@@ -291,9 +291,11 @@ void StationPickerDrawSprite(int x, int
RoadStop * GetRoadStopByTile(TileIndex tile, RoadStop::Type type);
uint GetNumRoadStops(const Station* st, RoadStop::Type type);
RoadStop * AllocateRoadStop();
void ClearSlot(Vehicle *v);
bool HasStationInUse(StationID station, PlayerID player);
void DeleteOilRig(TileIndex t);
#endif /* STATION_H */
@@ -1865,21 +1865,26 @@ CommandCost CmdBuildBuoy(TileIndex tile,
st_auto_delete.Detach();
}
return CommandCost(_price.build_dock);
/* Checks if any ship is servicing the buoy specified. Returns yes or no */
static bool CheckShipsOnBuoy(Station *st)
/**
* Tests whether the player's vehicles have this station in orders
* When player == INVALID_PLAYER, then check all vehicles
* @param station station ID
* @param player player ID, INVALID_PLAYER to disable the check
*/
bool HasStationInUse(StationID station, PlayerID player)
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_SHIP) {
if (player == INVALID_PLAYER || v->owner == player) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
if (order->type == OT_GOTO_STATION && order->dest == st->index) {
if (order->type == OT_GOTO_STATION && order->dest == station) {
return true;
return false;
@@ -1889,13 +1894,13 @@ static CommandCost RemoveBuoy(Station *s
/* XXX: strange stuff */
if (!IsValidPlayer(_current_player)) return_cmd_error(INVALID_STRING_ID);
TileIndex tile = st->dock_tile;
if (CheckShipsOnBuoy(st)) return_cmd_error(STR_BUOY_IS_IN_USE);
if (HasStationInUse(st->index, INVALID_PLAYER)) return_cmd_error(STR_BUOY_IS_IN_USE);
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
if (flags & DC_EXEC) {
st->dock_tile = 0;
/* Buoys are marked in the Station struct by this flag. Yes, it is this
* braindead.. */
@@ -22,12 +22,13 @@
#include "date.h"
#include "vehicle.h"
#include "table/sprites.h"
#include "helpers.hpp"
#include "cargotype.h"
#include "station_gui.h"
#include "station.h"
typedef int CDECL StationSortListingTypeFunction(const void*, const void*);
static StationSortListingTypeFunction StationNameSorter;
static StationSortListingTypeFunction StationTypeSorter;
static StationSortListingTypeFunction StationWaitingSorter;
@@ -230,13 +231,13 @@ static void BuildStationsList(plstations
/* Create array for sorting */
const Station** station_sort = MallocT<const Station*>(GetMaxStationIndex() + 1);
DEBUG(misc, 3, "Building station list for player %d", owner);
FOR_ALL_STATIONS(st) {
if (st->owner == owner) {
if (st->owner == owner || (st->owner == OWNER_NONE && !st->IsBuoy() && HasStationInUse(st->index, owner))) {
if (facilities & st->facilities) { //only stations with selected facilities
int num_waiting_cargo = 0;
for (CargoID j = 0; j < NUM_CARGO; j++) {
if (!st->goods[j].cargo.Empty()) {
num_waiting_cargo++; //count number of waiting cargo
if (HasBit(cargo_filter, j)) {
@@ -377,13 +378,16 @@ static void PlayerStationsWndProc(Window
for (int i = w->vscroll.pos; i < max; ++i) { // do until max number of stations of owner
const Station *st = sl->sort_list[i];
int x;
assert(st->xy != 0);
assert(st->owner == owner);
/* Do not do the complex check HasStationInUse here, it may be even false
* when the order had been removed and the station list hasn't been removed yet */
assert(st->owner == owner || (st->owner == OWNER_NONE && !st->IsBuoy()));
SetDParam(0, st->index);
SetDParam(1, st->facilities);
x = DrawString(xb, y, STR_3049_0, TC_FROMSTRING) + 5;
/* show cargo waiting and station ratings */
@@ -407,13 +411,14 @@ static void PlayerStationsWndProc(Window
id_v += w->vscroll.pos;
if (id_v >= sl->list_length) return; // click out of list bound
const Station *st = sl->sort_list[id_v];
/* do not check HasStationInUse - it is slow and may be invalid */
ScrollMainWindowToTile(st->xy);
break;
case SLW_TRAIN:
case SLW_TRUCK:
Status change: