anchor.diff:          end;
   
           if (tileOwner <> -1)
  -          and not fMyTerrain.TileIsCornField(KMPoint(MX, MY)) //Do not show corn and wine on minimap
  -          and not fMyTerrain.TileIsWineField(KMPoint(MX, MY)) then
  +          and not gTerrain.TileIsCornField(KMPoint(MX, MY)) //Do not show corn and wine on minimap
  +          and not gTerrain.TileIsWineField(KMPoint(MX, MY)) then
             fBase[I*fMapX + K] := gHands[tileOwner].GameFlagColor
           else
           begin
  
positive.code:           else
            begin
              ID := landPtr.BaseLayer.Terrain;
              // Do not use fMyTerrain.Land^[].Light for borders of the map, because it is set to -1 for fading effect
              // So assume fMyTerrain.Land^[].Light as medium value in this case
              if (I = 0) or (I = fMapY - 1) or (K = 0) or (K = fMapX - 1) then
                light := 255-fow
              else
  
negative.code: var
    I: Integer;
  begin
    Resize(gTerrain.MapX - 1, gTerrain.MapY - 1);
  
    for I := 0 to MAX_HANDS - 1 do
    begin
  