afterload.cpp

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00001 /* $Id: afterload.cpp 19857 2010-05-18 21:44:47Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "../stdafx.h"
00013 #include "../void_map.h"
00014 #include "../signs_base.h"
00015 #include "../depot_base.h"
00016 #include "../window_func.h"
00017 #include "../fios.h"
00018 #include "../gamelog_internal.h"
00019 #include "../network/network.h"
00020 #include "../gfxinit.h"
00021 #include "../functions.h"
00022 #include "../industry.h"
00023 #include "../clear_map.h"
00024 #include "../vehicle_func.h"
00025 #include "../debug.h"
00026 #include "../string_func.h"
00027 #include "../date_func.h"
00028 #include "../roadveh.h"
00029 #include "../train.h"
00030 #include "../station_base.h"
00031 #include "../waypoint_base.h"
00032 #include "../roadstop_base.h"
00033 #include "../tunnelbridge_map.h"
00034 #include "../landscape.h"
00035 #include "../pathfinder/yapf/yapf_cache.h"
00036 #include "../elrail_func.h"
00037 #include "../signs_func.h"
00038 #include "../aircraft.h"
00039 #include "../unmovable_map.h"
00040 #include "../tree_map.h"
00041 #include "../company_func.h"
00042 #include "../road_cmd.h"
00043 #include "../ai/ai.hpp"
00044 #include "../ai/ai_gui.hpp"
00045 #include "../town.h"
00046 #include "../economy_base.h"
00047 #include "../animated_tile_func.h"
00048 #include "../subsidy_base.h"
00049 #include "../subsidy_func.h"
00050 #include "../company_base.h"
00051 #include "../newgrf.h"
00052 #include "../engine_base.h"
00053 #include "../engine_func.h"
00054 
00055 #include "table/strings.h"
00056 
00057 #include "saveload_internal.h"
00058 
00059 #include <signal.h>
00060 
00061 extern StringID _switch_mode_errorstr;
00062 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00063 extern void InitializeRailGUI();
00064 
00075 void SetWaterClassDependingOnSurroundings(TileIndex t, bool include_invalid_water_class)
00076 {
00077   /* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
00078    * Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
00079   if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
00080     if (include_invalid_water_class) {
00081       SetWaterClass(t, WATER_CLASS_INVALID);
00082       return;
00083     } else {
00084       NOT_REACHED();
00085     }
00086   }
00087 
00088   /* Mark tile dirty in all cases */
00089   MarkTileDirtyByTile(t);
00090 
00091   if (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1) {
00092     /* tiles at map borders are always WATER_CLASS_SEA */
00093     SetWaterClass(t, WATER_CLASS_SEA);
00094     return;
00095   }
00096 
00097   bool has_water = false;
00098   bool has_canal = false;
00099   bool has_river = false;
00100 
00101   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00102     TileIndex neighbour = TileAddByDiagDir(t, dir);
00103     switch (GetTileType(neighbour)) {
00104       case MP_WATER:
00105         /* clear water and shipdepots have already a WaterClass associated */
00106         if (IsCoast(neighbour)) {
00107           has_water = true;
00108         } else if (!IsLock(neighbour)) {
00109           switch (GetWaterClass(neighbour)) {
00110             case WATER_CLASS_SEA:   has_water = true; break;
00111             case WATER_CLASS_CANAL: has_canal = true; break;
00112             case WATER_CLASS_RIVER: has_river = true; break;
00113             default: NOT_REACHED();
00114           }
00115         }
00116         break;
00117 
00118       case MP_RAILWAY:
00119         /* Shore or flooded halftile */
00120         has_water |= (GetRailGroundType(neighbour) == RAIL_GROUND_WATER);
00121         break;
00122 
00123       case MP_TREES:
00124         /* trees on shore */
00125         has_water |= (GB(_m[neighbour].m2, 4, 2) == TREE_GROUND_SHORE);
00126         break;
00127 
00128       default: break;
00129     }
00130   }
00131 
00132   if (!has_water && !has_canal && !has_river && include_invalid_water_class) {
00133     SetWaterClass(t, WATER_CLASS_INVALID);
00134     return;
00135   }
00136 
00137   if (has_river && !has_canal) {
00138     SetWaterClass(t, WATER_CLASS_RIVER);
00139   } else if (has_canal || !has_water) {
00140     SetWaterClass(t, WATER_CLASS_CANAL);
00141   } else {
00142     SetWaterClass(t, WATER_CLASS_SEA);
00143   }
00144 }
00145 
00146 static void ConvertTownOwner()
00147 {
00148   for (TileIndex tile = 0; tile != MapSize(); tile++) {
00149     switch (GetTileType(tile)) {
00150       case MP_ROAD:
00151         if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m3, 7)) {
00152           _m[tile].m3 = OWNER_TOWN;
00153         }
00154         /* FALLTHROUGH */
00155 
00156       case MP_TUNNELBRIDGE:
00157         if (GetTileOwner(tile) & 0x80) SetTileOwner(tile, OWNER_TOWN);
00158         break;
00159 
00160       default: break;
00161     }
00162   }
00163 }
00164 
00165 /* since savegame version 4.1, exclusive transport rights are stored at towns */
00166 static void UpdateExclusiveRights()
00167 {
00168   Town *t;
00169 
00170   FOR_ALL_TOWNS(t) {
00171     t->exclusivity = INVALID_COMPANY;
00172   }
00173 
00174   /* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
00175    *   could be implemented this way:
00176    * 1.) Go through all stations
00177    *     Build an array town_blocked[ town_id ][ company_id ]
00178    *     that stores if at least one station in that town is blocked for a company
00179    * 2.) Go through that array, if you find a town that is not blocked for
00180    *     one company, but for all others, then give him exclusivity.
00181    */
00182 }
00183 
00184 static const byte convert_currency[] = {
00185    0,  1, 12,  8,  3,
00186   10, 14, 19,  4,  5,
00187    9, 11, 13,  6, 17,
00188   16, 22, 21,  7, 15,
00189   18,  2, 20,
00190 };
00191 
00192 /* since savegame version 4.2 the currencies are arranged differently */
00193 static void UpdateCurrencies()
00194 {
00195   _settings_game.locale.currency = convert_currency[_settings_game.locale.currency];
00196 }
00197 
00198 /* Up to revision 1413 the invisible tiles at the southern border have not been
00199  * MP_VOID, even though they should have. This is fixed by this function
00200  */
00201 static void UpdateVoidTiles()
00202 {
00203   uint i;
00204 
00205   for (i = 0; i < MapMaxY(); ++i) MakeVoid(i * MapSizeX() + MapMaxX());
00206   for (i = 0; i < MapSizeX(); ++i) MakeVoid(MapSizeX() * MapMaxY() + i);
00207 }
00208 
00209 static inline RailType UpdateRailType(RailType rt, RailType min)
00210 {
00211   return rt >= min ? (RailType)(rt + 1): rt;
00212 }
00213 
00217 void UpdateAllVirtCoords()
00218 {
00219   UpdateAllStationVirtCoords();
00220   UpdateAllSignVirtCoords();
00221   UpdateAllTownVirtCoords();
00222 }
00223 
00233 static void InitializeWindowsAndCaches()
00234 {
00235   /* Initialize windows */
00236   ResetWindowSystem();
00237   SetupColoursAndInitialWindow();
00238 
00239   /* Update coordinates of the signs. */
00240   UpdateAllVirtCoords();
00241   ResetViewportAfterLoadGame();
00242 
00243   Company *c;
00244   FOR_ALL_COMPANIES(c) {
00245     /* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
00246      * accordingly if it is not the case.  No need to set it on companies that are not been used already,
00247      * thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
00248     if (_file_to_saveload.filetype == FT_SCENARIO && c->inaugurated_year != MIN_YEAR) {
00249       c->inaugurated_year = _cur_year;
00250     }
00251   }
00252 
00253   RecomputePrices();
00254 
00255   SetCachedEngineCounts();
00256 
00257   Station::RecomputeIndustriesNearForAll();
00258   RebuildSubsidisedSourceAndDestinationCache();
00259 
00260   /* Towns have a noise controlled number of airports system
00261    * So each airport's noise value must be added to the town->noise_reached value
00262    * Reset each town's noise_reached value to '0' before. */
00263   UpdateAirportsNoise();
00264 
00265   CheckTrainsLengths();
00266   ShowNewGRFError();
00267   ShowAIDebugWindowIfAIError();
00268 }
00269 
00270 typedef void (CDECL *SignalHandlerPointer)(int);
00271 static SignalHandlerPointer _prev_segfault = NULL;
00272 static SignalHandlerPointer _prev_abort    = NULL;
00273 static SignalHandlerPointer _prev_fpe      = NULL;
00274 
00275 static void CDECL HandleSavegameLoadCrash(int signum);
00276 
00281 static void SetSignalHandlers()
00282 {
00283   _prev_segfault = signal(SIGSEGV, HandleSavegameLoadCrash);
00284   _prev_abort    = signal(SIGABRT, HandleSavegameLoadCrash);
00285   _prev_fpe      = signal(SIGFPE,  HandleSavegameLoadCrash);
00286 }
00287 
00291 static void ResetSignalHandlers()
00292 {
00293   signal(SIGSEGV, _prev_segfault);
00294   signal(SIGABRT, _prev_abort);
00295   signal(SIGFPE,  _prev_fpe);
00296 }
00297 
00303 static const GRFIdentifier *GetOverriddenIdentifier(const GRFConfig *c)
00304 {
00305   const LoggedAction *la = &_gamelog_action[_gamelog_actions - 1];
00306   if (la->at != GLAT_LOAD) return c;
00307 
00308   const LoggedChange *lcend = &la->change[la->changes];
00309   for (const LoggedChange *lc = la->change; lc != lcend; lc++) {
00310     if (lc->ct == GLCT_GRFCOMPAT && lc->grfcompat.grfid == c->grfid) return &lc->grfcompat;
00311   }
00312 
00313   return c;
00314 }
00315 
00317 static bool _saveload_crash_with_missing_newgrfs = false;
00318 
00324 bool SaveloadCrashWithMissingNewGRFs()
00325 {
00326   return _saveload_crash_with_missing_newgrfs;
00327 }
00328 
00335 static void CDECL HandleSavegameLoadCrash(int signum)
00336 {
00337   ResetSignalHandlers();
00338 
00339   char buffer[8192];
00340   char *p = buffer;
00341   p += seprintf(p, lastof(buffer),
00342       "Loading your savegame caused OpenTTD to crash.\n"
00343       "This is most likely caused by a missing NewGRF or a NewGRF that has been\n"
00344       "loaded as replacement for a missing NewGRF. OpenTTD cannot easily\n"
00345       "determine whether a replacement NewGRF is of a newer or older version.\n"
00346       "It will load a NewGRF with the same GRF ID as the missing NewGRF. This\n"
00347       "means that if the author makes incompatible NewGRFs with the same GRF ID\n"
00348       "OpenTTD cannot magically do the right thing. In most cases OpenTTD will\n"
00349       "load the savegame and not crash, but this is an exception.\n"
00350       "Please load the savegame with the appropriate NewGRFs. When loading a\n"
00351       "savegame still crashes when all NewGRFs are found you should file a\n"
00352       "bug report. The missing NewGRFs are:\n");
00353 
00354   for (const GRFConfig *c = _grfconfig; c != NULL; c = c->next) {
00355     if (HasBit(c->flags, GCF_COMPATIBLE)) {
00356       const GRFIdentifier *replaced = GetOverriddenIdentifier(c);
00357       char buf[40];
00358       md5sumToString(buf, lastof(buf), replaced->md5sum);
00359       p += seprintf(p, lastof(buffer), "NewGRF %08X (checksum %s) not found.\n  Loaded NewGRF \"%s\" with same GRF ID instead.\n", BSWAP32(c->grfid), buf, c->filename);
00360       _saveload_crash_with_missing_newgrfs = true;
00361     }
00362     if (c->status == GCS_NOT_FOUND) {
00363       char buf[40];
00364       md5sumToString(buf, lastof(buf), c->md5sum);
00365       p += seprintf(p, lastof(buffer), "NewGRF %08X (%s) not found; checksum %s.\n", BSWAP32(c->grfid), c->filename, buf);
00366       _saveload_crash_with_missing_newgrfs = true;
00367     }
00368   }
00369 
00370   ShowInfo(buffer);
00371 
00372   SignalHandlerPointer call = NULL;
00373   switch (signum) {
00374     case SIGSEGV: call = _prev_segfault; break;
00375     case SIGABRT: call = _prev_abort; break;
00376     case SIGFPE:  call = _prev_fpe; break;
00377     default: NOT_REACHED();
00378   }
00379   if (call != NULL) call(signum);
00380 }
00381 
00387 static void FixOwnerOfRailTrack(TileIndex t)
00388 {
00389   assert(!Company::IsValidID(GetTileOwner(t)) && (IsLevelCrossingTile(t) || IsPlainRailTile(t)));
00390 
00391   /* remove leftover rail piece from crossing (from very old savegames) */
00392   Train *v = NULL, *w;
00393   FOR_ALL_TRAINS(w) {
00394     if (w->tile == t) {
00395       v = w;
00396       break;
00397     }
00398   }
00399 
00400   if (v != NULL) {
00401     /* when there is a train on crossing (it could happen in TTD), set owner of crossing to train owner */
00402     SetTileOwner(t, v->owner);
00403     return;
00404   }
00405 
00406   /* try to find any connected rail */
00407   for (DiagDirection dd = DIAGDIR_BEGIN; dd < DIAGDIR_END; dd++) {
00408     TileIndex tt = t + TileOffsByDiagDir(dd);
00409     if (GetTileTrackStatus(t, TRANSPORT_RAIL, 0, dd) != 0 &&
00410         GetTileTrackStatus(tt, TRANSPORT_RAIL, 0, ReverseDiagDir(dd)) != 0 &&
00411         Company::IsValidID(GetTileOwner(tt))) {
00412       SetTileOwner(t, GetTileOwner(tt));
00413       return;
00414     }
00415   }
00416 
00417   if (IsLevelCrossingTile(t)) {
00418     /* else change the crossing to normal road (road vehicles won't care) */
00419     MakeRoadNormal(t, GetCrossingRoadBits(t), GetRoadTypes(t), GetTownIndex(t),
00420       GetRoadOwner(t, ROADTYPE_ROAD), GetRoadOwner(t, ROADTYPE_TRAM));
00421     return;
00422   }
00423 
00424   /* if it's not a crossing, make it clean land */
00425   MakeClear(t, CLEAR_GRASS, 0);
00426 }
00427 
00428 bool AfterLoadGame()
00429 {
00430   SetSignalHandlers();
00431 
00432   TileIndex map_size = MapSize();
00433   Company *c;
00434 
00435   if (CheckSavegameVersion(98)) GamelogOldver();
00436 
00437   GamelogTestRevision();
00438   GamelogTestMode();
00439 
00440   if (CheckSavegameVersion(98)) GamelogGRFAddList(_grfconfig);
00441 
00442   if (CheckSavegameVersion(119)) {
00443     _pause_mode = (_pause_mode == 2) ? PM_PAUSED_NORMAL : PM_UNPAUSED;
00444   } else if (_network_dedicated && (_pause_mode & PM_PAUSED_ERROR) != 0) {
00445     DEBUG(net, 0, "The loading savegame was paused due to an error state.");
00446     DEBUG(net, 0, "  The savegame cannot be used for multiplayer!");
00447     /* Restore the signals */
00448     ResetSignalHandlers();
00449     return false;
00450   } else if (!_networking || _network_server) {
00451     /* If we are in single player, i.e. not networking, and loading the
00452      * savegame or we are loading the savegame as network server we do
00453      * not want to be bothered by being paused because of the automatic
00454      * reason of a network server, e.g. joining clients or too few
00455      * active clients. Note that resetting these values for a network
00456      * client are very bad because then the client is going to execute
00457      * the game loop when the server is not, i.e. it desyncs. */
00458     _pause_mode &= ~PMB_PAUSED_NETWORK;
00459   }
00460 
00461   /* in very old versions, size of train stations was stored differently */
00462   if (CheckSavegameVersion(2)) {
00463     Station *st;
00464     FOR_ALL_STATIONS(st) {
00465       if (st->train_station.tile != 0 && st->train_station.h == 0) {
00466         uint n = _savegame_type == SGT_OTTD ? 4 : 3; // OTTD uses 4 bits per dimensions, TTD 3 bits
00467         uint w = GB(st->train_station.w, n, n);
00468         uint h = GB(st->train_station.w, 0, n);
00469 
00470         if (GetRailStationAxis(st->train_station.tile) != AXIS_X) Swap(w, h);
00471 
00472         st->train_station.w = w;
00473         st->train_station.h = h;
00474 
00475         assert(GetStationIndex(st->train_station.tile + TileDiffXY(w - 1, h - 1)) == st->index);
00476       }
00477     }
00478   }
00479 
00480   /* in version 2.1 of the savegame, town owner was unified. */
00481   if (CheckSavegameVersionOldStyle(2, 1)) ConvertTownOwner();
00482 
00483   /* from version 4.1 of the savegame, exclusive rights are stored at towns */
00484   if (CheckSavegameVersionOldStyle(4, 1)) UpdateExclusiveRights();
00485 
00486   /* from version 4.2 of the savegame, currencies are in a different order */
00487   if (CheckSavegameVersionOldStyle(4, 2)) UpdateCurrencies();
00488 
00489   /* In old version there seems to be a problem that water is owned by
00490    * OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
00491    * (4.3) version, so I just check when versions are older, and then
00492    * walk through the whole map.. */
00493   if (CheckSavegameVersionOldStyle(4, 3)) {
00494     for (TileIndex t = 0; t < map_size; t++) {
00495       if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_COMPANIES) {
00496         SetTileOwner(t, OWNER_WATER);
00497       }
00498     }
00499   }
00500 
00501   if (CheckSavegameVersion(84)) {
00502     FOR_ALL_COMPANIES(c) {
00503       c->name = CopyFromOldName(c->name_1);
00504       if (c->name != NULL) c->name_1 = STR_SV_UNNAMED;
00505       c->president_name = CopyFromOldName(c->president_name_1);
00506       if (c->president_name != NULL) c->president_name_1 = SPECSTR_PRESIDENT_NAME;
00507     }
00508 
00509     Station *st;
00510     FOR_ALL_STATIONS(st) {
00511       st->name = CopyFromOldName(st->string_id);
00512       /* generating new name would be too much work for little effect, use the station name fallback */
00513       if (st->name != NULL) st->string_id = STR_SV_STNAME_FALLBACK;
00514     }
00515 
00516     Town *t;
00517     FOR_ALL_TOWNS(t) {
00518       t->name = CopyFromOldName(t->townnametype);
00519       if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
00520     }
00521   }
00522 
00523   /* From this point the old names array is cleared. */
00524   ResetOldNames();
00525 
00526   if (CheckSavegameVersion(106)) {
00527     /* no station is determined by 'tile == INVALID_TILE' now (instead of '0') */
00528     Station *st;
00529     FOR_ALL_STATIONS(st) {
00530       if (st->airport_tile       == 0) st->airport_tile = INVALID_TILE;
00531       if (st->dock_tile          == 0) st->dock_tile    = INVALID_TILE;
00532       if (st->train_station.tile == 0) st->train_station.tile   = INVALID_TILE;
00533     }
00534 
00535     /* the same applies to Company::location_of_HQ */
00536     Company *c;
00537     FOR_ALL_COMPANIES(c) {
00538       if (c->location_of_HQ == 0 || (CheckSavegameVersion(4) && c->location_of_HQ == 0xFFFF)) {
00539         c->location_of_HQ = INVALID_TILE;
00540       }
00541     }
00542   }
00543 
00544   /* convert road side to my format. */
00545   if (_settings_game.vehicle.road_side) _settings_game.vehicle.road_side = 1;
00546 
00547   /* Check if all NewGRFs are present, we are very strict in MP mode */
00548   GRFListCompatibility gcf_res = IsGoodGRFConfigList();
00549   if (_networking && gcf_res != GLC_ALL_GOOD) {
00550     SetSaveLoadError(STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH);
00551     /* Restore the signals */
00552     ResetSignalHandlers();
00553     return false;
00554   }
00555 
00556   switch (gcf_res) {
00557     case GLC_COMPATIBLE: _switch_mode_errorstr = STR_NEWGRF_COMPATIBLE_LOAD_WARNING; break;
00558     case GLC_NOT_FOUND:  _switch_mode_errorstr = STR_NEWGRF_DISABLED_WARNING; _pause_mode = PM_PAUSED_ERROR; break;
00559     default: break;
00560   }
00561 
00562   /* Update current year
00563    * must be done before loading sprites as some newgrfs check it */
00564   SetDate(_date);
00565 
00566   /* Force dynamic engines off when loading older savegames */
00567   if (CheckSavegameVersion(95)) _settings_game.vehicle.dynamic_engines = 0;
00568 
00569   /* Load the sprites */
00570   GfxLoadSprites();
00571   LoadStringWidthTable();
00572 
00573   /* Copy temporary data to Engine pool */
00574   CopyTempEngineData();
00575 
00576   /* Connect front and rear engines of multiheaded trains and converts
00577    * subtype to the new format */
00578   if (CheckSavegameVersionOldStyle(17, 1)) ConvertOldMultiheadToNew();
00579 
00580   /* Connect front and rear engines of multiheaded trains */
00581   ConnectMultiheadedTrains();
00582 
00583   /* Fix the CargoPackets *and* fix the caches of CargoLists.
00584    * If this isn't done before Stations and especially Vehicles are
00585    * running their AfterLoad we might get in trouble. In the case of
00586    * vehicles we could give the wrong (cached) count of items in a
00587    * vehicle which causes different results when getting their caches
00588    * filled; and that could eventually lead to desyncs. */
00589   CargoPacket::AfterLoad();
00590 
00591   /* Update all vehicles */
00592   AfterLoadVehicles(true);
00593 
00594   /* Make sure there is an AI attached to an AI company */
00595   {
00596     Company *c;
00597     FOR_ALL_COMPANIES(c) {
00598       if (c->is_ai && c->ai_instance == NULL) AI::StartNew(c->index);
00599     }
00600   }
00601 
00602   /* make sure there is a town in the game */
00603   if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, UINT_MAX)) {
00604     SetSaveLoadError(STR_ERROR_NO_TOWN_IN_SCENARIO);
00605     /* Restore the signals */
00606     ResetSignalHandlers();
00607     return false;
00608   }
00609 
00610   /* The void tiles on the southern border used to belong to a wrong class (pre 4.3).
00611    * This problem appears in savegame version 21 too, see r3455. But after loading the
00612    * savegame and saving again, the buggy map array could be converted to new savegame
00613    * version. It didn't show up before r12070. */
00614   if (CheckSavegameVersion(87)) UpdateVoidTiles();
00615 
00616   /* If Load Scenario / New (Scenario) Game is used,
00617    *  a company does not exist yet. So create one here.
00618    * 1 exeption: network-games. Those can have 0 companies
00619    *   But this exeption is not true for non dedicated network_servers! */
00620   if (!Company::IsValidID(COMPANY_FIRST) && (!_networking || (_networking && _network_server && !_network_dedicated)))
00621     DoStartupNewCompany(false);
00622 
00623   /* Fix the cache for cargo payments. */
00624   CargoPayment *cp;
00625   FOR_ALL_CARGO_PAYMENTS(cp) {
00626     cp->front->cargo_payment = cp;
00627     cp->current_station = cp->front->last_station_visited;
00628   }
00629 
00630   if (CheckSavegameVersion(72)) {
00631     /* Locks/shiplifts in very old savegames had OWNER_WATER as owner */
00632     for (TileIndex t = 0; t < MapSize(); t++) {
00633       switch (GetTileType(t)) {
00634         default: break;
00635 
00636         case MP_WATER:
00637           if (GetWaterTileType(t) == WATER_TILE_LOCK && GetTileOwner(t) == OWNER_WATER) SetTileOwner(t, OWNER_NONE);
00638           break;
00639 
00640         case MP_STATION: {
00641           if (HasBit(_m[t].m6, 3)) SetBit(_m[t].m6, 2);
00642           StationGfx gfx = GetStationGfx(t);
00643           StationType st;
00644           if (       IsInsideMM(gfx,   0,   8)) { // Rail station
00645             st = STATION_RAIL;
00646             SetStationGfx(t, gfx - 0);
00647           } else if (IsInsideMM(gfx,   8,  67)) { // Airport
00648             st = STATION_AIRPORT;
00649             SetStationGfx(t, gfx - 8);
00650           } else if (IsInsideMM(gfx,  67,  71)) { // Truck
00651             st = STATION_TRUCK;
00652             SetStationGfx(t, gfx - 67);
00653           } else if (IsInsideMM(gfx,  71,  75)) { // Bus
00654             st = STATION_BUS;
00655             SetStationGfx(t, gfx - 71);
00656           } else if (gfx == 75) {                 // Oil rig
00657             st = STATION_OILRIG;
00658             SetStationGfx(t, gfx - 75);
00659           } else if (IsInsideMM(gfx,  76,  82)) { // Dock
00660             st = STATION_DOCK;
00661             SetStationGfx(t, gfx - 76);
00662           } else if (gfx == 82) {                 // Buoy
00663             st = STATION_BUOY;
00664             SetStationGfx(t, gfx - 82);
00665           } else if (IsInsideMM(gfx,  83, 168)) { // Extended airport
00666             st = STATION_AIRPORT;
00667             SetStationGfx(t, gfx - 83 + 67 - 8);
00668           } else if (IsInsideMM(gfx, 168, 170)) { // Drive through truck
00669             st = STATION_TRUCK;
00670             SetStationGfx(t, gfx - 168 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET);
00671           } else if (IsInsideMM(gfx, 170, 172)) { // Drive through bus
00672             st = STATION_BUS;
00673             SetStationGfx(t, gfx - 170 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET);
00674           } else {
00675             /* Restore the signals */
00676             ResetSignalHandlers();
00677             return false;
00678           }
00679           SB(_m[t].m6, 3, 3, st);
00680         } break;
00681       }
00682     }
00683   }
00684 
00685   for (TileIndex t = 0; t < map_size; t++) {
00686     switch (GetTileType(t)) {
00687       case MP_STATION: {
00688         BaseStation *bst = BaseStation::GetByTile(t);
00689 
00690         /* Set up station spread */
00691         bst->rect.BeforeAddTile(t, StationRect::ADD_FORCE);
00692 
00693         /* Waypoints don't have road stops/oil rigs in the old format */
00694         if (!Station::IsExpected(bst)) break;
00695         Station *st = Station::From(bst);
00696 
00697         switch (GetStationType(t)) {
00698           case STATION_TRUCK:
00699           case STATION_BUS:
00700             if (CheckSavegameVersion(6)) {
00701               /* From this version on there can be multiple road stops of the
00702                * same type per station. Convert the existing stops to the new
00703                * internal data structure. */
00704               RoadStop *rs = new RoadStop(t);
00705               if (rs == NULL) error("Too many road stops in savegame");
00706 
00707               RoadStop **head =
00708                 IsTruckStop(t) ? &st->truck_stops : &st->bus_stops;
00709               *head = rs;
00710             }
00711             break;
00712 
00713           case STATION_OILRIG: {
00714             /* Very old savegames sometimes have phantom oil rigs, i.e.
00715              * an oil rig which got shut down, but not completly removed from
00716              * the map
00717              */
00718             TileIndex t1 = TILE_ADDXY(t, 0, 1);
00719             if (IsTileType(t1, MP_INDUSTRY) &&
00720                 GetIndustryGfx(t1) == GFX_OILRIG_1) {
00721               /* The internal encoding of oil rigs was changed twice.
00722                * It was 3 (till 2.2) and later 5 (till 5.1).
00723                * Setting it unconditionally does not hurt.
00724                */
00725               Station::GetByTile(t)->airport_type = AT_OILRIG;
00726             } else {
00727               DeleteOilRig(t);
00728             }
00729             break;
00730           }
00731 
00732           default: break;
00733         }
00734         break;
00735       }
00736 
00737       default: break;
00738     }
00739   }
00740 
00741   /* In version 2.2 of the savegame, we have new airports, so status of all aircraft is reset.
00742    * This has to be called after the oilrig airport_type update above ^^^ ! */
00743   if (CheckSavegameVersionOldStyle(2, 2)) UpdateOldAircraft();
00744 
00745   /* In version 6.1 we put the town index in the map-array. To do this, we need
00746    *  to use m2 (16bit big), so we need to clean m2, and that is where this is
00747    *  all about ;) */
00748   if (CheckSavegameVersionOldStyle(6, 1)) {
00749     for (TileIndex t = 0; t < map_size; t++) {
00750       switch (GetTileType(t)) {
00751         case MP_HOUSE:
00752           _m[t].m4 = _m[t].m2;
00753           SetTownIndex(t, CalcClosestTownFromTile(t)->index);
00754           break;
00755 
00756         case MP_ROAD:
00757           _m[t].m4 |= (_m[t].m2 << 4);
00758           if ((GB(_m[t].m5, 4, 2) == ROAD_TILE_CROSSING ? (Owner)_m[t].m3 : GetTileOwner(t)) == OWNER_TOWN) {
00759             SetTownIndex(t, CalcClosestTownFromTile(t)->index);
00760           } else {
00761             SetTownIndex(t, 0);
00762           }
00763           break;
00764 
00765         default: break;
00766       }
00767     }
00768   }
00769 
00770   /* Force the freeform edges to false for old savegames. */
00771   if (CheckSavegameVersion(111)) {
00772     _settings_game.construction.freeform_edges = false;
00773   }
00774 
00775   /* From version 9.0, we update the max passengers of a town (was sometimes negative
00776    *  before that. */
00777   if (CheckSavegameVersion(9)) {
00778     Town *t;
00779     FOR_ALL_TOWNS(t) UpdateTownMaxPass(t);
00780   }
00781 
00782   /* From version 16.0, we included autorenew on engines, which are now saved, but
00783    *  of course, we do need to initialize them for older savegames. */
00784   if (CheckSavegameVersion(16)) {
00785     FOR_ALL_COMPANIES(c) {
00786       c->engine_renew_list            = NULL;
00787       c->settings.engine_renew        = false;
00788       c->settings.engine_renew_months = 6;
00789       c->settings.engine_renew_money  = 100000;
00790     }
00791 
00792     /* When loading a game, _local_company is not yet set to the correct value.
00793      * However, in a dedicated server we are a spectator, so nothing needs to
00794      * happen. In case we are not a dedicated server, the local company always
00795      * becomes company 0, unless we are in the scenario editor where all the
00796      * companies are 'invalid'.
00797      */
00798     c = Company::GetIfValid(COMPANY_FIRST);
00799     if (!_network_dedicated && c != NULL) {
00800       c->settings = _settings_client.company;
00801     }
00802   }
00803 
00804   if (CheckSavegameVersion(48)) {
00805     for (TileIndex t = 0; t < map_size; t++) {
00806       switch (GetTileType(t)) {
00807         case MP_RAILWAY:
00808           if (IsPlainRail(t)) {
00809             /* Swap ground type and signal type for plain rail tiles, so the
00810              * ground type uses the same bits as for depots and waypoints. */
00811             uint tmp = GB(_m[t].m4, 0, 4);
00812             SB(_m[t].m4, 0, 4, GB(_m[t].m2, 0, 4));
00813             SB(_m[t].m2, 0, 4, tmp);
00814           } else if (HasBit(_m[t].m5, 2)) {
00815             /* Split waypoint and depot rail type and remove the subtype. */
00816             ClrBit(_m[t].m5, 2);
00817             ClrBit(_m[t].m5, 6);
00818           }
00819           break;
00820 
00821         case MP_ROAD:
00822           /* Swap m3 and m4, so the track type for rail crossings is the
00823            * same as for normal rail. */
00824           Swap(_m[t].m3, _m[t].m4);
00825           break;
00826 
00827         default: break;
00828       }
00829     }
00830   }
00831 
00832   if (CheckSavegameVersion(61)) {
00833     /* Added the RoadType */
00834     bool old_bridge = CheckSavegameVersion(42);
00835     for (TileIndex t = 0; t < map_size; t++) {
00836       switch (GetTileType(t)) {
00837         case MP_ROAD:
00838           SB(_m[t].m5, 6, 2, GB(_m[t].m5, 4, 2));
00839           switch (GetRoadTileType(t)) {
00840             default: NOT_REACHED();
00841             case ROAD_TILE_NORMAL:
00842               SB(_m[t].m4, 0, 4, GB(_m[t].m5, 0, 4));
00843               SB(_m[t].m4, 4, 4, 0);
00844               SB(_m[t].m6, 2, 4, 0);
00845               break;
00846             case ROAD_TILE_CROSSING:
00847               SB(_m[t].m4, 5, 2, GB(_m[t].m5, 2, 2));
00848               break;
00849             case ROAD_TILE_DEPOT:    break;
00850           }
00851           SetRoadTypes(t, ROADTYPES_ROAD);
00852           break;
00853 
00854         case MP_STATION:
00855           if (IsRoadStop(t)) SetRoadTypes(t, ROADTYPES_ROAD);
00856           break;
00857 
00858         case MP_TUNNELBRIDGE:
00859           /* Middle part of "old" bridges */
00860           if (old_bridge && IsBridge(t) && HasBit(_m[t].m5, 6)) break;
00861           if (((old_bridge && IsBridge(t)) ? (TransportType)GB(_m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
00862             SetRoadTypes(t, ROADTYPES_ROAD);
00863           }
00864           break;
00865 
00866         default: break;
00867       }
00868     }
00869   }
00870 
00871   if (CheckSavegameVersion(114)) {
00872     bool fix_roadtypes = !CheckSavegameVersion(61);
00873     bool old_bridge = CheckSavegameVersion(42);
00874 
00875     for (TileIndex t = 0; t < map_size; t++) {
00876       switch (GetTileType(t)) {
00877         case MP_ROAD:
00878           if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_me[t].m7, 5, 3));
00879           SB(_me[t].m7, 5, 1, GB(_m[t].m3, 7, 1)); // snow/desert
00880           switch (GetRoadTileType(t)) {
00881             default: NOT_REACHED();
00882             case ROAD_TILE_NORMAL:
00883               SB(_me[t].m7, 0, 4, GB(_m[t].m3, 0, 4)); // road works
00884               SB(_m[t].m6, 3, 3, GB(_m[t].m3, 4, 3));  // ground
00885               SB(_m[t].m3, 0, 4, GB(_m[t].m4, 4, 4));  // tram bits
00886               SB(_m[t].m3, 4, 4, GB(_m[t].m5, 0, 4));  // tram owner
00887               SB(_m[t].m5, 0, 4, GB(_m[t].m4, 0, 4));  // road bits
00888               break;
00889 
00890             case ROAD_TILE_CROSSING:
00891               SB(_me[t].m7, 0, 5, GB(_m[t].m4, 0, 5)); // road owner
00892               SB(_m[t].m6, 3, 3, GB(_m[t].m3, 4, 3));  // ground
00893               SB(_m[t].m3, 4, 4, GB(_m[t].m5, 0, 4));  // tram owner
00894               SB(_m[t].m5, 0, 1, GB(_m[t].m4, 6, 1));  // road axis
00895               SB(_m[t].m5, 5, 1, GB(_m[t].m4, 5, 1));  // crossing state
00896               break;
00897 
00898             case ROAD_TILE_DEPOT:
00899               break;
00900           }
00901           if (!IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
00902             const Town *town = CalcClosestTownFromTile(t);
00903             if (town != NULL) SetTownIndex(t, town->index);
00904           }
00905           _m[t].m4 = 0;
00906           break;
00907 
00908         case MP_STATION:
00909           if (!IsRoadStop(t)) break;
00910 
00911           if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_m[t].m3, 0, 3));
00912           SB(_me[t].m7, 0, 5, HasBit(_m[t].m6, 2) ? OWNER_TOWN : GetTileOwner(t));
00913           SB(_m[t].m3, 4, 4, _m[t].m1);
00914           _m[t].m4 = 0;
00915           break;
00916 
00917         case MP_TUNNELBRIDGE:
00918           if (old_bridge && IsBridge(t) && HasBit(_m[t].m5, 6)) break;
00919           if (((old_bridge && IsBridge(t)) ? (TransportType)GB(_m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
00920             if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_m[t].m3, 0, 3));
00921 
00922             Owner o = GetTileOwner(t);
00923             SB(_me[t].m7, 0, 5, o); // road owner
00924             SB(_m[t].m3, 4, 4, o == OWNER_NONE ? OWNER_TOWN : o); // tram owner
00925           }
00926           SB(_m[t].m6, 2, 4, GB(_m[t].m2, 4, 4)); // bridge type
00927           SB(_me[t].m7, 5, 1, GB(_m[t].m4, 7, 1)); // snow/desert
00928 
00929           _m[t].m2 = 0;
00930           _m[t].m4 = 0;
00931           break;
00932 
00933         default: break;
00934       }
00935     }
00936   }
00937 
00938   if (CheckSavegameVersion(42)) {
00939     Vehicle *v;
00940 
00941     for (TileIndex t = 0; t < map_size; t++) {
00942       if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t);
00943       if (IsBridgeTile(t)) {
00944         if (HasBit(_m[t].m5, 6)) { // middle part
00945           Axis axis = (Axis)GB(_m[t].m5, 0, 1);
00946 
00947           if (HasBit(_m[t].m5, 5)) { // transport route under bridge?
00948             if (GB(_m[t].m5, 3, 2) == TRANSPORT_RAIL) {
00949               MakeRailNormal(
00950                 t,
00951                 GetTileOwner(t),
00952                 axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
00953                 GetRailType(t)
00954               );
00955             } else {
00956               TownID town = IsTileOwner(t, OWNER_TOWN) ? ClosestTownFromTile(t, UINT_MAX)->index : 0;
00957 
00958               MakeRoadNormal(
00959                 t,
00960                 axis == AXIS_X ? ROAD_Y : ROAD_X,
00961                 ROADTYPES_ROAD,
00962                 town,
00963                 GetTileOwner(t), OWNER_NONE
00964               );
00965             }
00966           } else {
00967             if (GB(_m[t].m5, 3, 2) == 0) {
00968               MakeClear(t, CLEAR_GRASS, 3);
00969             } else {
00970               if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
00971                 MakeShore(t);
00972               } else {
00973                 if (GetTileOwner(t) == OWNER_WATER) {
00974                   MakeSea(t);
00975                 } else {
00976                   MakeCanal(t, GetTileOwner(t), Random());
00977                 }
00978               }
00979             }
00980           }
00981           SetBridgeMiddle(t, axis);
00982         } else { // ramp
00983           Axis axis = (Axis)GB(_m[t].m5, 0, 1);
00984           uint north_south = GB(_m[t].m5, 5, 1);
00985           DiagDirection dir = ReverseDiagDir(XYNSToDiagDir(axis, north_south));
00986           TransportType type = (TransportType)GB(_m[t].m5, 1, 2);
00987 
00988           _m[t].m5 = 1 << 7 | type << 2 | dir;
00989         }
00990       }
00991     }
00992 
00993     FOR_ALL_VEHICLES(v) {
00994       if (v->type != VEH_TRAIN && v->type != VEH_ROAD) continue;
00995       if (IsBridgeTile(v->tile)) {
00996         DiagDirection dir = GetTunnelBridgeDirection(v->tile);
00997 
00998         if (dir != DirToDiagDir(v->direction)) continue;
00999         switch (dir) {
01000           default: NOT_REACHED();
01001           case DIAGDIR_NE: if ((v->x_pos & 0xF) !=  0)            continue; break;
01002           case DIAGDIR_SE: if ((v->y_pos & 0xF) != TILE_SIZE - 1) continue; break;
01003           case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break;
01004           case DIAGDIR_NW: if ((v->y_pos & 0xF) !=  0)            continue; break;
01005         }
01006       } else if (v->z_pos > GetSlopeZ(v->x_pos, v->y_pos)) {
01007         v->tile = GetNorthernBridgeEnd(v->tile);
01008       } else {
01009         continue;
01010       }
01011       if (v->type == VEH_TRAIN) {
01012         Train::From(v)->track = TRACK_BIT_WORMHOLE;
01013       } else {
01014         RoadVehicle::From(v)->state = RVSB_WORMHOLE;
01015       }
01016     }
01017   }
01018 
01019   /* Elrails got added in rev 24 */
01020   if (CheckSavegameVersion(24)) {
01021     RailType min_rail = RAILTYPE_ELECTRIC;
01022 
01023     Train *v;
01024     FOR_ALL_TRAINS(v) {
01025       RailType rt = RailVehInfo(v->engine_type)->railtype;
01026 
01027       v->railtype = rt;
01028       if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
01029     }
01030 
01031     /* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
01032     for (TileIndex t = 0; t < map_size; t++) {
01033       switch (GetTileType(t)) {
01034         case MP_RAILWAY:
01035           SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
01036           break;
01037 
01038         case MP_ROAD:
01039           if (IsLevelCrossing(t)) {
01040             SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
01041           }
01042           break;
01043 
01044         case MP_STATION:
01045           if (HasStationRail(t)) {
01046             SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
01047           }
01048           break;
01049 
01050         case MP_TUNNELBRIDGE:
01051           if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) {
01052             SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
01053           }
01054           break;
01055 
01056         default:
01057           break;
01058       }
01059     }
01060 
01061     FOR_ALL_TRAINS(v) {
01062       if (v->IsFrontEngine() || v->IsFreeWagon()) v->ConsistChanged(true);
01063     }
01064 
01065   }
01066 
01067   /* In version 16.1 of the savegame a company can decide if trains, which get
01068    * replaced, shall keep their old length. In all prior versions, just default
01069    * to false */
01070   if (CheckSavegameVersionOldStyle(16, 1)) {
01071     FOR_ALL_COMPANIES(c) c->settings.renew_keep_length = false;
01072   }
01073 
01074   if (CheckSavegameVersion(123)) {
01075     /* Waypoints became subclasses of stations ... */
01076     MoveWaypointsToBaseStations();
01077     /* ... and buoys were moved to waypoints. */
01078     MoveBuoysToWaypoints();
01079   }
01080 
01081   /* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making
01082    *  room for PBS. Now in version 21 move it back :P. */
01083   if (CheckSavegameVersion(21) && !CheckSavegameVersion(15)) {
01084     for (TileIndex t = 0; t < map_size; t++) {
01085       switch (GetTileType(t)) {
01086         case MP_RAILWAY:
01087           if (HasSignals(t)) {
01088             /* convert PBS signals to combo-signals */
01089             if (HasBit(_m[t].m2, 2)) SetSignalType(t, TRACK_X, SIGTYPE_COMBO);
01090 
01091             /* move the signal variant back */
01092             SetSignalVariant(t, TRACK_X, HasBit(_m[t].m2, 3) ? SIG_SEMAPHORE : SIG_ELECTRIC);
01093             ClrBit(_m[t].m2, 3);
01094           }
01095 
01096           /* Clear PBS reservation on track */
01097           if (!IsRailDepotTile(t)) {
01098             SB(_m[t].m4, 4, 4, 0);
01099           } else {
01100             ClrBit(_m[t].m3, 6);
01101           }
01102           break;
01103 
01104         case MP_STATION: // Clear PBS reservation on station
01105           ClrBit(_m[t].m3, 6);
01106           break;
01107 
01108         default: break;
01109       }
01110     }
01111   }
01112 
01113   if (CheckSavegameVersion(25)) {
01114     RoadVehicle *rv;
01115     FOR_ALL_ROADVEHICLES(rv) {
01116       rv->vehstatus &= ~0x40;
01117     }
01118   }
01119 
01120   if (CheckSavegameVersion(26)) {
01121     Station *st;
01122     FOR_ALL_STATIONS(st) {
01123       st->last_vehicle_type = VEH_INVALID;
01124     }
01125   }
01126 
01127   YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
01128 
01129   if (CheckSavegameVersion(34)) FOR_ALL_COMPANIES(c) ResetCompanyLivery(c);
01130 
01131   FOR_ALL_COMPANIES(c) {
01132     c->avail_railtypes = GetCompanyRailtypes(c->index);
01133     c->avail_roadtypes = GetCompanyRoadtypes(c->index);
01134   }
01135 
01136   if (!CheckSavegameVersion(27)) AfterLoadStations();
01137 
01138   /* Time starts at 0 instead of 1920.
01139    * Account for this in older games by adding an offset */
01140   if (CheckSavegameVersion(31)) {
01141     Station *st;
01142     Waypoint *wp;
01143     Engine *e;
01144     Industry *i;
01145     Vehicle *v;
01146 
01147     _date += DAYS_TILL_ORIGINAL_BASE_YEAR;
01148     _cur_year += ORIGINAL_BASE_YEAR;
01149 
01150     FOR_ALL_STATIONS(st)  st->build_date      += DAYS_TILL_ORIGINAL_BASE_YEAR;
01151     FOR_ALL_WAYPOINTS(wp) wp->build_date      += DAYS_TILL_ORIGINAL_BASE_YEAR;
01152     FOR_ALL_ENGINES(e)    e->intro_date       += DAYS_TILL_ORIGINAL_BASE_YEAR;
01153     FOR_ALL_COMPANIES(c)  c->inaugurated_year += ORIGINAL_BASE_YEAR;
01154     FOR_ALL_INDUSTRIES(i) i->last_prod_year   += ORIGINAL_BASE_YEAR;
01155 
01156     FOR_ALL_VEHICLES(v) {
01157       v->date_of_last_service += DAYS_TILL_ORIGINAL_BASE_YEAR;
01158       v->build_year += ORIGINAL_BASE_YEAR;
01159     }
01160   }
01161 
01162   /* From 32 on we save the industry who made the farmland.
01163    *  To give this prettyness to old savegames, we remove all farmfields and
01164    *  plant new ones. */
01165   if (CheckSavegameVersion(32)) {
01166     Industry *i;
01167 
01168     for (TileIndex t = 0; t < map_size; t++) {
01169       if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) {
01170         /* remove fields */
01171         MakeClear(t, CLEAR_GRASS, 3);
01172       } else if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) {
01173         /* remove fences around fields */
01174         SetFenceSE(t, 0);
01175         SetFenceSW(t, 0);
01176       }
01177     }
01178 
01179     FOR_ALL_INDUSTRIES(i) {
01180       uint j;
01181 
01182       if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
01183         for (j = 0; j != 50; j++) PlantRandomFarmField(i);
01184       }
01185     }
01186   }
01187 
01188   /* Setting no refit flags to all orders in savegames from before refit in orders were added */
01189   if (CheckSavegameVersion(36)) {
01190     Order *order;
01191     Vehicle *v;
01192 
01193     FOR_ALL_ORDERS(order) {
01194       order->SetRefit(CT_NO_REFIT);
01195     }
01196 
01197     FOR_ALL_VEHICLES(v) {
01198       v->current_order.SetRefit(CT_NO_REFIT);
01199     }
01200   }
01201 
01202   /* from version 38 we have optional elrails, since we cannot know the
01203    * preference of a user, let elrails enabled; it can be disabled manually */
01204   if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
01205   /* do the same as when elrails were enabled/disabled manually just now */
01206   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
01207   InitializeRailGUI();
01208 
01209   /* From version 53, the map array was changed for house tiles to allow
01210    * space for newhouses grf features. A new byte, m7, was also added. */
01211   if (CheckSavegameVersion(53)) {
01212     for (TileIndex t = 0; t < map_size; t++) {
01213       if (IsTileType(t, MP_HOUSE)) {
01214         if (GB(_m[t].m3, 6, 2) != TOWN_HOUSE_COMPLETED) {
01215           /* Move the construction stage from m3[7..6] to m5[5..4].
01216            * The construction counter does not have to move. */
01217           SB(_m[t].m5, 3, 2, GB(_m[t].m3, 6, 2));
01218           SB(_m[t].m3, 6, 2, 0);
01219 
01220           /* The "house is completed" bit is now in m6[2]. */
01221           SetHouseCompleted(t, false);
01222         } else {
01223           /* The "lift has destination" bit has been moved from
01224            * m5[7] to m7[0]. */
01225           SB(_me[t].m7, 0, 1, HasBit(_m[t].m5, 7));
01226           ClrBit(_m[t].m5, 7);
01227 
01228           /* The "lift is moving" bit has been removed, as it does
01229            * the same job as the "lift has destination" bit. */
01230           ClrBit(_m[t].m1, 7);
01231 
01232           /* The position of the lift goes from m1[7..0] to m6[7..2],
01233            * making m1 totally free, now. The lift position does not
01234            * have to be a full byte since the maximum value is 36. */
01235           SetLiftPosition(t, GB(_m[t].m1, 0, 6 ));
01236 
01237           _m[t].m1 = 0;
01238           _m[t].m3 = 0;
01239           SetHouseCompleted(t, true);
01240         }
01241       }
01242     }
01243   }
01244 
01245   /* Check and update house and town values */
01246   UpdateHousesAndTowns();
01247 
01248   if (CheckSavegameVersion(43)) {
01249     for (TileIndex t = 0; t < map_size; t++) {
01250       if (IsTileType(t, MP_INDUSTRY)) {
01251         switch (GetIndustryGfx(t)) {
01252           case GFX_POWERPLANT_SPARKS:
01253             SetIndustryAnimationState(t, GB(_m[t].m1, 2, 5));
01254             break;
01255 
01256           case GFX_OILWELL_ANIMATED_1:
01257           case GFX_OILWELL_ANIMATED_2:
01258           case GFX_OILWELL_ANIMATED_3:
01259             SetIndustryAnimationState(t, GB(_m[t].m1, 0, 2));
01260             break;
01261 
01262           case GFX_COAL_MINE_TOWER_ANIMATED:
01263           case GFX_COPPER_MINE_TOWER_ANIMATED:
01264           case GFX_GOLD_MINE_TOWER_ANIMATED:
01265              SetIndustryAnimationState(t, _m[t].m1);
01266              break;
01267 
01268           default: // No animation states to change
01269             break;
01270         }
01271       }
01272     }
01273   }
01274 
01275   if (CheckSavegameVersion(45)) {
01276     Vehicle *v;
01277     /* Originally just the fact that some cargo had been paid for was
01278      * stored to stop people cheating and cashing in several times. This
01279      * wasn't enough though as it was cleared when the vehicle started
01280      * loading again, even if it didn't actually load anything, so now the
01281      * amount that has been paid is stored. */
01282     FOR_ALL_VEHICLES(v) {
01283       ClrBit(v->vehicle_flags, 2);
01284     }
01285   }
01286 
01287   /* Buoys do now store the owner of the previous water tile, which can never
01288    * be OWNER_NONE. So replace OWNER_NONE with OWNER_WATER. */
01289   if (CheckSavegameVersion(46)) {
01290     Waypoint *wp;
01291     FOR_ALL_WAYPOINTS(wp) {
01292       if ((wp->facilities & FACIL_DOCK) != 0 && IsTileOwner(wp->xy, OWNER_NONE) && TileHeight(wp->xy) == 0) SetTileOwner(wp->xy, OWNER_WATER);
01293     }
01294   }
01295 
01296   if (CheckSavegameVersion(50)) {
01297     Aircraft *v;
01298     /* Aircraft units changed from 8 mph to 1 km/h */
01299     FOR_ALL_AIRCRAFT(v) {
01300       if (v->subtype <= AIR_AIRCRAFT) {
01301         const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
01302         v->cur_speed *= 129;
01303         v->cur_speed /= 10;
01304         v->max_speed = avi->max_speed;
01305         v->acceleration = avi->acceleration;
01306       }
01307     }
01308   }
01309 
01310   if (CheckSavegameVersion(49)) FOR_ALL_COMPANIES(c) c->face = ConvertFromOldCompanyManagerFace(c->face);
01311 
01312   if (CheckSavegameVersion(52)) {
01313     for (TileIndex t = 0; t < map_size; t++) {
01314       if (IsStatueTile(t)) {
01315         _m[t].m2 = CalcClosestTownFromTile(t)->index;
01316       }
01317     }
01318   }
01319 
01320   /* A setting containing the proportion of towns that grow twice as
01321    * fast was added in version 54. From version 56 this is now saved in the
01322    * town as cities can be built specifically in the scenario editor. */
01323   if (CheckSavegameVersion(56)) {
01324     Town *t;
01325 
01326     FOR_ALL_TOWNS(t) {
01327       if (_settings_game.economy.larger_towns != 0 && (t->index % _settings_game.economy.larger_towns) == 0) {
01328         t->larger_town = true;
01329       }
01330     }
01331   }
01332 
01333   if (CheckSavegameVersion(57)) {
01334     Vehicle *v;
01335     /* Added a FIFO queue of vehicles loading at stations */
01336     FOR_ALL_VEHICLES(v) {
01337       if ((v->type != VEH_TRAIN || Train::From(v)->IsFrontEngine()) &&  // for all locs
01338           !(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
01339           v->current_order.IsType(OT_LOADING)) {         // loading
01340         Station::Get(v->last_station_visited)->loading_vehicles.push_back(v);
01341 
01342         /* The loading finished flag is *only* set when actually completely
01343          * finished. Because the vehicle is loading, it is not finished. */
01344         ClrBit(v->vehicle_flags, VF_LOADING_FINISHED);
01345       }
01346     }
01347   } else if (CheckSavegameVersion(59)) {
01348     /* For some reason non-loading vehicles could be in the station's loading vehicle list */
01349 
01350     Station *st;
01351     FOR_ALL_STATIONS(st) {
01352       std::list<Vehicle *>::iterator iter;
01353       for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end();) {
01354         Vehicle *v = *iter;
01355         iter++;
01356         if (!v->current_order.IsType(OT_LOADING)) st->loading_vehicles.remove(v);
01357       }
01358     }
01359   }
01360 
01361   if (CheckSavegameVersion(58)) {
01362     /* Setting difficulty number_industries other than zero get bumped to +1
01363      * since a new option (very low at position1) has been added */
01364     if (_settings_game.difficulty.number_industries > 0) {
01365       _settings_game.difficulty.number_industries++;
01366     }
01367 
01368     /* Same goes for number of towns, although no test is needed, just an increment */
01369     _settings_game.difficulty.number_towns++;
01370   }
01371 
01372   if (CheckSavegameVersion(64)) {
01373     /* copy the signal type/variant and move signal states bits */
01374     for (TileIndex t = 0; t < map_size; t++) {
01375       if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) {
01376         SetSignalStates(t, GB(_m[t].m2, 4, 4));
01377         SetSignalVariant(t, INVALID_TRACK, GetSignalVariant(t, TRACK_X));
01378         SetSignalType(t, INVALID_TRACK, GetSignalType(t, TRACK_X));
01379         ClrBit(_m[t].m2, 7);
01380       }
01381     }
01382   }
01383 
01384   if (CheckSavegameVersion(69)) {
01385     /* In some old savegames a bit was cleared when it should not be cleared */
01386     RoadVehicle *rv;
01387     FOR_ALL_ROADVEHICLES(rv) {
01388       if (rv->state == 250 || rv->state == 251) {
01389         SetBit(rv->state, 2);
01390       }
01391     }
01392   }
01393 
01394   if (CheckSavegameVersion(70)) {
01395     /* Added variables to support newindustries */
01396     Industry *i;
01397     FOR_ALL_INDUSTRIES(i) i->founder = OWNER_NONE;
01398   }
01399 
01400   /* From version 82, old style canals (above sealevel (0), WATER owner) are no longer supported.
01401       Replace the owner for those by OWNER_NONE. */
01402   if (CheckSavegameVersion(82)) {
01403     for (TileIndex t = 0; t < map_size; t++) {
01404       if (IsTileType(t, MP_WATER) &&
01405           GetWaterTileType(t) == WATER_TILE_CLEAR &&
01406           GetTileOwner(t) == OWNER_WATER &&
01407           TileHeight(t) != 0) {
01408         SetTileOwner(t, OWNER_NONE);
01409       }
01410     }
01411   }
01412 
01413   /*
01414    * Add the 'previous' owner to the ship depots so we can reset it with
01415    * the correct values when it gets destroyed. This prevents that
01416    * someone can remove canals owned by somebody else and it prevents
01417    * making floods using the removal of ship depots.
01418    */
01419   if (CheckSavegameVersion(83)) {
01420     for (TileIndex t = 0; t < map_size; t++) {
01421       if (IsTileType(t, MP_WATER) && IsShipDepot(t)) {
01422         _m[t].m4 = (TileHeight(t) == 0) ? OWNER_WATER : OWNER_NONE;
01423       }
01424     }
01425   }
01426 
01427   if (CheckSavegameVersion(74)) {
01428     Station *st;
01429     FOR_ALL_STATIONS(st) {
01430       for (CargoID c = 0; c < NUM_CARGO; c++) {
01431         st->goods[c].last_speed = 0;
01432         if (st->goods[c].cargo.Count() != 0) SetBit(st->goods[c].acceptance_pickup, GoodsEntry::PICKUP);
01433       }
01434     }
01435   }
01436 
01437   if (CheckSavegameVersion(78)) {
01438     Industry *i;
01439     uint j;
01440     FOR_ALL_INDUSTRIES(i) {
01441       const IndustrySpec *indsp = GetIndustrySpec(i->type);
01442       for (j = 0; j < lengthof(i->produced_cargo); j++) {
01443         i->produced_cargo[j] = indsp->produced_cargo[j];
01444       }
01445       for (j = 0; j < lengthof(i->accepts_cargo); j++) {
01446         i->accepts_cargo[j] = indsp->accepts_cargo[j];
01447       }
01448     }
01449   }
01450 
01451   /* Before version 81, the density of grass was always stored as zero, and
01452    * grassy trees were always drawn fully grassy. Furthermore, trees on rough
01453    * land used to have zero density, now they have full density. Therefore,
01454    * make all grassy/rough land trees have a density of 3. */
01455   if (CheckSavegameVersion(81)) {
01456     for (TileIndex t = 0; t < map_size; t++) {
01457       if (GetTileType(t) == MP_TREES) {
01458         TreeGround groundType = (TreeGround)GB(_m[t].m2, 4, 2);
01459         if (groundType != TREE_GROUND_SNOW_DESERT) SB(_m[t].m2, 6, 2, 3);
01460       }
01461     }
01462   }
01463 
01464 
01465   if (CheckSavegameVersion(93)) {
01466     /* Rework of orders. */
01467     Order *order;
01468     FOR_ALL_ORDERS(order) order->ConvertFromOldSavegame();
01469 
01470     Vehicle *v;
01471     FOR_ALL_VEHICLES(v) {
01472       if (v->orders.list != NULL && v->orders.list->GetFirstOrder() != NULL && v->orders.list->GetFirstOrder()->IsType(OT_NOTHING)) {
01473         v->orders.list->FreeChain();
01474         v->orders.list = NULL;
01475       }
01476 
01477       v->current_order.ConvertFromOldSavegame();
01478       if (v->type == VEH_ROAD && v->IsPrimaryVehicle() && v->FirstShared() == v) {
01479         FOR_VEHICLE_ORDERS(v, order) order->SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
01480       }
01481     }
01482   } else if (CheckSavegameVersion(94)) {
01483     /* Unload and transfer are now mutual exclusive. */
01484     Order *order;
01485     FOR_ALL_ORDERS(order) {
01486       if ((order->GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
01487         order->SetUnloadType(OUFB_TRANSFER);
01488         order->SetLoadType(OLFB_NO_LOAD);
01489       }
01490     }
01491 
01492     Vehicle *v;
01493     FOR_ALL_VEHICLES(v) {
01494       if ((v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
01495         v->current_order.SetUnloadType(OUFB_TRANSFER);
01496         v->current_order.SetLoadType(OLFB_NO_LOAD);
01497       }
01498     }
01499   }
01500 
01501   if (CheckSavegameVersion(84)) {
01502     /* Set all share owners to INVALID_COMPANY for
01503      * 1) all inactive companies
01504      *     (when inactive companies were stored in the savegame - TTD, TTDP and some
01505      *      *really* old revisions of OTTD; else it is already set in InitializeCompanies())
01506      * 2) shares that are owned by inactive companies or self
01507      *     (caused by cheating clients in earlier revisions) */
01508     FOR_ALL_COMPANIES(c) {
01509       for (uint i = 0; i < 4; i++) {
01510         CompanyID company = c->share_owners[i];
01511         if (company == INVALID_COMPANY) continue;
01512         if (!Company::IsValidID(company) || company == c->index) c->share_owners[i] = INVALID_COMPANY;
01513       }
01514     }
01515   }
01516 
01517   if (CheckSavegameVersion(86)) {
01518     for (TileIndex t = 0; t < map_size; t++) {
01519       /* Move river flag and update canals to use water class */
01520       if (IsTileType(t, MP_WATER)) {
01521         if (GetWaterClass(t) != WATER_CLASS_RIVER) {
01522           if (IsWater(t)) {
01523             Owner o = GetTileOwner(t);
01524             if (o == OWNER_WATER) {
01525               MakeSea(t);
01526             } else {
01527               MakeCanal(t, o, Random());
01528             }
01529           } else if (IsShipDepot(t)) {
01530             Owner o = (Owner)_m[t].m4; // Original water owner
01531             SetWaterClass(t, o == OWNER_WATER ? WATER_CLASS_SEA : WATER_CLASS_CANAL);
01532           }
01533         }
01534       }
01535     }
01536 
01537     /* Update locks, depots, docks and buoys to have a water class based
01538      * on its neighbouring tiles. Done after river and canal updates to
01539      * ensure neighbours are correct. */
01540     for (TileIndex t = 0; t < map_size; t++) {
01541       if (GetTileSlope(t, NULL) != SLOPE_FLAT) continue;
01542 
01543       if (IsTileType(t, MP_WATER) && IsLock(t)) SetWaterClassDependingOnSurroundings(t, false);
01544       if (IsTileType(t, MP_STATION) && (IsDock(t) || IsBuoy(t))) SetWaterClassDependingOnSurroundings(t, false);
01545     }
01546   }
01547 
01548   if (CheckSavegameVersion(87)) {
01549     for (TileIndex t = 0; t < map_size; t++) {
01550       /* skip oil rigs at borders! */
01551       if ((IsTileType(t, MP_WATER) || IsBuoyTile(t)) &&
01552           (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1)) {
01553         /* Some version 86 savegames have wrong water class at map borders (under buoy, or after removing buoy).
01554          * This conversion has to be done before buoys with invalid owner are removed. */
01555         SetWaterClass(t, WATER_CLASS_SEA);
01556       }
01557 
01558       if (IsBuoyTile(t) || IsDriveThroughStopTile(t) || IsTileType(t, MP_WATER)) {
01559         Owner o = GetTileOwner(t);
01560         if (o < MAX_COMPANIES && !Company::IsValidID(o)) {
01561           _current_company = o;
01562           ChangeTileOwner(t, o, INVALID_OWNER);
01563         }
01564         if (IsBuoyTile(t)) {
01565           /* reset buoy owner to OWNER_NONE in the station struct
01566            * (even if it is owned by active company) */
01567           Waypoint::GetByTile(t)->owner = OWNER_NONE;
01568         }
01569       } else if (IsTileType(t, MP_ROAD)) {
01570         /* works for all RoadTileType */
01571         for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
01572           /* update even non-existing road types to update tile owner too */
01573           Owner o = GetRoadOwner(t, rt);
01574           if (o < MAX_COMPANIES && !Company::IsValidID(o)) SetRoadOwner(t, rt, OWNER_NONE);
01575         }
01576         if (IsLevelCrossing(t)) {
01577           if (!Company::IsValidID(GetTileOwner(t))) FixOwnerOfRailTrack(t);
01578         }
01579       } else if (IsPlainRailTile(t)) {
01580         if (!Company::IsValidID(GetTileOwner(t))) FixOwnerOfRailTrack(t);
01581       }
01582     }
01583 
01584     /* Convert old PF settings to new */
01585     if (_settings_game.pf.yapf.rail_use_yapf || CheckSavegameVersion(28)) {
01586       _settings_game.pf.pathfinder_for_trains = VPF_YAPF;
01587     } else {
01588       _settings_game.pf.pathfinder_for_trains = VPF_NPF;
01589     }
01590 
01591     if (_settings_game.pf.yapf.road_use_yapf || CheckSavegameVersion(28)) {
01592       _settings_game.pf.pathfinder_for_roadvehs = VPF_YAPF;
01593     } else {
01594       _settings_game.pf.pathfinder_for_roadvehs = VPF_NPF;
01595     }
01596 
01597     if (_settings_game.pf.yapf.ship_use_yapf) {
01598       _settings_game.pf.pathfinder_for_ships = VPF_YAPF;
01599     } else {
01600       _settings_game.pf.pathfinder_for_ships = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_OPF);
01601     }
01602   }
01603 
01604   if (CheckSavegameVersion(88)) {
01605     /* Profits are now with 8 bit fract */
01606     Vehicle *v;
01607     FOR_ALL_VEHICLES(v) {
01608       v->profit_this_year <<= 8;
01609       v->profit_last_year <<= 8;
01610       v->running_ticks = 0;
01611     }
01612   }
01613 
01614   if (CheckSavegameVersion(91)) {
01615     /* Increase HouseAnimationFrame from 5 to 7 bits */
01616     for (TileIndex t = 0; t < map_size; t++) {
01617       if (IsTileType(t, MP_HOUSE) && GetHouseType(t) >= NEW_HOUSE_OFFSET) {
01618         SetHouseAnimationFrame(t, GB(_m[t].m6, 3, 5));
01619       }
01620     }
01621   }
01622 
01623   if (CheckSavegameVersion(62)) {
01624     /* Remove all trams from savegames without tram support.
01625      * There would be trams without tram track under causing crashes sooner or later. */
01626     RoadVehicle *v;
01627     FOR_ALL_ROADVEHICLES(v) {
01628       if (v->First() == v && HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM)) {
01629         if (_switch_mode_errorstr == INVALID_STRING_ID || _switch_mode_errorstr == STR_NEWGRF_COMPATIBLE_LOAD_WARNING) {
01630           _switch_mode_errorstr = STR_WARNING_LOADGAME_REMOVED_TRAMS;
01631         }
01632         delete v;
01633       }
01634     }
01635   }
01636 
01637   if (CheckSavegameVersion(99)) {
01638     for (TileIndex t = 0; t < map_size; t++) {
01639       /* Set newly introduced WaterClass of industry tiles */
01640       if (IsTileType(t, MP_STATION) && IsOilRig(t)) {
01641         SetWaterClassDependingOnSurroundings(t, true);
01642       }
01643       if (IsTileType(t, MP_INDUSTRY)) {
01644         if ((GetIndustrySpec(GetIndustryType(t))->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) {
01645           SetWaterClassDependingOnSurroundings(t, true);
01646         } else {
01647           SetWaterClass(t, WATER_CLASS_INVALID);
01648         }
01649       }
01650 
01651       /* Replace "house construction year" with "house age" */
01652       if (IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)) {
01653         _m[t].m5 = Clamp(_cur_year - (_m[t].m5 + ORIGINAL_BASE_YEAR), 0, 0xFF);
01654       }
01655     }
01656   }
01657 
01658   /* Move the signal variant back up one bit for PBS. We don't convert the old PBS
01659    * format here, as an old layout wouldn't work properly anyway. To be safe, we
01660    * clear any possible PBS reservations as well. */
01661   if (CheckSavegameVersion(100)) {
01662     for (TileIndex t = 0; t < map_size; t++) {
01663       switch (GetTileType(t)) {
01664         case MP_RAILWAY:
01665           if (HasSignals(t)) {
01666             /* move the signal variant */
01667             SetSignalVariant(t, TRACK_UPPER, HasBit(_m[t].m2, 2) ? SIG_SEMAPHORE : SIG_ELECTRIC);
01668             SetSignalVariant(t, TRACK_LOWER, HasBit(_m[t].m2, 6) ? SIG_SEMAPHORE : SIG_ELECTRIC);
01669             ClrBit(_m[t].m2, 2);
01670             ClrBit(_m[t].m2, 6);
01671           }
01672 
01673           /* Clear PBS reservation on track */
01674           if (IsRailDepot(t)) {
01675             SetDepotReservation(t, false);
01676           } else {
01677             SetTrackReservation(t, TRACK_BIT_NONE);
01678           }
01679           break;
01680 
01681         case MP_ROAD: // Clear PBS reservation on crossing
01682           if (IsLevelCrossing(t)) SetCrossingReservation(t, false);
01683           break;
01684 
01685         case MP_STATION: // Clear PBS reservation on station
01686           if (HasStationRail(t)) SetRailStationReservation(t, false);
01687           break;
01688 
01689         case MP_TUNNELBRIDGE: // Clear PBS reservation on tunnels/birdges
01690           if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) SetTunnelBridgeReservation(t, false);
01691           break;
01692 
01693         default: break;
01694       }
01695     }
01696   }
01697 
01698   /* Reserve all tracks trains are currently on. */
01699   if (CheckSavegameVersion(101)) {
01700     const Train *t;
01701     FOR_ALL_TRAINS(t) {
01702       if (t->First() == t) t->ReserveTrackUnderConsist();
01703     }
01704   }
01705 
01706   if (CheckSavegameVersion(102)) {
01707     for (TileIndex t = 0; t < map_size; t++) {
01708       /* Now all crossings should be in correct state */
01709       if (IsLevelCrossingTile(t)) UpdateLevelCrossing(t, false);
01710     }
01711   }
01712 
01713   if (CheckSavegameVersion(103)) {
01714     /* Non-town-owned roads now store the closest town */
01715     UpdateNearestTownForRoadTiles(false);
01716 
01717     /* signs with invalid owner left from older savegames */
01718     Sign *si;
01719     FOR_ALL_SIGNS(si) {
01720       if (si->owner != OWNER_NONE && !Company::IsValidID(si->owner)) si->owner = OWNER_NONE;
01721     }
01722 
01723     /* Station can get named based on an industry type, but the current ones
01724      * are not, so mark them as if they are not named by an industry. */
01725     Station *st;
01726     FOR_ALL_STATIONS(st) {
01727       st->indtype = IT_INVALID;
01728     }
01729   }
01730 
01731   if (CheckSavegameVersion(104)) {
01732     Aircraft *a;
01733     FOR_ALL_AIRCRAFT(a) {
01734       /* Set engine_type of shadow and rotor */
01735       if (!a->IsNormalAircraft()) {
01736         a->engine_type = a->First()->engine_type;
01737       }
01738     }
01739 
01740     /* More companies ... */
01741     Company *c;
01742     FOR_ALL_COMPANIES(c) {
01743       if (c->bankrupt_asked == 0xFF) c->bankrupt_asked = 0xFFFF;
01744     }
01745 
01746     Engine *e;
01747     FOR_ALL_ENGINES(e) {
01748       if (e->company_avail == 0xFF) e->company_avail = 0xFFFF;
01749     }
01750 
01751     Town *t;
01752     FOR_ALL_TOWNS(t) {
01753       if (t->have_ratings == 0xFF) t->have_ratings = 0xFFFF;
01754       for (uint i = 8; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01755     }
01756   }
01757 
01758   if (CheckSavegameVersion(112)) {
01759     for (TileIndex t = 0; t < map_size; t++) {
01760       /* Check for HQ bit being set, instead of using map accessor,
01761        * since we've already changed it code-wise */
01762       if (IsTileType(t, MP_UNMOVABLE) && HasBit(_m[t].m5, 7)) {
01763         /* Move size and part identification of HQ out of the m5 attribute,
01764          * on new locations */
01765         uint8 old_m5 = _m[t].m5;
01766         _m[t].m5 = UNMOVABLE_HQ;
01767         SetCompanyHQSize(t, GB(old_m5, 2, 3));
01768         SetCompanyHQSection(t, GB(old_m5, 0, 2));
01769       }
01770     }
01771   }
01772 
01773   if (CheckSavegameVersion(113)) {
01774     /* allow_town_roads is added, set it if town_layout wasn't TL_NO_ROADS */
01775     if (_settings_game.economy.town_layout == 0) { // was TL_NO_ROADS
01776       _settings_game.economy.allow_town_roads = false;
01777       _settings_game.economy.town_layout = TL_BETTER_ROADS;
01778     } else {
01779       _settings_game.economy.allow_town_roads = true;
01780       _settings_game.economy.town_layout = _settings_game.economy.town_layout - 1;
01781     }
01782 
01783     /* Initialize layout of all towns. Older versions were using different
01784      * generator for random town layout, use it if needed. */
01785     Town *t;
01786     FOR_ALL_TOWNS(t) {
01787       if (_settings_game.economy.town_layout != TL_RANDOM) {
01788         t->layout = _settings_game.economy.town_layout;
01789         continue;
01790       }
01791 
01792       /* Use old layout randomizer code */
01793       byte layout = TileHash(TileX(t->xy), TileY(t->xy)) % 6;
01794       switch (layout) {
01795         default: break;
01796         case 5: layout = 1; break;
01797         case 0: layout = 2; break;
01798       }
01799       t->layout = layout - 1;
01800     }
01801   }
01802 
01803   if (CheckSavegameVersion(114)) {
01804     /* There could be (deleted) stations with invalid owner, set owner to OWNER NONE.
01805      * The conversion affects oil rigs and buoys too, but it doesn't matter as
01806      * they have st->owner == OWNER_NONE already. */
01807     Station *st;
01808     FOR_ALL_STATIONS(st) {
01809       if (!Company::IsValidID(st->owner)) st->owner = OWNER_NONE;
01810     }
01811   }
01812 
01813   /* Trains could now stop in a specific location. */
01814   if (CheckSavegameVersion(117)) {
01815     Order *o;
01816     FOR_ALL_ORDERS(o) {
01817       if (o->IsType(OT_GOTO_STATION)) o->SetStopLocation(OSL_PLATFORM_FAR_END);
01818     }
01819   }
01820 
01821   if (CheckSavegameVersion(120)) {
01822     extern VehicleDefaultSettings _old_vds;
01823     Company *c;
01824     FOR_ALL_COMPANIES(c) {
01825       c->settings.vehicle = _old_vds;
01826     }
01827   }
01828 
01829   if (CheckSavegameVersion(121)) {
01830     /* Delete small ufos heading for non-existing vehicles */
01831     Vehicle *v;
01832     FOR_ALL_DISASTERVEHICLES(v) {
01833       if (v->subtype == 2/*ST_SMALL_UFO*/ && v->current_order.GetDestination() != 0) {
01834         const Vehicle *u = Vehicle::GetIfValid(v->dest_tile);
01835         if (u == NULL || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsRoadVehFront()) {
01836           delete v;
01837         }
01838       }
01839     }
01840 
01841     /* We didn't store cargo payment yet, so make them for vehicles that are
01842      * currently at a station and loading/unloading. If they don't get any
01843      * payment anymore they just removed in the next load/unload cycle.
01844      * However, some 0.7 versions might have cargo payment. For those we just
01845      * add cargopayment for the vehicles that don't have it.
01846      */
01847     Station *st;
01848     FOR_ALL_STATIONS(st) {
01849       std::list<Vehicle *>::iterator iter;
01850       for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01851         Vehicle *v = *iter;
01852         if (v->cargo_payment == NULL) v->cargo_payment = new CargoPayment(v);
01853       }
01854     }
01855   }
01856 
01857   if (CheckSavegameVersion(122)) {
01858     /* Animated tiles would sometimes not be actually animated or
01859      * in case of old savegames duplicate. */
01860 
01861     extern TileIndex *_animated_tile_list;
01862     extern uint _animated_tile_count;
01863 
01864     for (uint i = 0; i < _animated_tile_count; /* Nothing */) {
01865       /* Remove if tile is not animated */
01866       bool remove = _tile_type_procs[GetTileType(_animated_tile_list[i])]->animate_tile_proc == NULL;
01867 
01868       /* and remove if duplicate */
01869       for (uint j = 0; !remove && j < i; j++) {
01870         remove = _animated_tile_list[i] == _animated_tile_list[j];
01871       }
01872 
01873       if (remove) {
01874         DeleteAnimatedTile(_animated_tile_list[i]);
01875       } else {
01876         i++;
01877       }
01878     }
01879   }
01880 
01881   if (CheckSavegameVersion(124)) {
01882     /* The train station tile area was added */
01883     Waypoint *wp;
01884     FOR_ALL_WAYPOINTS(wp) {
01885       if (wp->facilities & FACIL_TRAIN) {
01886         wp->train_station.tile = wp->xy;
01887         wp->train_station.w = 1;
01888         wp->train_station.h = 1;
01889       } else {;
01890         wp->train_station.tile = INVALID_TILE;
01891         wp->train_station.w = 0;
01892         wp->train_station.h = 0;
01893       }
01894     }
01895   }
01896 
01897   if (CheckSavegameVersion(125)) {
01898     /* Convert old subsidies */
01899     Subsidy *s;
01900     FOR_ALL_SUBSIDIES(s) {
01901       if (s->remaining < 12) {
01902         /* Converting nonawarded subsidy */
01903         s->remaining = 12 - s->remaining; // convert "age" to "remaining"
01904         s->awarded = INVALID_COMPANY; // not awarded to anyone
01905         const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
01906         switch (cs->town_effect) {
01907           case TE_PASSENGERS:
01908           case TE_MAIL:
01909             /* Town -> Town */
01910             s->src_type = s->dst_type = ST_TOWN;
01911             if (Town::IsValidID(s->src) && Town::IsValidID(s->dst)) continue;
01912             break;
01913           case TE_GOODS:
01914           case TE_FOOD:
01915             /* Industry -> Town */
01916             s->src_type = ST_INDUSTRY;
01917             s->dst_type = ST_TOWN;
01918             if (Industry::IsValidID(s->src) && Town::IsValidID(s->dst)) continue;
01919             break;
01920           default:
01921             /* Industry -> Industry */
01922             s->src_type = s->dst_type = ST_INDUSTRY;
01923             if (Industry::IsValidID(s->src) && Industry::IsValidID(s->dst)) continue;
01924             break;
01925         }
01926       } else {
01927         /* Do our best for awarded subsidies. The original source or destination industry
01928          * can't be determined anymore for awarded subsidies, so invalidate them.
01929          * Town -> Town subsidies are converted using simple heuristic */
01930         s->remaining = 24 - s->remaining; // convert "age of awarded subsidy" to "remaining"
01931         const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
01932         switch (cs->town_effect) {
01933           case TE_PASSENGERS:
01934           case TE_MAIL: {
01935             /* Town -> Town */
01936             const Station *ss = Station::GetIfValid(s->src);
01937             const Station *sd = Station::GetIfValid(s->dst);
01938             if (ss != NULL && sd != NULL && ss->owner == sd->owner &&
01939                 Company::IsValidID(ss->owner)) {
01940               s->src_type = s->dst_type = ST_TOWN;
01941               s->src = ss->town->index;
01942               s->dst = sd->town->index;
01943               s->awarded = ss->owner;
01944               continue;
01945             }
01946             break;
01947           }
01948           default:
01949             break;
01950         }
01951       }
01952       /* Awarded non-town subsidy or invalid source/destination, invalidate */
01953       delete s;
01954     }
01955   }
01956 
01957   if (CheckSavegameVersion(126)) {
01958     /* Recompute inflation based on old unround loan limit
01959      * Note: Max loan is 500000. With an inflation of 4% across 170 years
01960      *       that results in a max loan of about 0.7 * 2^31.
01961      *       So taking the 16 bit fractional part into account there are plenty of bits left
01962      *       for unmodified savegames ...
01963      */
01964     uint64 aimed_inflation = (_economy.old_max_loan_unround << 16 | _economy.old_max_loan_unround_fract) / _settings_game.difficulty.max_loan;
01965 
01966     /* ... well, just clamp it then. */
01967     if (aimed_inflation > MAX_INFLATION) aimed_inflation = MAX_INFLATION;
01968 
01969     /* Simulate the inflation, so we also get the payment inflation */
01970     while (_economy.inflation_prices < aimed_inflation) {
01971       AddInflation(false);
01972     }
01973   }
01974 
01975   if (CheckSavegameVersion(127)) {
01976     Station *st;
01977     FOR_ALL_STATIONS(st) UpdateStationAcceptance(st, false);
01978   }
01979 
01980   if (CheckSavegameVersion(128)) {
01981     const Depot *d;
01982     FOR_ALL_DEPOTS(d) {
01983       _m[d->xy].m2 = d->index;
01984       if (IsTileType(d->xy, MP_WATER)) _m[GetOtherShipDepotTile(d->xy)].m2 = d->index;
01985     }
01986   }
01987 
01988   /* The behaviour of force_proceed has been changed. Now
01989    * it counts signals instead of some random time out. */
01990   if (CheckSavegameVersion(131)) {
01991     Train *t;
01992     FOR_ALL_TRAINS(t) {
01993       t->force_proceed = min<byte>(t->force_proceed, 1);
01994     }
01995   }
01996 
01997   /* The bits for the tree ground and tree density have
01998    * been swapped (m2 bits 7..6 and 5..4. */
01999   if (CheckSavegameVersion(135)) {
02000     for (TileIndex t = 0; t < map_size; t++) {
02001       if (IsTileType(t, MP_CLEAR)) {
02002         if (GetRawClearGround(t) == CLEAR_SNOW) {
02003           SetClearGroundDensity(t, CLEAR_GRASS, GetClearDensity(t));
02004           SetBit(_m[t].m3, 4);
02005         } else {
02006           ClrBit(_m[t].m3, 4);
02007         }
02008       }
02009       if (IsTileType(t, MP_TREES)) {
02010         uint density = GB(_m[t].m2, 6, 2);
02011         uint ground = GB(_m[t].m2, 4, 2);
02012         uint counter = GB(_m[t].m2, 0, 4);
02013         _m[t].m2 = ground << 6 | density << 4 | counter;
02014       }
02015     }
02016   }
02017 
02018   /* Wait counter and load/unload ticks got split. */
02019   if (CheckSavegameVersion(136)) {
02020     Aircraft *a;
02021     FOR_ALL_AIRCRAFT(a) {
02022       a->turn_counter = a->current_order.IsType(OT_LOADING) ? 0 : a->load_unload_ticks;
02023     }
02024 
02025     Train *t;
02026     FOR_ALL_TRAINS(t) {
02027       t->wait_counter = t->current_order.IsType(OT_LOADING) ? 0 : t->load_unload_ticks;
02028     }
02029   }
02030 
02031   /* Airport tile animation uses animation frame instead of other graphics id */
02032   if (CheckSavegameVersion(137)) {
02033     struct AirportTileConversion {
02034       byte old_start;
02035       byte num_frames;
02036     };
02037     static const AirportTileConversion atc[] = {
02038       {31,  12}, // APT_RADAR_GRASS_FENCE_SW
02039       {50,   4}, // APT_GRASS_FENCE_NE_FLAG
02040       {62,   2}, // 1 unused tile
02041       {66,  12}, // APT_RADAR_FENCE_SW
02042       {78,  12}, // APT_RADAR_FENCE_NE
02043       {101, 10}, // 9 unused tiles
02044       {111,  8}, // 7 unused tiles
02045       {119, 15}, // 14 unused tiles (radar)
02046       {140,  4}, // APT_GRASS_FENCE_NE_FLAG_2
02047     };
02048     for (TileIndex t = 0; t < map_size; t++) {
02049       if (IsAirportTile(t)) {
02050         StationGfx old_gfx = GetStationGfx(t);
02051         byte offset = 0;
02052         for (uint i = 0; i < lengthof(atc); i++) {
02053           if (old_gfx < atc[i].old_start) {
02054             SetStationGfx(t, old_gfx - offset);
02055             break;
02056           }
02057           if (old_gfx < atc[i].old_start + atc[i].num_frames) {
02058             SetStationAnimationFrame(t, old_gfx - atc[i].old_start);
02059             SetStationGfx(t, atc[i].old_start - offset);
02060             break;
02061           }
02062           offset += atc[i].num_frames - 1;
02063         }
02064       }
02065     }
02066   }
02067 
02068   if (CheckSavegameVersion(141)) {
02069     for (TileIndex t = 0; t < map_size; t++) {
02070       /* Reset tropic zone for VOID tiles, they shall not have any. */
02071       if (IsTileType(t, MP_VOID)) SetTropicZone(t, TROPICZONE_NORMAL);
02072     }
02073   }
02074 
02075   /* Road stops is 'only' updating some caches */
02076   AfterLoadRoadStops();
02077   AfterLoadLabelMaps();
02078 
02079   GamelogPrintDebug(1);
02080 
02081   InitializeWindowsAndCaches();
02082   /* Restore the signals */
02083   ResetSignalHandlers();
02084   return true;
02085 }
02086 
02093 void ReloadNewGRFData()
02094 {
02095   /* reload grf data */
02096   GfxLoadSprites();
02097   LoadStringWidthTable();
02098   RecomputePrices();
02099   /* reload vehicles */
02100   ResetVehiclePosHash();
02101   AfterLoadVehicles(false);
02102   StartupEngines();
02103   SetCachedEngineCounts();
02104   /* update station graphics */
02105   AfterLoadStations();
02106   /* Check and update house and town values */
02107   UpdateHousesAndTowns();
02108   /* Update livery selection windows */
02109   for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) InvalidateWindowData(WC_COMPANY_COLOUR, i);
02110   /* redraw the whole screen */
02111   MarkWholeScreenDirty();
02112   CheckTrainsLengths();
02113 }

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