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@ -1465,6 +1465,15 @@ CommandCost CmdBuildRoadStop(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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return cost;
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}
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static void *ClearRoadStopStatusEnum(Vehicle *v, void *)
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{
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if (v->type == VEH_ROAD) ClrBit(v->u.road.state, RVS_IN_DT_ROAD_STOP);
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return NULL;
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}
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/** Remove a bus station
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* @param st Station to remove
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* @param flags operation to perform
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@ -1491,7 +1500,13 @@ static CommandCost RemoveRoadStop(Station *st, uint32 flags, TileIndex tile)
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assert(cur_stop != NULL);
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if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
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/* don't do the check for drive-through road stops when company bankrupts */
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if (IsDriveThroughStopTile(tile) && (flags & DC_BANKRUPT)) {
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/* remove the 'going through road stop' status from all vehicles on that tile */
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if (flags & DC_EXEC) VehicleFromPos(tile, NULL, &ClearRoadStopStatusEnum);
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} else {
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if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
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}
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if (flags & DC_EXEC) {
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if (*primary_stop == cur_stop) {
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@ -1905,7 +1920,8 @@ static CommandCost RemoveBuoy(Station *st, uint32 flags)
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TileIndex tile = st->dock_tile;
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if (HasStationInUse(st->index, INVALID_PLAYER)) return_cmd_error(STR_BUOY_IS_IN_USE);
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if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
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/* remove the buoy if there is a ship on tile when company goes bankrupt... */
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if (!(flags & DC_BANKRUPT) && !EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
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if (flags & DC_EXEC) {
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st->dock_tile = 0;
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@ -2891,11 +2907,18 @@ static void ChangeTileOwner_Station(TileIndex tile, PlayerID old_player, PlayerI
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RebuildStationLists();
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InvalidateWindowClasses(WC_STATION_LIST);
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} else {
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if (IsDriveThroughStopTile(tile) && GetStopBuiltOnTownRoad(tile)) {
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/* For a drive-through stop on a town-owned road remove the stop and replace the road */
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if (IsDriveThroughStopTile(tile)) {
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/* Remove the drive-through road stop */
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DoCommand(tile, 0, (GetStationType(tile) == STATION_TRUCK) ? RoadStop::TRUCK : RoadStop::BUS, DC_EXEC | DC_BANKRUPT, CMD_REMOVE_ROAD_STOP);
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assert(IsTileType(tile, MP_ROAD));
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/* Change owner of tile and all roadtypes */
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ChangeTileOwner(tile, old_player, new_player);
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} else {
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DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
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/* Set tile owner of water under (now removed) buoy and dock to OWNER_NONE.
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* Update owner of buoy if it was not removed (was in orders).
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* Do not update when owned by OWNER_WATER (sea and rivers). */
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if ((IsTileType(tile, MP_WATER) || IsBuoyTile(tile)) && IsTileOwner(tile, old_player)) SetTileOwner(tile, OWNER_NONE);
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}
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}
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}
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