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-rw-r--r--src/saveload/afterload.cpp1704
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diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
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+/* $Id$ */
+
+/** @file afterload.cpp Code updating data after game load */
+
+#include "../stdafx.h"
+#include "../strings_type.h"
+#include "../tile_type.h"
+#include "../tile_map.h"
+#include "../map_type.h"
+#include "../road_map.h"
+#include "../town.h"
+#include "../void_map.h"
+#include "../signs_base.h"
+#include "../window_func.h"
+#include "../station_func.h"
+#include "../company_base.h"
+#include "../fios.h"
+#include "../date_func.h"
+#include "../engine_func.h"
+#include "../train.h"
+#include "../string_func.h"
+#include "../newgrf_config.h"
+#include "../gamelog.h"
+#include "../waypoint.h"
+#include "../station_map.h"
+#include "../station_base.h"
+#include "../tunnelbridge_map.h"
+#include "../debug.h"
+#include "../network/network.h"
+#include "../openttd.h"
+#include "../gfxinit.h"
+#include "../gfx_func.h"
+#include "../functions.h"
+#include "../industry_map.h"
+#include "../town_map.h"
+#include "../clear_map.h"
+#include "../engine_base.h"
+#include "../landscape.h"
+#include "../vehicle_func.h"
+#include "../newgrf_station.h"
+#include "../yapf/yapf.hpp"
+#include "../elrail_func.h"
+#include "../signs_func.h"
+#include "../newgrf_house.h"
+#include "../aircraft.h"
+#include "../unmovable_map.h"
+#include "../tree_map.h"
+#include "../company_func.h"
+#include "../command_func.h"
+#include "../road_cmd.h"
+
+#include "table/strings.h"
+
+#include "saveload.h"
+#include "saveload_internal.h"
+
+#include <signal.h>
+
+extern StringID _switch_mode_errorstr;
+extern Company *DoStartupNewCompany(bool is_ai);
+extern void InitializeRailGUI();
+
+/**
+ * Makes a tile canal or water depending on the surroundings.
+ *
+ * Must only be used for converting old savegames. Use WaterClass now.
+ *
+ * This as for example docks and shipdepots do not store
+ * whether the tile used to be canal or 'normal' water.
+ * @param t the tile to change.
+ * @param o the owner of the new tile.
+ * @param include_invalid_water_class Also consider WATER_CLASS_INVALID, i.e. industry tiles on land
+ */
+void SetWaterClassDependingOnSurroundings(TileIndex t, bool include_invalid_water_class)
+{
+ /* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
+ * Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
+ if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
+ if (include_invalid_water_class) {
+ SetWaterClass(t, WATER_CLASS_INVALID);
+ return;
+ } else {
+ NOT_REACHED();
+ }
+ }
+
+ /* Mark tile dirty in all cases */
+ MarkTileDirtyByTile(t);
+
+ if (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1) {
+ /* tiles at map borders are always WATER_CLASS_SEA */
+ SetWaterClass(t, WATER_CLASS_SEA);
+ return;
+ }
+
+ bool has_water = false;
+ bool has_canal = false;
+ bool has_river = false;
+
+ for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
+ TileIndex neighbour = TileAddByDiagDir(t, dir);
+ switch (GetTileType(neighbour)) {
+ case MP_WATER:
+ /* clear water and shipdepots have already a WaterClass associated */
+ if (IsCoast(neighbour)) {
+ has_water = true;
+ } else if (!IsLock(neighbour)) {
+ switch (GetWaterClass(neighbour)) {
+ case WATER_CLASS_SEA: has_water = true; break;
+ case WATER_CLASS_CANAL: has_canal = true; break;
+ case WATER_CLASS_RIVER: has_river = true; break;
+ default: NOT_REACHED();
+ }
+ }
+ break;
+
+ case MP_RAILWAY:
+ /* Shore or flooded halftile */
+ has_water |= (GetRailGroundType(neighbour) == RAIL_GROUND_WATER);
+ break;
+
+ case MP_TREES:
+ /* trees on shore */
+ has_water |= (GetTreeGround(neighbour) == TREE_GROUND_SHORE);
+ break;
+
+ default: break;
+ }
+ }
+
+ if (!has_water && !has_canal && !has_river && include_invalid_water_class) {
+ SetWaterClass(t, WATER_CLASS_INVALID);
+ return;
+ }
+
+ if (has_river && !has_canal) {
+ SetWaterClass(t, WATER_CLASS_RIVER);
+ } else if (has_canal || !has_water) {
+ SetWaterClass(t, WATER_CLASS_CANAL);
+ } else {
+ SetWaterClass(t, WATER_CLASS_SEA);
+ }
+}
+
+static void ConvertTownOwner()
+{
+ for (TileIndex tile = 0; tile != MapSize(); tile++) {
+ switch (GetTileType(tile)) {
+ case MP_ROAD:
+ if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m3, 7)) {
+ _m[tile].m3 = OWNER_TOWN;
+ }
+ /* FALLTHROUGH */
+
+ case MP_TUNNELBRIDGE:
+ if (GetTileOwner(tile) & 0x80) SetTileOwner(tile, OWNER_TOWN);
+ break;
+
+ default: break;
+ }
+ }
+}
+
+/* since savegame version 4.1, exclusive transport rights are stored at towns */
+static void UpdateExclusiveRights()
+{
+ Town *t;
+
+ FOR_ALL_TOWNS(t) {
+ t->exclusivity = INVALID_COMPANY;
+ }
+
+ /* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
+ * could be implemented this way:
+ * 1.) Go through all stations
+ * Build an array town_blocked[ town_id ][ company_id ]
+ * that stores if at least one station in that town is blocked for a company
+ * 2.) Go through that array, if you find a town that is not blocked for
+ * one company, but for all others, then give him exclusivity.
+ */
+}
+
+static const byte convert_currency[] = {
+ 0, 1, 12, 8, 3,
+ 10, 14, 19, 4, 5,
+ 9, 11, 13, 6, 17,
+ 16, 22, 21, 7, 15,
+ 18, 2, 20,
+};
+
+/* since savegame version 4.2 the currencies are arranged differently */
+static void UpdateCurrencies()
+{
+ _settings_game.locale.currency = convert_currency[_settings_game.locale.currency];
+}
+
+/* Up to revision 1413 the invisible tiles at the southern border have not been
+ * MP_VOID, even though they should have. This is fixed by this function
+ */
+static void UpdateVoidTiles()
+{
+ uint i;
+
+ for (i = 0; i < MapMaxY(); ++i) MakeVoid(i * MapSizeX() + MapMaxX());
+ for (i = 0; i < MapSizeX(); ++i) MakeVoid(MapSizeX() * MapMaxY() + i);
+}
+
+/* since savegame version 6.0 each sign has an "owner", signs without owner (from old games are set to 255) */
+static void UpdateSignOwner()
+{
+ Sign *si;
+
+ FOR_ALL_SIGNS(si) si->owner = OWNER_NONE;
+}
+
+static inline RailType UpdateRailType(RailType rt, RailType min)
+{
+ return rt >= min ? (RailType)(rt + 1): rt;
+}
+
+/**
+ * Initialization of the windows and several kinds of caches.
+ * This is not done directly in AfterLoadGame because these
+ * functions require that all saveload conversions have been
+ * done. As people tend to add savegame conversion stuff after
+ * the intialization of the windows and caches quite some bugs
+ * had been made.
+ * Moving this out of there is both cleaner and less bug-prone.
+ *
+ * @return true if everything went according to plan, otherwise false.
+ */
+static bool InitializeWindowsAndCaches()
+{
+ /* Initialize windows */
+ ResetWindowSystem();
+ SetupColorsAndInitialWindow();
+
+ ResetViewportAfterLoadGame();
+
+ /* Update coordinates of the signs. */
+ UpdateAllStationVirtCoord();
+ UpdateAllSignVirtCoords();
+ UpdateAllTownVirtCoords();
+ UpdateAllWaypointSigns();
+
+ Company *c;
+ FOR_ALL_COMPANIES(c) {
+ /* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
+ * accordingly if it is not the case. No need to set it on companies that are not been used already,
+ * thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
+ if (_file_to_saveload.filetype == FT_SCENARIO && c->inaugurated_year != MIN_YEAR) {
+ c->inaugurated_year = _cur_year;
+ }
+ }
+
+ SetCachedEngineCounts();
+
+ /* Towns have a noise controlled number of airports system
+ * So each airport's noise value must be added to the town->noise_reached value
+ * Reset each town's noise_reached value to '0' before. */
+ UpdateAirportsNoise();
+
+ CheckTrainsLengths();
+
+ return true;
+}
+
+/**
+ * Signal handler used to give a user a more useful report for crashes during
+ * the savegame loading process; especially when there's problems with the
+ * NewGRFs that are required by the savegame.
+ * @param unused well... unused
+ */
+void CDECL HandleSavegameLoadCrash(int unused)
+{
+ char buffer[8192];
+ char *p = buffer;
+ p += seprintf(p, lastof(buffer),
+ "Loading your savegame caused OpenTTD to crash.\n"
+ "This is most likely caused by a missing NewGRF or a NewGRF that has been\n"
+ "loaded as replacement for a missing NewGRF. OpenTTD cannot easily\n"
+ "determine whether a replacement NewGRF is of a newer or older version.\n"
+ "It will load a NewGRF with the same GRF ID as the missing NewGRF. This\n"
+ "means that if the author makes incompatible NewGRFs with the same GRF ID\n"
+ "OpenTTD cannot magically do the right thing. In most cases OpenTTD will\n"
+ "load the savegame and not crash, but this is an exception.\n"
+ "Please load the savegame with the appropriate NewGRFs. When loading a\n"
+ "savegame still crashes when all NewGRFs are found you should file a\n"
+ "bug report. The missing NewGRFs are:\n");
+
+ for (GRFConfig *c = _grfconfig; c != NULL; c = c->next) {
+ if (HasBit(c->flags, GCF_COMPATIBLE)) {
+ char buf[40];
+ md5sumToString(buf, lastof(buf), c->md5sum);
+ p += seprintf(p, lastof(buffer), "NewGRF %08X (%s) not found; checksum %s. Tried another NewGRF with same GRF ID\n", BSWAP32(c->grfid), c->filename, buf);
+ }
+ if (c->status == GCS_NOT_FOUND) {
+ char buf[40];
+ md5sumToString(buf, lastof(buf), c->md5sum);
+ p += seprintf(p, lastof(buffer), "NewGRF %08X (%s) not found; checksum %s\n", BSWAP32(c->grfid), c->filename, buf);
+ }
+ }
+
+ ShowInfo(buffer);
+}
+
+
+bool AfterLoadGame()
+{
+ typedef void (CDECL *SignalHandlerPointer)(int);
+ SignalHandlerPointer prev_segfault = signal(SIGSEGV, HandleSavegameLoadCrash);
+ SignalHandlerPointer prev_abort = signal(SIGABRT, HandleSavegameLoadCrash);
+
+ TileIndex map_size = MapSize();
+ Company *c;
+
+ if (CheckSavegameVersion(98)) GamelogOldver();
+
+ GamelogTestRevision();
+ GamelogTestMode();
+
+ if (CheckSavegameVersion(98)) GamelogGRFAddList(_grfconfig);
+
+ /* in very old versions, size of train stations was stored differently */
+ if (CheckSavegameVersion(2)) {
+ Station *st;
+ FOR_ALL_STATIONS(st) {
+ if (st->train_tile != 0 && st->trainst_h == 0) {
+ extern SavegameType _savegame_type;
+ uint n = _savegame_type == SGT_OTTD ? 4 : 3; // OTTD uses 4 bits per dimensions, TTD 3 bits
+ uint w = GB(st->trainst_w, n, n);
+ uint h = GB(st->trainst_w, 0, n);
+
+ if (GetRailStationAxis(st->train_tile) != AXIS_X) Swap(w, h);
+
+ st->trainst_w = w;
+ st->trainst_h = h;
+
+ assert(GetStationIndex(st->train_tile + TileDiffXY(w - 1, h - 1)) == st->index);
+ }
+ }
+ }
+
+ /* in version 2.1 of the savegame, town owner was unified. */
+ if (CheckSavegameVersionOldStyle(2, 1)) ConvertTownOwner();
+
+ /* from version 4.1 of the savegame, exclusive rights are stored at towns */
+ if (CheckSavegameVersionOldStyle(4, 1)) UpdateExclusiveRights();
+
+ /* from version 4.2 of the savegame, currencies are in a different order */
+ if (CheckSavegameVersionOldStyle(4, 2)) UpdateCurrencies();
+
+ /* from version 6.1 of the savegame, signs have an "owner" */
+ if (CheckSavegameVersionOldStyle(6, 1)) UpdateSignOwner();
+
+ /* In old version there seems to be a problem that water is owned by
+ * OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
+ * (4.3) version, so I just check when versions are older, and then
+ * walk through the whole map.. */
+ if (CheckSavegameVersionOldStyle(4, 3)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_COMPANIES) {
+ SetTileOwner(t, OWNER_WATER);
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(84)) {
+ FOR_ALL_COMPANIES(c) {
+ c->name = CopyFromOldName(c->name_1);
+ if (c->name != NULL) c->name_1 = STR_SV_UNNAMED;
+ c->president_name = CopyFromOldName(c->president_name_1);
+ if (c->president_name != NULL) c->president_name_1 = SPECSTR_PRESIDENT_NAME;
+ }
+
+ Station *st;
+ FOR_ALL_STATIONS(st) {
+ st->name = CopyFromOldName(st->string_id);
+ /* generating new name would be too much work for little effect, use the station name fallback */
+ if (st->name != NULL) st->string_id = STR_SV_STNAME_FALLBACK;
+ }
+
+ Town *t;
+ FOR_ALL_TOWNS(t) {
+ t->name = CopyFromOldName(t->townnametype);
+ if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
+ }
+
+ Waypoint *wp;
+ FOR_ALL_WAYPOINTS(wp) {
+ wp->name = CopyFromOldName(wp->string);
+ wp->string = STR_EMPTY;
+ }
+
+ for (uint i = 0; i < GetSignPoolSize(); i++) {
+ /* invalid signs are determined by si->ower == INVALID_COMPANY now */
+ Sign *si = GetSign(i);
+ if (!si->IsValid() && si->name != NULL) {
+ si->owner = OWNER_NONE;
+ }
+ }
+ }
+
+ /* From this point the old names array is cleared. */
+ ResetOldNames();
+
+ if (CheckSavegameVersion(106)) {
+ /* no station is determined by 'tile == INVALID_TILE' now (instead of '0') */
+ Station *st;
+ FOR_ALL_STATIONS(st) {
+ if (st->airport_tile == 0) st->airport_tile = INVALID_TILE;
+ if (st->dock_tile == 0) st->dock_tile = INVALID_TILE;
+ if (st->train_tile == 0) st->train_tile = INVALID_TILE;
+ }
+
+ /* the same applies to Company::location_of_HQ */
+ Company *c;
+ FOR_ALL_COMPANIES(c) {
+ if (c->location_of_HQ == 0 || (CheckSavegameVersion(4) && c->location_of_HQ == 0xFFFF)) {
+ c->location_of_HQ = INVALID_TILE;
+ }
+ }
+ }
+
+ /* convert road side to my format. */
+ if (_settings_game.vehicle.road_side) _settings_game.vehicle.road_side = 1;
+
+ /* Check if all NewGRFs are present, we are very strict in MP mode */
+ GRFListCompatibility gcf_res = IsGoodGRFConfigList();
+ if (_networking && gcf_res != GLC_ALL_GOOD) {
+ SetSaveLoadError(STR_NETWORK_ERR_CLIENT_NEWGRF_MISMATCH);
+ /* Restore the signals */
+ signal(SIGSEGV, prev_segfault);
+ signal(SIGABRT, prev_abort);
+ return false;
+ }
+
+ switch (gcf_res) {
+ case GLC_COMPATIBLE: _switch_mode_errorstr = STR_NEWGRF_COMPATIBLE_LOAD_WARNING; break;
+ case GLC_NOT_FOUND: _switch_mode_errorstr = STR_NEWGRF_DISABLED_WARNING; _pause_game = -1; break;
+ default: break;
+ }
+
+ /* Update current year
+ * must be done before loading sprites as some newgrfs check it */
+ SetDate(_date);
+
+ /* Force dynamic engines off when loading older savegames */
+ if (CheckSavegameVersion(95)) _settings_game.vehicle.dynamic_engines = 0;
+
+ /* Load the sprites */
+ GfxLoadSprites();
+ LoadStringWidthTable();
+
+ /* Copy temporary data to Engine pool */
+ CopyTempEngineData();
+
+ /* Connect front and rear engines of multiheaded trains and converts
+ * subtype to the new format */
+ if (CheckSavegameVersionOldStyle(17, 1)) ConvertOldMultiheadToNew();
+
+ /* Connect front and rear engines of multiheaded trains */
+ ConnectMultiheadedTrains();
+
+ /* reinit the landscape variables (landscape might have changed) */
+ InitializeLandscapeVariables(true);
+
+ /* Update all vehicles */
+ AfterLoadVehicles(true);
+
+ /* Update all waypoints */
+ if (CheckSavegameVersion(12)) FixOldWaypoints();
+
+ /* in version 2.2 of the savegame, we have new airports */
+ if (CheckSavegameVersionOldStyle(2, 2)) UpdateOldAircraft();
+
+ AfterLoadTown();
+
+ /* make sure there is a town in the game */
+ if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, UINT_MAX)) {
+ SetSaveLoadError(STR_NO_TOWN_IN_SCENARIO);
+ /* Restore the signals */
+ signal(SIGSEGV, prev_segfault);
+ signal(SIGABRT, prev_abort);
+ return false;
+ }
+
+ /* The void tiles on the southern border used to belong to a wrong class (pre 4.3).
+ * This problem appears in savegame version 21 too, see r3455. But after loading the
+ * savegame and saving again, the buggy map array could be converted to new savegame
+ * version. It didn't show up before r12070. */
+ if (CheckSavegameVersion(87)) UpdateVoidTiles();
+
+ /* If Load Scenario / New (Scenario) Game is used,
+ * a company does not exist yet. So create one here.
+ * 1 exeption: network-games. Those can have 0 companies
+ * But this exeption is not true for non dedicated network_servers! */
+ if (!IsValidCompanyID(COMPANY_FIRST) && (!_networking || (_networking && _network_server && !_network_dedicated)))
+ DoStartupNewCompany(false);
+
+ if (CheckSavegameVersion(72)) {
+ /* Locks/shiplifts in very old savegames had OWNER_WATER as owner */
+ for (TileIndex t = 0; t < MapSize(); t++) {
+ switch (GetTileType(t)) {
+ default: break;
+
+ case MP_WATER:
+ if (GetWaterTileType(t) == WATER_TILE_LOCK && GetTileOwner(t) == OWNER_WATER) SetTileOwner(t, OWNER_NONE);
+ break;
+
+ case MP_STATION: {
+ if (HasBit(_m[t].m6, 3)) SetBit(_m[t].m6, 2);
+ StationGfx gfx = GetStationGfx(t);
+ StationType st;
+ if ( IsInsideMM(gfx, 0, 8)) { // Railway station
+ st = STATION_RAIL;
+ SetStationGfx(t, gfx - 0);
+ } else if (IsInsideMM(gfx, 8, 67)) { // Airport
+ st = STATION_AIRPORT;
+ SetStationGfx(t, gfx - 8);
+ } else if (IsInsideMM(gfx, 67, 71)) { // Truck
+ st = STATION_TRUCK;
+ SetStationGfx(t, gfx - 67);
+ } else if (IsInsideMM(gfx, 71, 75)) { // Bus
+ st = STATION_BUS;
+ SetStationGfx(t, gfx - 71);
+ } else if (gfx == 75) { // Oil rig
+ st = STATION_OILRIG;
+ SetStationGfx(t, gfx - 75);
+ } else if (IsInsideMM(gfx, 76, 82)) { // Dock
+ st = STATION_DOCK;
+ SetStationGfx(t, gfx - 76);
+ } else if (gfx == 82) { // Buoy
+ st = STATION_BUOY;
+ SetStationGfx(t, gfx - 82);
+ } else if (IsInsideMM(gfx, 83, 168)) { // Extended airport
+ st = STATION_AIRPORT;
+ SetStationGfx(t, gfx - 83 + 67 - 8);
+ } else if (IsInsideMM(gfx, 168, 170)) { // Drive through truck
+ st = STATION_TRUCK;
+ SetStationGfx(t, gfx - 168 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET);
+ } else if (IsInsideMM(gfx, 170, 172)) { // Drive through bus
+ st = STATION_BUS;
+ SetStationGfx(t, gfx - 170 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET);
+ } else {
+ /* Restore the signals */
+ signal(SIGSEGV, prev_segfault);
+ signal(SIGABRT, prev_abort);
+ return false;
+ }
+ SB(_m[t].m6, 3, 3, st);
+ } break;
+ }
+ }
+ }
+
+ for (TileIndex t = 0; t < map_size; t++) {
+ switch (GetTileType(t)) {
+ case MP_STATION: {
+ Station *st = GetStationByTile(t);
+
+ /* Set up station spread; buoys do not have one */
+ if (!IsBuoy(t)) st->rect.BeforeAddTile(t, StationRect::ADD_FORCE);
+
+ switch (GetStationType(t)) {
+ case STATION_TRUCK:
+ case STATION_BUS:
+ if (CheckSavegameVersion(6)) {
+ /* From this version on there can be multiple road stops of the
+ * same type per station. Convert the existing stops to the new
+ * internal data structure. */
+ RoadStop *rs = new RoadStop(t);
+ if (rs == NULL) error("Too many road stops in savegame");
+
+ RoadStop **head =
+ IsTruckStop(t) ? &st->truck_stops : &st->bus_stops;
+ *head = rs;
+ }
+ break;
+
+ case STATION_OILRIG: {
+ /* Very old savegames sometimes have phantom oil rigs, i.e.
+ * an oil rig which got shut down, but not completly removed from
+ * the map
+ */
+ TileIndex t1 = TILE_ADDXY(t, 0, 1);
+ if (IsTileType(t1, MP_INDUSTRY) &&
+ GetIndustryGfx(t1) == GFX_OILRIG_1) {
+ /* The internal encoding of oil rigs was changed twice.
+ * It was 3 (till 2.2) and later 5 (till 5.1).
+ * Setting it unconditionally does not hurt.
+ */
+ GetStationByTile(t)->airport_type = AT_OILRIG;
+ } else {
+ DeleteOilRig(t);
+ }
+ break;
+ }
+
+ default: break;
+ }
+ break;
+ }
+
+ default: break;
+ }
+ }
+
+ /* In version 6.1 we put the town index in the map-array. To do this, we need
+ * to use m2 (16bit big), so we need to clean m2, and that is where this is
+ * all about ;) */
+ if (CheckSavegameVersionOldStyle(6, 1)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ switch (GetTileType(t)) {
+ case MP_HOUSE:
+ _m[t].m4 = _m[t].m2;
+ SetTownIndex(t, CalcClosestTownFromTile(t, UINT_MAX)->index);
+ break;
+
+ case MP_ROAD:
+ _m[t].m4 |= (_m[t].m2 << 4);
+ if ((GB(_m[t].m5, 4, 2) == ROAD_TILE_CROSSING ? (Owner)_m[t].m3 : GetTileOwner(t)) == OWNER_TOWN) {
+ SetTownIndex(t, CalcClosestTownFromTile(t, UINT_MAX)->index);
+ } else {
+ SetTownIndex(t, 0);
+ }
+ break;
+
+ default: break;
+ }
+ }
+ }
+
+ /* From version 9.0, we update the max passengers of a town (was sometimes negative
+ * before that. */
+ if (CheckSavegameVersion(9)) {
+ Town *t;
+ FOR_ALL_TOWNS(t) UpdateTownMaxPass(t);
+ }
+
+ /* From version 16.0, we included autorenew on engines, which are now saved, but
+ * of course, we do need to initialize them for older savegames. */
+ if (CheckSavegameVersion(16)) {
+ FOR_ALL_COMPANIES(c) {
+ c->engine_renew_list = NULL;
+ c->engine_renew = false;
+ c->engine_renew_months = -6;
+ c->engine_renew_money = 100000;
+ }
+
+ /* When loading a game, _local_company is not yet set to the correct value.
+ * However, in a dedicated server we are a spectator, so nothing needs to
+ * happen. In case we are not a dedicated server, the local company always
+ * becomes company 0, unless we are in the scenario editor where all the
+ * companies are 'invalid'.
+ */
+ if (!_network_dedicated && IsValidCompanyID(COMPANY_FIRST)) {
+ c = GetCompany(COMPANY_FIRST);
+ c->engine_renew = _settings_client.gui.autorenew;
+ c->engine_renew_months = _settings_client.gui.autorenew_months;
+ c->engine_renew_money = _settings_client.gui.autorenew_money;
+ }
+ }
+
+ if (CheckSavegameVersion(48)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ switch (GetTileType(t)) {
+ case MP_RAILWAY:
+ if (IsPlainRailTile(t)) {
+ /* Swap ground type and signal type for plain rail tiles, so the
+ * ground type uses the same bits as for depots and waypoints. */
+ uint tmp = GB(_m[t].m4, 0, 4);
+ SB(_m[t].m4, 0, 4, GB(_m[t].m2, 0, 4));
+ SB(_m[t].m2, 0, 4, tmp);
+ } else if (HasBit(_m[t].m5, 2)) {
+ /* Split waypoint and depot rail type and remove the subtype. */
+ ClrBit(_m[t].m5, 2);
+ ClrBit(_m[t].m5, 6);
+ }
+ break;
+
+ case MP_ROAD:
+ /* Swap m3 and m4, so the track type for rail crossings is the
+ * same as for normal rail. */
+ Swap(_m[t].m3, _m[t].m4);
+ break;
+
+ default: break;
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(61)) {
+ /* Added the RoadType */
+ bool old_bridge = CheckSavegameVersion(42);
+ for (TileIndex t = 0; t < map_size; t++) {
+ switch(GetTileType(t)) {
+ case MP_ROAD:
+ SB(_m[t].m5, 6, 2, GB(_m[t].m5, 4, 2));
+ switch (GetRoadTileType(t)) {
+ default: NOT_REACHED();
+ case ROAD_TILE_NORMAL:
+ SB(_m[t].m4, 0, 4, GB(_m[t].m5, 0, 4));
+ SB(_m[t].m4, 4, 4, 0);
+ SB(_m[t].m6, 2, 4, 0);
+ break;
+ case ROAD_TILE_CROSSING:
+ SB(_m[t].m4, 5, 2, GB(_m[t].m5, 2, 2));
+ break;
+ case ROAD_TILE_DEPOT: break;
+ }
+ SetRoadTypes(t, ROADTYPES_ROAD);
+ break;
+
+ case MP_STATION:
+ if (IsRoadStop(t)) SetRoadTypes(t, ROADTYPES_ROAD);
+ break;
+
+ case MP_TUNNELBRIDGE:
+ /* Middle part of "old" bridges */
+ if (old_bridge && IsBridge(t) && HasBit(_m[t].m5, 6)) break;
+ if (((old_bridge && IsBridge(t)) ? (TransportType)GB(_m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
+ SetRoadTypes(t, ROADTYPES_ROAD);
+ }
+ break;
+
+ default: break;
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(42)) {
+ Vehicle* v;
+
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t);
+ if (IsBridgeTile(t)) {
+ if (HasBit(_m[t].m5, 6)) { // middle part
+ Axis axis = (Axis)GB(_m[t].m5, 0, 1);
+
+ if (HasBit(_m[t].m5, 5)) { // transport route under bridge?
+ if (GB(_m[t].m5, 3, 2) == TRANSPORT_RAIL) {
+ MakeRailNormal(
+ t,
+ GetTileOwner(t),
+ axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
+ GetRailType(t)
+ );
+ } else {
+ TownID town = IsTileOwner(t, OWNER_TOWN) ? ClosestTownFromTile(t, UINT_MAX)->index : 0;
+
+ MakeRoadNormal(
+ t,
+ axis == AXIS_X ? ROAD_Y : ROAD_X,
+ ROADTYPES_ROAD,
+ town,
+ GetTileOwner(t), OWNER_NONE, OWNER_NONE
+ );
+ }
+ } else {
+ if (GB(_m[t].m5, 3, 2) == 0) {
+ MakeClear(t, CLEAR_GRASS, 3);
+ } else {
+ if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
+ MakeShore(t);
+ } else {
+ if (GetTileOwner(t) == OWNER_WATER) {
+ MakeWater(t);
+ } else {
+ MakeCanal(t, GetTileOwner(t), Random());
+ }
+ }
+ }
+ }
+ SetBridgeMiddle(t, axis);
+ } else { // ramp
+ Axis axis = (Axis)GB(_m[t].m5, 0, 1);
+ uint north_south = GB(_m[t].m5, 5, 1);
+ DiagDirection dir = ReverseDiagDir(XYNSToDiagDir(axis, north_south));
+ TransportType type = (TransportType)GB(_m[t].m5, 1, 2);
+
+ _m[t].m5 = 1 << 7 | type << 2 | dir;
+ }
+ }
+ }
+
+ FOR_ALL_VEHICLES(v) {
+ if (v->type != VEH_TRAIN && v->type != VEH_ROAD) continue;
+ if (IsBridgeTile(v->tile)) {
+ DiagDirection dir = GetTunnelBridgeDirection(v->tile);
+
+ if (dir != DirToDiagDir(v->direction)) continue;
+ switch (dir) {
+ default: NOT_REACHED();
+ case DIAGDIR_NE: if ((v->x_pos & 0xF) != 0) continue; break;
+ case DIAGDIR_SE: if ((v->y_pos & 0xF) != TILE_SIZE - 1) continue; break;
+ case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break;
+ case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue; break;
+ }
+ } else if (v->z_pos > GetSlopeZ(v->x_pos, v->y_pos)) {
+ v->tile = GetNorthernBridgeEnd(v->tile);
+ } else {
+ continue;
+ }
+ if (v->type == VEH_TRAIN) {
+ v->u.rail.track = TRACK_BIT_WORMHOLE;
+ } else {
+ v->u.road.state = RVSB_WORMHOLE;
+ }
+ }
+ }
+
+ /* Elrails got added in rev 24 */
+ if (CheckSavegameVersion(24)) {
+ Vehicle *v;
+ RailType min_rail = RAILTYPE_ELECTRIC;
+
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_TRAIN) {
+ RailType rt = RailVehInfo(v->engine_type)->railtype;
+
+ v->u.rail.railtype = rt;
+ if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
+ }
+ }
+
+ /* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
+ for (TileIndex t = 0; t < map_size; t++) {
+ switch (GetTileType(t)) {
+ case MP_RAILWAY:
+ SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
+ break;
+
+ case MP_ROAD:
+ if (IsLevelCrossing(t)) {
+ SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
+ }
+ break;
+
+ case MP_STATION:
+ if (IsRailwayStation(t)) {
+ SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
+ }
+ break;
+
+ case MP_TUNNELBRIDGE:
+ if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) {
+ SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
+ }
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged(v, true);
+ }
+
+ }
+
+ /* In version 16.1 of the savegame a company can decide if trains, which get
+ * replaced, shall keep their old length. In all prior versions, just default
+ * to false */
+ if (CheckSavegameVersionOldStyle(16, 1)) {
+ FOR_ALL_COMPANIES(c) c->renew_keep_length = false;
+ }
+
+ /* In version 17, ground type is moved from m2 to m4 for depots and
+ * waypoints to make way for storing the index in m2. The custom graphics
+ * id which was stored in m4 is now saved as a grf/id reference in the
+ * waypoint struct. */
+ if (CheckSavegameVersion(17)) {
+ Waypoint *wp;
+
+ FOR_ALL_WAYPOINTS(wp) {
+ if (wp->deleted == 0) {
+ const StationSpec *statspec = NULL;
+
+ if (HasBit(_m[wp->xy].m3, 4))
+ statspec = GetCustomStationSpec(STAT_CLASS_WAYP, _m[wp->xy].m4 + 1);
+
+ if (statspec != NULL) {
+ wp->stat_id = _m[wp->xy].m4 + 1;
+ wp->grfid = statspec->grffile->grfid;
+ wp->localidx = statspec->localidx;
+ } else {
+ /* No custom graphics set, so set to default. */
+ wp->stat_id = 0;
+ wp->grfid = 0;
+ wp->localidx = 0;
+ }
+
+ /* Move ground type bits from m2 to m4. */
+ _m[wp->xy].m4 = GB(_m[wp->xy].m2, 0, 4);
+ /* Store waypoint index in the tile. */
+ _m[wp->xy].m2 = wp->index;
+ }
+ }
+ } else {
+ /* As of version 17, we recalculate the custom graphic ID of waypoints
+ * from the GRF ID / station index. */
+ AfterLoadWaypoints();
+ }
+
+ /* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making
+ * room for PBS. Now in version 21 move it back :P. */
+ if (CheckSavegameVersion(21) && !CheckSavegameVersion(15)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ switch (GetTileType(t)) {
+ case MP_RAILWAY:
+ if (HasSignals(t)) {
+ /* convert PBS signals to combo-signals */
+ if (HasBit(_m[t].m2, 2)) SetSignalType(t, TRACK_X, SIGTYPE_COMBO);
+
+ /* move the signal variant back */
+ SetSignalVariant(t, TRACK_X, HasBit(_m[t].m2, 3) ? SIG_SEMAPHORE : SIG_ELECTRIC);
+ ClrBit(_m[t].m2, 3);
+ }
+
+ /* Clear PBS reservation on track */
+ if (!IsRailDepotTile(t)) {
+ SB(_m[t].m4, 4, 4, 0);
+ } else {
+ ClrBit(_m[t].m3, 6);
+ }
+ break;
+
+ case MP_ROAD: /* Clear PBS reservation on crossing */
+ if (IsLevelCrossing(t)) ClrBit(_m[t].m5, 0);
+ break;
+
+ case MP_STATION: /* Clear PBS reservation on station */
+ ClrBit(_m[t].m3, 6);
+ break;
+
+ default: break;
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(25)) {
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_ROAD) {
+ v->vehstatus &= ~0x40;
+ v->u.road.slot = NULL;
+ v->u.road.slot_age = 0;
+ }
+ }
+ } else {
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_ROAD && v->u.road.slot != NULL) v->u.road.slot->num_vehicles++;
+ }
+ }
+
+ if (CheckSavegameVersion(26)) {
+ Station *st;
+ FOR_ALL_STATIONS(st) {
+ st->last_vehicle_type = VEH_INVALID;
+ }
+ }
+
+ YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
+
+ if (CheckSavegameVersion(34)) FOR_ALL_COMPANIES(c) ResetCompanyLivery(c);
+
+ FOR_ALL_COMPANIES(c) {
+ c->avail_railtypes = GetCompanyRailtypes(c->index);
+ c->avail_roadtypes = GetCompanyRoadtypes(c->index);
+ }
+
+ if (!CheckSavegameVersion(27)) AfterLoadStations();
+
+ /* Time starts at 0 instead of 1920.
+ * Account for this in older games by adding an offset */
+ if (CheckSavegameVersion(31)) {
+ Station *st;
+ Waypoint *wp;
+ Engine *e;
+ Industry *i;
+ Vehicle *v;
+
+ _date += DAYS_TILL_ORIGINAL_BASE_YEAR;
+ _cur_year += ORIGINAL_BASE_YEAR;
+
+ FOR_ALL_STATIONS(st) st->build_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
+ FOR_ALL_WAYPOINTS(wp) wp->build_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
+ FOR_ALL_ENGINES(e) e->intro_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
+ FOR_ALL_COMPANIES(c) c->inaugurated_year += ORIGINAL_BASE_YEAR;
+ FOR_ALL_INDUSTRIES(i) i->last_prod_year += ORIGINAL_BASE_YEAR;
+
+ FOR_ALL_VEHICLES(v) {
+ v->date_of_last_service += DAYS_TILL_ORIGINAL_BASE_YEAR;
+ v->build_year += ORIGINAL_BASE_YEAR;
+ }
+ }
+
+ /* From 32 on we save the industry who made the farmland.
+ * To give this prettyness to old savegames, we remove all farmfields and
+ * plant new ones. */
+ if (CheckSavegameVersion(32)) {
+ Industry *i;
+
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) {
+ /* remove fields */
+ MakeClear(t, CLEAR_GRASS, 3);
+ } else if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) {
+ /* remove fences around fields */
+ SetFenceSE(t, 0);
+ SetFenceSW(t, 0);
+ }
+ }
+
+ FOR_ALL_INDUSTRIES(i) {
+ uint j;
+
+ if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
+ for (j = 0; j != 50; j++) PlantRandomFarmField(i);
+ }
+ }
+ }
+
+ /* Setting no refit flags to all orders in savegames from before refit in orders were added */
+ if (CheckSavegameVersion(36)) {
+ Order *order;
+ Vehicle *v;
+
+ FOR_ALL_ORDERS(order) {
+ order->SetRefit(CT_NO_REFIT);
+ }
+
+ FOR_ALL_VEHICLES(v) {
+ v->current_order.SetRefit(CT_NO_REFIT);
+ }
+ }
+
+ /* from version 38 we have optional elrails, since we cannot know the
+ * preference of a user, let elrails enabled; it can be disabled manually */
+ if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
+ /* do the same as when elrails were enabled/disabled manually just now */
+ SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
+ InitializeRailGUI();
+
+ /* From version 53, the map array was changed for house tiles to allow
+ * space for newhouses grf features. A new byte, m7, was also added. */
+ if (CheckSavegameVersion(53)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (IsTileType(t, MP_HOUSE)) {
+ if (GB(_m[t].m3, 6, 2) != TOWN_HOUSE_COMPLETED) {
+ /* Move the construction stage from m3[7..6] to m5[5..4].
+ * The construction counter does not have to move. */
+ SB(_m[t].m5, 3, 2, GB(_m[t].m3, 6, 2));
+ SB(_m[t].m3, 6, 2, 0);
+
+ /* The "house is completed" bit is now in m6[2]. */
+ SetHouseCompleted(t, false);
+ } else {
+ /* The "lift has destination" bit has been moved from
+ * m5[7] to m7[0]. */
+ SB(_me[t].m7, 0, 1, HasBit(_m[t].m5, 7));
+ ClrBit(_m[t].m5, 7);
+
+ /* The "lift is moving" bit has been removed, as it does
+ * the same job as the "lift has destination" bit. */
+ ClrBit(_m[t].m1, 7);
+
+ /* The position of the lift goes from m1[7..0] to m6[7..2],
+ * making m1 totally free, now. The lift position does not
+ * have to be a full byte since the maximum value is 36. */
+ SetLiftPosition(t, GB(_m[t].m1, 0, 6 ));
+
+ _m[t].m1 = 0;
+ _m[t].m3 = 0;
+ SetHouseCompleted(t, true);
+ }
+ }
+ }
+ }
+
+ /* Check and update house and town values */
+ UpdateHousesAndTowns();
+
+ if (CheckSavegameVersion(43)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (IsTileType(t, MP_INDUSTRY)) {
+ switch (GetIndustryGfx(t)) {
+ case GFX_POWERPLANT_SPARKS:
+ SetIndustryAnimationState(t, GB(_m[t].m1, 2, 5));
+ break;
+
+ case GFX_OILWELL_ANIMATED_1:
+ case GFX_OILWELL_ANIMATED_2:
+ case GFX_OILWELL_ANIMATED_3:
+ SetIndustryAnimationState(t, GB(_m[t].m1, 0, 2));
+ break;
+
+ case GFX_COAL_MINE_TOWER_ANIMATED:
+ case GFX_COPPER_MINE_TOWER_ANIMATED:
+ case GFX_GOLD_MINE_TOWER_ANIMATED:
+ SetIndustryAnimationState(t, _m[t].m1);
+ break;
+
+ default: /* No animation states to change */
+ break;
+ }
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(44)) {
+ Vehicle *v;
+ /* If we remove a station while cargo from it is still enroute, payment calculation will assume
+ * 0, 0 to be the source of the cargo, resulting in very high payments usually. v->source_xy
+ * stores the coordinates, preserving them even if the station is removed. However, if a game is loaded
+ * where this situation exists, the cargo-source information is lost. in this case, we set the source
+ * to the current tile of the vehicle to prevent excessive profits
+ */
+ FOR_ALL_VEHICLES(v) {
+ const CargoList::List *packets = v->cargo.Packets();
+ for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
+ CargoPacket *cp = *it;
+ cp->source_xy = IsValidStationID(cp->source) ? GetStation(cp->source)->xy : v->tile;
+ cp->loaded_at_xy = cp->source_xy;
+ }
+ v->cargo.InvalidateCache();
+ }
+
+ /* Store position of the station where the goods come from, so there
+ * are no very high payments when stations get removed. However, if the
+ * station where the goods came from is already removed, the source
+ * information is lost. In that case we set it to the position of this
+ * station */
+ Station *st;
+ FOR_ALL_STATIONS(st) {
+ for (CargoID c = 0; c < NUM_CARGO; c++) {
+ GoodsEntry *ge = &st->goods[c];
+
+ const CargoList::List *packets = ge->cargo.Packets();
+ for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
+ CargoPacket *cp = *it;
+ cp->source_xy = IsValidStationID(cp->source) ? GetStation(cp->source)->xy : st->xy;
+ cp->loaded_at_xy = cp->source_xy;
+ }
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(45)) {
+ Vehicle *v;
+ /* Originally just the fact that some cargo had been paid for was
+ * stored to stop people cheating and cashing in several times. This
+ * wasn't enough though as it was cleared when the vehicle started
+ * loading again, even if it didn't actually load anything, so now the
+ * amount of cargo that has been paid for is stored. */
+ FOR_ALL_VEHICLES(v) {
+ const CargoList::List *packets = v->cargo.Packets();
+ for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
+ CargoPacket *cp = *it;
+ cp->paid_for = HasBit(v->vehicle_flags, 2);
+ }
+ ClrBit(v->vehicle_flags, 2);
+ v->cargo.InvalidateCache();
+ }
+ }
+
+ /* Buoys do now store the owner of the previous water tile, which can never
+ * be OWNER_NONE. So replace OWNER_NONE with OWNER_WATER. */
+ if (CheckSavegameVersion(46)) {
+ Station *st;
+ FOR_ALL_STATIONS(st) {
+ if (st->IsBuoy() && IsTileOwner(st->xy, OWNER_NONE) && TileHeight(st->xy) == 0) SetTileOwner(st->xy, OWNER_WATER);
+ }
+ }
+
+ if (CheckSavegameVersion(50)) {
+ Vehicle *v;
+ /* Aircraft units changed from 8 mph to 1 km/h */
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_AIRCRAFT && v->subtype <= AIR_AIRCRAFT) {
+ const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
+ v->cur_speed *= 129;
+ v->cur_speed /= 10;
+ v->max_speed = avi->max_speed;
+ v->acceleration = avi->acceleration;
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(49)) FOR_ALL_COMPANIES(c) c->face = ConvertFromOldCompanyManagerFace(c->face);
+
+ if (CheckSavegameVersion(52)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (IsStatueTile(t)) {
+ _m[t].m2 = CalcClosestTownFromTile(t, UINT_MAX)->index;
+ }
+ }
+ }
+
+ /* A patch option containing the proportion of towns that grow twice as
+ * fast was added in version 54. From version 56 this is now saved in the
+ * town as cities can be built specifically in the scenario editor. */
+ if (CheckSavegameVersion(56)) {
+ Town *t;
+
+ FOR_ALL_TOWNS(t) {
+ if (_settings_game.economy.larger_towns != 0 && (t->index % _settings_game.economy.larger_towns) == 0) {
+ t->larger_town = true;
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(57)) {
+ Vehicle *v;
+ /* Added a FIFO queue of vehicles loading at stations */
+ FOR_ALL_VEHICLES(v) {
+ if ((v->type != VEH_TRAIN || IsFrontEngine(v)) && // for all locs
+ !(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
+ v->current_order.IsType(OT_LOADING)) { // loading
+ GetStation(v->last_station_visited)->loading_vehicles.push_back(v);
+
+ /* The loading finished flag is *only* set when actually completely
+ * finished. Because the vehicle is loading, it is not finished. */
+ ClrBit(v->vehicle_flags, VF_LOADING_FINISHED);
+ }
+ }
+ } else if (CheckSavegameVersion(59)) {
+ /* For some reason non-loading vehicles could be in the station's loading vehicle list */
+
+ Station *st;
+ FOR_ALL_STATIONS(st) {
+ std::list<Vehicle *>::iterator iter;
+ for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end();) {
+ Vehicle *v = *iter;
+ iter++;
+ if (!v->current_order.IsType(OT_LOADING)) st->loading_vehicles.remove(v);
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(58)) {
+ /* patch difficulty number_industries other than zero get bumped to +1
+ * since a new option (very low at position1) has been added */
+ if (_settings_game.difficulty.number_industries > 0) {
+ _settings_game.difficulty.number_industries++;
+ }
+
+ /* Same goes for number of towns, although no test is needed, just an increment */
+ _settings_game.difficulty.number_towns++;
+ }
+
+ if (CheckSavegameVersion(64)) {
+ /* copy the signal type/variant and move signal states bits */
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) {
+ SetSignalStates(t, GB(_m[t].m2, 4, 4));
+ SetSignalVariant(t, INVALID_TRACK, GetSignalVariant(t, TRACK_X));
+ SetSignalType(t, INVALID_TRACK, GetSignalType(t, TRACK_X));
+ ClrBit(_m[t].m2, 7);
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(69)) {
+ /* In some old savegames a bit was cleared when it should not be cleared */
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_ROAD && (v->u.road.state == 250 || v->u.road.state == 251)) {
+ SetBit(v->u.road.state, RVS_IS_STOPPING);
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(70)) {
+ /* Added variables to support newindustries */
+ Industry *i;
+ FOR_ALL_INDUSTRIES(i) i->founder = OWNER_NONE;
+ }
+
+ /* From version 82, old style canals (above sealevel (0), WATER owner) are no longer supported.
+ Replace the owner for those by OWNER_NONE. */
+ if (CheckSavegameVersion(82)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (IsTileType(t, MP_WATER) &&
+ GetWaterTileType(t) == WATER_TILE_CLEAR &&
+ GetTileOwner(t) == OWNER_WATER &&
+ TileHeight(t) != 0) {
+ SetTileOwner(t, OWNER_NONE);
+ }
+ }
+ }
+
+ /*
+ * Add the 'previous' owner to the ship depots so we can reset it with
+ * the correct values when it gets destroyed. This prevents that
+ * someone can remove canals owned by somebody else and it prevents
+ * making floods using the removal of ship depots.
+ */
+ if (CheckSavegameVersion(83)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (IsTileType(t, MP_WATER) && IsShipDepot(t)) {
+ _m[t].m4 = (TileHeight(t) == 0) ? OWNER_WATER : OWNER_NONE;
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(74)) {
+ Station *st;
+ FOR_ALL_STATIONS(st) {
+ for (CargoID c = 0; c < NUM_CARGO; c++) {
+ st->goods[c].last_speed = 0;
+ if (st->goods[c].cargo.Count() != 0) SetBit(st->goods[c].acceptance_pickup, GoodsEntry::PICKUP);
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(78)) {
+ Industry *i;
+ uint j;
+ FOR_ALL_INDUSTRIES(i) {
+ const IndustrySpec *indsp = GetIndustrySpec(i->type);
+ for (j = 0; j < lengthof(i->produced_cargo); j++) {
+ i->produced_cargo[j] = indsp->produced_cargo[j];
+ }
+ for (j = 0; j < lengthof(i->accepts_cargo); j++) {
+ i->accepts_cargo[j] = indsp->accepts_cargo[j];
+ }
+ }
+ }
+
+ /* Before version 81, the density of grass was always stored as zero, and
+ * grassy trees were always drawn fully grassy. Furthermore, trees on rough
+ * land used to have zero density, now they have full density. Therefore,
+ * make all grassy/rough land trees have a density of 3. */
+ if (CheckSavegameVersion(81)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (GetTileType(t) == MP_TREES) {
+ TreeGround groundType = GetTreeGround(t);
+ if (groundType != TREE_GROUND_SNOW_DESERT) SetTreeGroundDensity(t, groundType, 3);
+ }
+ }
+ }
+
+
+ if (CheckSavegameVersion(93)) {
+ /* Rework of orders. */
+ Order *order;
+ FOR_ALL_ORDERS(order) order->ConvertFromOldSavegame();
+
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ if (v->orders.list != NULL && v->orders.list->GetFirstOrder() != NULL && !v->orders.list->GetFirstOrder()->IsValid()) {
+ v->orders.list->FreeChain();
+ v->orders.list = NULL;
+ }
+
+ v->current_order.ConvertFromOldSavegame();
+ if (v->type == VEH_ROAD && v->IsPrimaryVehicle() && v->FirstShared() == v) {
+ FOR_VEHICLE_ORDERS(v, order) order->SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
+ }
+ }
+ } else if (CheckSavegameVersion(94)) {
+ /* Unload and transfer are now mutual exclusive. */
+ Order *order;
+ FOR_ALL_ORDERS(order) {
+ if ((order->GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
+ order->SetUnloadType(OUFB_TRANSFER);
+ order->SetLoadType(OLFB_NO_LOAD);
+ }
+ }
+
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ if ((v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
+ v->current_order.SetUnloadType(OUFB_TRANSFER);
+ v->current_order.SetLoadType(OLFB_NO_LOAD);
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(84)) {
+ /* Update go to buoy orders because they are just waypoints */
+ Order *order;
+ FOR_ALL_ORDERS(order) {
+ if (order->IsType(OT_GOTO_STATION) && GetStation(order->GetDestination())->IsBuoy()) {
+ order->SetLoadType(OLF_LOAD_IF_POSSIBLE);
+ order->SetUnloadType(OUF_UNLOAD_IF_POSSIBLE);
+ }
+ }
+
+ /* Set all share owners to INVALID_COMPANY for
+ * 1) all inactive companies
+ * (when inactive companies were stored in the savegame - TTD, TTDP and some
+ * *really* old revisions of OTTD; else it is already set in InitializeCompanies())
+ * 2) shares that are owned by inactive companies or self
+ * (caused by cheating clients in earlier revisions) */
+ FOR_ALL_COMPANIES(c) {
+ for (uint i = 0; i < 4; i++) {
+ CompanyID company = c->share_owners[i];
+ if (company == INVALID_COMPANY) continue;
+ if (!IsValidCompanyID(company) || company == c->index) c->share_owners[i] = INVALID_COMPANY;
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(86)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ /* Move river flag and update canals to use water class */
+ if (IsTileType(t, MP_WATER)) {
+ if (GetWaterClass(t) != WATER_CLASS_RIVER) {
+ if (IsWater(t)) {
+ Owner o = GetTileOwner(t);
+ if (o == OWNER_WATER) {
+ MakeWater(t);
+ } else {
+ MakeCanal(t, o, Random());
+ }
+ } else if (IsShipDepot(t)) {
+ Owner o = (Owner)_m[t].m4; // Original water owner
+ SetWaterClass(t, o == OWNER_WATER ? WATER_CLASS_SEA : WATER_CLASS_CANAL);
+ }
+ }
+ }
+ }
+
+ /* Update locks, depots, docks and buoys to have a water class based
+ * on its neighbouring tiles. Done after river and canal updates to
+ * ensure neighbours are correct. */
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (GetTileSlope(t, NULL) != SLOPE_FLAT) continue;
+
+ if (IsTileType(t, MP_WATER) && IsLock(t)) SetWaterClassDependingOnSurroundings(t, false);
+ if (IsTileType(t, MP_STATION) && (IsDock(t) || IsBuoy(t))) SetWaterClassDependingOnSurroundings(t, false);
+ }
+ }
+
+ if (CheckSavegameVersion(87)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ /* skip oil rigs at borders! */
+ if ((IsTileType(t, MP_WATER) || IsBuoyTile(t)) &&
+ (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1)) {
+ /* Some version 86 savegames have wrong water class at map borders (under buoy, or after removing buoy).
+ * This conversion has to be done before buoys with invalid owner are removed. */
+ SetWaterClass(t, WATER_CLASS_SEA);
+ }
+
+ if (IsBuoyTile(t) || IsDriveThroughStopTile(t) || IsTileType(t, MP_WATER)) {
+ Owner o = GetTileOwner(t);
+ if (o < MAX_COMPANIES && !IsValidCompanyID(o)) {
+ _current_company = o;
+ ChangeTileOwner(t, o, INVALID_OWNER);
+ }
+ if (IsBuoyTile(t)) {
+ /* reset buoy owner to OWNER_NONE in the station struct
+ * (even if it is owned by active company) */
+ GetStationByTile(t)->owner = OWNER_NONE;
+ }
+ } else if (IsTileType(t, MP_ROAD)) {
+ /* works for all RoadTileType */
+ for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
+ /* update even non-existing road types to update tile owner too */
+ Owner o = GetRoadOwner(t, rt);
+ if (o < MAX_COMPANIES && !IsValidCompanyID(o)) SetRoadOwner(t, rt, OWNER_NONE);
+ }
+ if (IsLevelCrossing(t)) {
+ Owner o = GetTileOwner(t);
+ if (!IsValidCompanyID(o)) {
+ /* remove leftover rail piece from crossing (from very old savegames) */
+ _current_company = o;
+ DoCommand(t, 0, GetCrossingRailTrack(t), DC_EXEC | DC_BANKRUPT, CMD_REMOVE_SINGLE_RAIL);
+ }
+ }
+ }
+ }
+
+ /* Convert old PF settings to new */
+ if (_settings_game.pf.yapf.rail_use_yapf || CheckSavegameVersion(28)) {
+ _settings_game.pf.pathfinder_for_trains = VPF_YAPF;
+ } else {
+ _settings_game.pf.pathfinder_for_trains = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_NTP);
+ }
+
+ if (_settings_game.pf.yapf.road_use_yapf || CheckSavegameVersion(28)) {
+ _settings_game.pf.pathfinder_for_roadvehs = VPF_YAPF;
+ } else {
+ _settings_game.pf.pathfinder_for_roadvehs = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_OPF);
+ }
+
+ if (_settings_game.pf.yapf.ship_use_yapf) {
+ _settings_game.pf.pathfinder_for_ships = VPF_YAPF;
+ } else {
+ _settings_game.pf.pathfinder_for_ships = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_OPF);
+ }
+ }
+
+ if (CheckSavegameVersion(88)) {
+ /* Profits are now with 8 bit fract */
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ v->profit_this_year <<= 8;
+ v->profit_last_year <<= 8;
+ v->running_ticks = 0;
+ }
+ }
+
+ if (CheckSavegameVersion(91)) {
+ /* Increase HouseAnimationFrame from 5 to 7 bits */
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (IsTileType(t, MP_HOUSE) && GetHouseType(t) >= NEW_HOUSE_OFFSET) {
+ SetHouseAnimationFrame(t, GB(_m[t].m6, 3, 5));
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(62)) {
+ /* Remove all trams from savegames without tram support.
+ * There would be trams without tram track under causing crashes sooner or later. */
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_ROAD && v->First() == v &&
+ HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM)) {
+ if (_switch_mode_errorstr == INVALID_STRING_ID || _switch_mode_errorstr == STR_NEWGRF_COMPATIBLE_LOAD_WARNING) {
+ _switch_mode_errorstr = STR_LOADGAME_REMOVED_TRAMS;
+ }
+ delete v;
+ }
+ }
+ }
+
+ if (CheckSavegameVersion(99)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ /* Set newly introduced WaterClass of industry tiles */
+ if (IsTileType(t, MP_STATION) && IsOilRig(t)) {
+ SetWaterClassDependingOnSurroundings(t, true);
+ }
+ if (IsTileType(t, MP_INDUSTRY)) {
+ if ((GetIndustrySpec(GetIndustryType(t))->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) {
+ SetWaterClassDependingOnSurroundings(t, true);
+ } else {
+ SetWaterClass(t, WATER_CLASS_INVALID);
+ }
+ }
+
+ /* Replace "house construction year" with "house age" */
+ if (IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)) {
+ _m[t].m5 = Clamp(_cur_year - (_m[t].m5 + ORIGINAL_BASE_YEAR), 0, 0xFF);
+ }
+ }
+ }
+
+ /* Move the signal variant back up one bit for PBS. We don't convert the old PBS
+ * format here, as an old layout wouldn't work properly anyway. To be safe, we
+ * clear any possible PBS reservations as well. */
+ if (CheckSavegameVersion(100)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ switch (GetTileType(t)) {
+ case MP_RAILWAY:
+ if (HasSignals(t)) {
+ /* move the signal variant */
+ SetSignalVariant(t, TRACK_UPPER, HasBit(_m[t].m2, 2) ? SIG_SEMAPHORE : SIG_ELECTRIC);
+ SetSignalVariant(t, TRACK_LOWER, HasBit(_m[t].m2, 6) ? SIG_SEMAPHORE : SIG_ELECTRIC);
+ ClrBit(_m[t].m2, 2);
+ ClrBit(_m[t].m2, 6);
+ }
+
+ /* Clear PBS reservation on track */
+ if (IsRailDepot(t) ||IsRailWaypoint(t)) {
+ SetDepotWaypointReservation(t, false);
+ } else {
+ SetTrackReservation(t, TRACK_BIT_NONE);
+ }
+ break;
+
+ case MP_ROAD: /* Clear PBS reservation on crossing */
+ if (IsLevelCrossing(t)) SetCrossingReservation(t, false);
+ break;
+
+ case MP_STATION: /* Clear PBS reservation on station */
+ if (IsRailwayStation(t)) SetRailwayStationReservation(t, false);
+ break;
+
+ case MP_TUNNELBRIDGE: /* Clear PBS reservation on tunnels/birdges */
+ if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) SetTunnelBridgeReservation(t, false);
+ break;
+
+ default: break;
+ }
+ }
+ }
+
+ /* Reserve all tracks trains are currently on. */
+ if (CheckSavegameVersion(101)) {
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_TRAIN) {
+ if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
+ TryReserveRailTrack(v->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(v->tile)));
+ } else if ((v->u.rail.track & TRACK_BIT_MASK) != TRACK_BIT_NONE) {
+ TryReserveRailTrack(v->tile, TrackBitsToTrack(v->u.rail.track));
+ }
+ }
+ }
+
+ /* Give owners to waypoints, based on rail tracks it is sitting on.
+ * If none is available, specify OWNER_NONE */
+ Waypoint *wp;
+ FOR_ALL_WAYPOINTS(wp) {
+ Owner owner = (IsRailWaypointTile(wp->xy) ? GetTileOwner(wp->xy) : OWNER_NONE);
+ wp->owner = IsValidCompanyID(owner) ? owner : OWNER_NONE;
+ }
+ }
+
+ if (CheckSavegameVersion(102)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ /* Now all crossings should be in correct state */
+ if (IsLevelCrossingTile(t)) UpdateLevelCrossing(t, false);
+ }
+ }
+
+ if (CheckSavegameVersion(103)) {
+ /* Non-town-owned roads now store the closest town */
+ UpdateNearestTownForRoadTiles(false);
+
+ /* signs with invalid owner left from older savegames */
+ Sign *si;
+ FOR_ALL_SIGNS(si) {
+ if (si->owner != OWNER_NONE && !IsValidCompanyID(si->owner)) si->owner = OWNER_NONE;
+ }
+
+ /* Station can get named based on an industry type, but the current ones
+ * are not, so mark them as if they are not named by an industry. */
+ Station *st;
+ FOR_ALL_STATIONS(st) {
+ st->indtype = IT_INVALID;
+ }
+ }
+
+ if (CheckSavegameVersion(104)) {
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ /* Set engine_type of shadow and rotor */
+ if (v->type == VEH_AIRCRAFT && !IsNormalAircraft(v)) {
+ v->engine_type = v->First()->engine_type;
+ }
+ }
+
+ /* More companies ... */
+ Company *c;
+ FOR_ALL_COMPANIES(c) {
+ if (c->bankrupt_asked == 0xFF) c->bankrupt_asked = 0xFFFF;
+ }
+
+ Engine *e;
+ FOR_ALL_ENGINES(e) {
+ if (e->company_avail == 0xFF) e->company_avail = 0xFFFF;
+ }
+
+ Town *t;
+ FOR_ALL_TOWNS(t) {
+ if (t->have_ratings == 0xFF) t->have_ratings = 0xFFFF;
+ for (uint i = 8; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
+ }
+ }
+
+ GamelogPrintDebug(1);
+
+ bool ret = InitializeWindowsAndCaches();
+ /* Restore the signals */
+ signal(SIGSEGV, prev_segfault);
+ signal(SIGABRT, prev_abort);
+ return ret;
+}
+
+/** Reload all NewGRF files during a running game. This is a cut-down
+ * version of AfterLoadGame().
+ * XXX - We need to reset the vehicle position hash because with a non-empty
+ * hash AfterLoadVehicles() will loop infinitely. We need AfterLoadVehicles()
+ * to recalculate vehicle data as some NewGRF vehicle sets could have been
+ * removed or added and changed statistics */
+void ReloadNewGRFData()
+{
+ /* reload grf data */
+ GfxLoadSprites();
+ LoadStringWidthTable();
+ ResetEconomy();
+ /* reload vehicles */
+ ResetVehiclePosHash();
+ AfterLoadVehicles(false);
+ StartupEngines();
+ SetCachedEngineCounts();
+ /* update station and waypoint graphics */
+ AfterLoadWaypoints();
+ AfterLoadStations();
+ /* Check and update house and town values */
+ UpdateHousesAndTowns();
+ /* Update livery selection windows */
+ for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) InvalidateWindowData(WC_COMPANY_COLOR, i, _loaded_newgrf_features.has_2CC);
+ /* redraw the whole screen */
+ MarkWholeScreenDirty();
+ CheckTrainsLengths();
+}