(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.
--- a/lang/english.txt Thu Jan 20 18:57:09 2005 +0000
+++ b/lang/english.txt Thu Jan 20 22:19:34 2005 +0000
@@ -1140,6 +1140,8 @@
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...
--- a/station_cmd.c Thu Jan 20 18:57:09 2005 +0000
+++ b/station_cmd.c Thu Jan 20 22:19:34 2005 +0000
@@ -1751,6 +1751,23 @@
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 @@
tile = st->dock_tile;
+ if (CheckShipsOnBuoy(st))
+ return_cmd_error(STR_BUOY_IS_IN_USE);
+
if (!EnsureNoVehicle(tile))
return CMD_ERROR;