@@ -15,12 +15,13 @@
#include "cmd_helper.h"
#include "viewport_func.h"
#include "command_func.h"
#include "town.h"
#include "news_func.h"
#include "train.h"
#include "ship.h"
#include "roadveh.h"
#include "industry.h"
#include "newgrf_cargo.h"
#include "newgrf_debug.h"
#include "newgrf_station.h"
#include "newgrf_canal.h" /* For the buoy */
@@ -2518,12 +2519,14 @@ CommandCost CmdBuildDock(TileIndex tile,
static CommandCost RemoveDock(TileIndex tile, DoCommandFlag flags)
{
Station *st = Station::GetByTile(tile);
CommandCost ret = CheckOwnership(st->owner);
if (ret.Failed()) return ret;
TileIndex docking_location = TILE_ADD(st->dock_tile, ToTileIndexDiff(GetDockOffset(st->dock_tile)));
TileIndex tile1 = st->dock_tile;
TileIndex tile2 = tile1 + TileOffsByDiagDir(GetDockDirection(tile1));
ret = EnsureNoVehicleOnGround(tile1);
if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile2);
@@ -2543,12 +2546,24 @@ static CommandCost RemoveDock(TileIndex
DirtyCompanyInfrastructureWindows(st->owner);
SetWindowWidgetDirty(WC_STATION_VIEW, st->index, WID_SV_SHIPS);
st->UpdateVirtCoord();
st->RecomputeIndustriesNear();
DeleteStationIfEmpty(st);
/* All ships that were going to our station, can't go to it anymore.
* Just clear the order, then automatically the next appropriate order
* will be selected and in case of no appropriate order it will just
* wander around the world. */
Ship *s;
FOR_ALL_SHIPS(s) {
if (s->dest_tile == docking_location) {
s->dest_tile = 0;
s->current_order.Free();
}
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_STATION_DOCK]);
#include "table/station_land.h"
Status change: