: [ 1105963 ] Buoys can now only be removed if no ship has it in their schedule. This makes buoys more useable in multiplayer games again, as buoys can't be deleted by other players if they are used. --- lang/english.txt | 2 ++ station_cmd.c | 20 ++++++++++++++++++++ 2 files changed, 22 insertions(+) diff --git a/lang/english.txt b/lang/english.txt index 04271e675d..9d9f8916ba 100644 --- a/lang/english.txt +++ b/lang/english.txt @@ -1140,6 +1140,8 @@ STR_CANT_BUILD_LOCKS :{WHITE}Can't build locks here... STR_BUILD_LOCKS_TIP :{BLACK}Build locks STR_LANDINFO_LOCK :Lock +STR_BUOY_IS_IN_USE :{WHITE}... buoy is in use! + STR_LANDINFO_COORDS :{BLACK}Coordinates: {LTBLUE}{NUMU16}x{NUMU16} ({STRING}) STR_CANT_REMOVE_PART_OF_STATION :{WHITE}Can't remove part of station... diff --git a/station_cmd.c b/station_cmd.c index fe990857a0..091205e0e0 100644 --- a/station_cmd.c +++ b/station_cmd.c @@ -1751,6 +1751,23 @@ int32 CmdBuildBuoy(int x, int y, uint32 flags, uint32 p1, uint32 p2) return _price.build_dock; } +/* Checks if any ship is servicing the buoy specified. Returns yes or no */ +static bool CheckShipsOnBuoy(Station *st) +{ + const Vehicle *v; + FOR_ALL_VEHICLES(v) { + if (v->type == VEH_Ship) { + const Order *order; + FOR_VEHICLE_ORDERS(v, order) { + if (order->type == OT_GOTO_STATION && order->station == st->index) { + return true; + } + } + } + } + return false; +} + static int32 RemoveBuoy(Station *st, uint32 flags) { uint tile; @@ -1762,6 +1779,9 @@ static int32 RemoveBuoy(Station *st, uint32 flags) tile = st->dock_tile; + if (CheckShipsOnBuoy(st)) + return_cmd_error(STR_BUOY_IS_IN_USE); + if (!EnsureNoVehicle(tile)) return CMD_ERROR;