summaryrefslogtreecommitdiff
path: root/src/openttd.cpp
blob: d7d36b3a5f78027694735b7a04131828d15211a0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
/* $Id$ */

/** @file openttd.cpp */

#include "stdafx.h"
#define VARDEF
#include "debug.h"
#include "driver.h"
#include "saveload.h"

#include "openttd.h"
#include "bridge_map.h"
#include "mixer.h"
#include "spritecache.h"
#include "gfxinit.h"
#include "gui.h"
#include "landscape.h"
#include "station.h"
#include "station_map.h"
#include "town_map.h"
#include "tunnel_map.h"
#include "viewport_func.h"
#include "gfx_func.h"
#include "window_func.h"
#include "window_gui.h"
#include "player_func.h"
#include "player_base.h"
#include "command_func.h"
#include "town.h"
#include "industry.h"
#include "news.h"
#include "engine.h"
#include "fileio.h"
#include "fios.h"
#include "airport.h"
#include "aircraft.h"
#include "console.h"
#include "screenshot.h"
#include "network/network.h"
#include "network/network_internal.h"
#include "signs.h"
#include "depot.h"
#include "waypoint.h"
#include "ai/ai.h"
#include "train.h"
#include "yapf/yapf.h"
#include "settings_func.h"
#include "genworld.h"
#include "clear_map.h"
#include "fontcache.h"
#include "newgrf.h"
#include "newgrf_config.h"
#include "newgrf_house.h"
#include "newgrf_commons.h"
#include "newgrf_storage.h"
#include "player_face.h"
#include "group.h"
#include "blitter/factory.hpp"
#include "sound/sound_driver.hpp"
#include "music/music_driver.hpp"
#include "video/video_driver.hpp"
#include "strings_func.h"
#include "zoom_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "variables.h"
#include "road_func.h"

#include "bridge_map.h"
#include "clear_map.h"
#include "rail_map.h"
#include "road_map.h"
#include "water_map.h"
#include "industry_map.h"
#include "unmovable_map.h"
#include "tree_map.h"
#include "tunnelbridge_map.h"
#include "void_map.h"
#include "water.h"

#include <stdarg.h>

#include "table/strings.h"

void CallLandscapeTick();
void IncreaseDate();
void DoPaletteAnimations();
void MusicLoop();
void ResetMusic();

extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
extern Player* DoStartupNewPlayer(bool is_ai);
extern void ShowOSErrorBox(const char *buf);
extern void SetDefaultRailGui();

/* TODO: usrerror() for errors which are not of an internal nature but
 * caused by the user, i.e. missing files or fatal configuration errors.
 * Post-0.4.0 since Celestar doesn't want this in SVN before. --pasky */

void CDECL error(const char *s, ...)
{
	va_list va;
	char buf[512];

	va_start(va, s);
	vsnprintf(buf, lengthof(buf), s, va);
	va_end(va);

	ShowOSErrorBox(buf);
	if (_video_driver != NULL) _video_driver->Stop();

	assert(0);
	exit(1);
}

void CDECL ShowInfoF(const char *str, ...)
{
	va_list va;
	char buf[1024];
	va_start(va, str);
	vsnprintf(buf, lengthof(buf), str, va);
	va_end(va);
	ShowInfo(buf);
}


extern const char _openttd_revision[];
static void showhelp()
{
	char buf[4096], *p;

	p = buf;

	p += snprintf(p, lengthof(buf), "OpenTTD %s\n", _openttd_revision);
	p = strecpy(p,
		"\n"
		"\n"
		"Command line options:\n"
		"  -v drv              = Set video driver (see below)\n"
		"  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
		"  -m drv              = Set music driver (see below)\n"
		"  -b drv              = Set the blitter to use (see below)\n"
		"  -r res              = Set resolution (for instance 800x600)\n"
		"  -h                  = Display this help text\n"
		"  -t year             = Set starting year\n"
		"  -d [[fac=]lvl[,...]]= Debug mode\n"
		"  -e                  = Start Editor\n"
		"  -g [savegame]       = Start new/save game immediately\n"
		"  -G seed             = Set random seed\n"
#if defined(ENABLE_NETWORK)
		"  -n [ip:port#player] = Start networkgame\n"
		"  -D [ip][:port]      = Start dedicated server\n"
		"  -l ip[:port]        = Redirect DEBUG()\n"
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
		"  -f                  = Fork into the background (dedicated only)\n"
#endif
#endif /* ENABLE_NETWORK */
		"  -i                  = Force to use the DOS palette\n"
		"                          (use this if you see a lot of pink)\n"
		"  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
		"  -x                  = Do not automatically save to config file on exit\n",
		lastof(buf)
	);

	/* List the drivers */
	p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));

	/* List the blitters */
	p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));

	/* ShowInfo put output to stderr, but version information should go
	 * to stdout; this is the only exception */
#if !defined(WIN32) && !defined(WIN64)
	printf("%s\n", buf);
#else
	ShowInfo(buf);
#endif
}


struct MyGetOptData {
	char *opt;
	int numleft;
	char **argv;
	const char *options;
	const char *cont;

	MyGetOptData(int argc, char **argv, const char *options)
	{
		opt = NULL;
		numleft = argc;
		this->argv = argv;
		this->options = options;
		cont = NULL;
	}
};

static int MyGetOpt(MyGetOptData *md)
{
	const char *s,*r,*t;

	s = md->cont;
	if (s != NULL)
		goto md_continue_here;

	for (;;) {
		if (--md->numleft < 0) return -1;

		s = *md->argv++;
		if (*s == '-') {
md_continue_here:;
			s++;
			if (*s != 0) {
				/* Found argument, try to locate it in options. */
				if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
					/* ERROR! */
					return -2;
				}
				if (r[1] == ':') {
					/* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
					if (!*(t = s + 1)) {
						/* It comes as a separate arg. Check if out of args? */
						if (--md->numleft < 0 || *(t = *md->argv) == '-') {
							/* Check if item is optional? */
							if (r[2] != ':')
								return -2;
							md->numleft++;
							t = NULL;
						} else {
							md->argv++;
						}
					}
					md->opt = (char*)t;
					md->cont = NULL;
					return *s;
				}
				md->opt = NULL;
				md->cont = s;
				return *s;
			}
		} else {
			/* This is currently not supported. */
			return -2;
		}
	}
}


static void ParseResolution(int res[2], const char *s)
{
	const char *t = strchr(s, 'x');
	if (t == NULL) {
		ShowInfoF("Invalid resolution '%s'", s);
		return;
	}

	res[0] = Clamp(strtoul(s, NULL, 0), 64, MAX_SCREEN_WIDTH);
	res[1] = Clamp(strtoul(t + 1, NULL, 0), 64, MAX_SCREEN_HEIGHT);
}

static void InitializeDynamicVariables()
{
	/* Dynamic stuff needs to be initialized somewhere... */
	_town_sort     = NULL;
	_industry_sort = NULL;
	_industry_mngr.ResetMapping();
	_industile_mngr.ResetMapping();
}


static void UnInitializeGame()
{
	UnInitWindowSystem();

	/* Uninitialize airport state machines */
	UnInitializeAirports();

	/* Uninitialize variables that are allocated dynamically */
	_Town_pool.CleanPool();
	_Industry_pool.CleanPool();
	_Station_pool.CleanPool();
	_Vehicle_pool.CleanPool();
	_Sign_pool.CleanPool();
	_Order_pool.CleanPool();
	_Group_pool.CleanPool();
	_CargoPacket_pool.CleanPool();

	free((void*)_town_sort);
	free((void*)_industry_sort);

	free(_config_file);
}

static void LoadIntroGame()
{
	_game_mode = GM_MENU;

	_opt_ptr = &_opt_newgame;
	ResetGRFConfig(false);

	/* Setup main window */
	ResetWindowSystem();
	SetupColorsAndInitialWindow();

	/* Load the default opening screen savegame */
	if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
		GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
		WaitTillGeneratedWorld();
	}

	_pause_game = 0;
	SetLocalPlayer(PLAYER_FIRST);
	/* Make sure you can't scroll in the menu */
	_scrolling_viewport = 0;
	_cursor.fix_at = false;
	MarkWholeScreenDirty();

	CheckForMissingGlyphsInLoadedLanguagePack();

	/* Play main theme */
	if (_music_driver->IsSongPlaying()) ResetMusic();
}

byte _no_scroll;
byte _savegame_sort_order;
#if defined(UNIX) && !defined(__MORPHOS__)
extern void DedicatedFork();
#endif

int ttd_main(int argc, char *argv[])
{
	int i;
	const char *optformat;
	char musicdriver[32], sounddriver[32], videodriver[32], blitter[32];
	int resolution[2] = {0, 0};
	Year startyear = INVALID_YEAR;
	uint generation_seed = GENERATE_NEW_SEED;
	bool save_config = true;
#if defined(ENABLE_NETWORK)
	bool dedicated = false;
	bool network   = false;
	char *network_conn = NULL;
	char *debuglog_conn = NULL;
	char *dedicated_host = NULL;
	uint16 dedicated_port = 0;
#endif /* ENABLE_NETWORK */

	musicdriver[0] = sounddriver[0] = videodriver[0] = blitter[0] = '\0';

	_game_mode = GM_MENU;
	_switch_mode = SM_MENU;
	_switch_mode_errorstr = INVALID_STRING_ID;
	_dedicated_forks = false;
	_config_file = NULL;

	/* The last param of the following function means this:
	 *   a letter means: it accepts that param (e.g.: -h)
	 *   a ':' behind it means: it need a param (e.g.: -m<driver>)
	 *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
	optformat = "m:s:v:b:hD::n::eit:d::r:g::G:c:xl:"
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
		"f"
#endif
	;

	MyGetOptData mgo(argc - 1, argv + 1, optformat);

	while ((i = MyGetOpt(&mgo)) != -1) {
		switch (i) {
		case 'm': ttd_strlcpy(musicdriver, mgo.opt, sizeof(musicdriver)); break;
		case 's': ttd_strlcpy(sounddriver, mgo.opt, sizeof(sounddriver)); break;
		case 'v': ttd_strlcpy(videodriver, mgo.opt, sizeof(videodriver)); break;
		case 'b': ttd_strlcpy(blitter, mgo.opt, sizeof(blitter)); break;
#if defined(ENABLE_NETWORK)
		case 'D':
			strcpy(musicdriver, "null");
			strcpy(sounddriver, "null");
			strcpy(videodriver, "dedicated");
			strcpy(blitter, "null");
			dedicated = true;
			if (mgo.opt != NULL) {
				/* Use the existing method for parsing (openttd -n).
				 * However, we do ignore the #player part. */
				const char *temp = NULL;
				const char *port = NULL;
				ParseConnectionString(&temp, &port, mgo.opt);
				if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
				if (port != NULL) dedicated_port = atoi(port);
			}
			break;
		case 'f': _dedicated_forks = true; break;
		case 'n':
			network = true;
			network_conn = mgo.opt; // optional IP parameter, NULL if unset
			break;
		case 'l':
			debuglog_conn = mgo.opt;
			break;
#endif /* ENABLE_NETWORK */
		case 'r': ParseResolution(resolution, mgo.opt); break;
		case 't': startyear = atoi(mgo.opt); break;
		case 'd': {
#if defined(WIN32)
				CreateConsole();
#endif
				if (mgo.opt != NULL) SetDebugString(mgo.opt);
			} break;
		case 'e': _switch_mode = SM_EDITOR; break;
		case 'i': _use_dos_palette = true; break;
		case 'g':
			if (mgo.opt != NULL) {
				strcpy(_file_to_saveload.name, mgo.opt);
				_switch_mode = SM_LOAD;
			} else {
				_switch_mode = SM_NEWGAME;
				/* Give a random map */
				generation_seed = InteractiveRandom();
			}
			break;
		case 'G': generation_seed = atoi(mgo.opt); break;
		case 'c': _config_file = strdup(mgo.opt); break;
		case 'x': save_config = false; break;
		case -2:
		case 'h':
			showhelp();
			return 0;
		}
	}

#if defined(WINCE) && defined(_DEBUG)
	/* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
	SetDebugString("4");
#endif

	DeterminePaths(argv[0]);
	CheckExternalFiles();

#if defined(UNIX) && !defined(__MORPHOS__)
	/* We must fork here, or we'll end up without some resources we need (like sockets) */
	if (_dedicated_forks)
		DedicatedFork();
#endif

	LoadFromConfig();
	CheckConfig();
	LoadFromHighScore();

	/* override config? */
	if (!StrEmpty(musicdriver)) ttd_strlcpy(_ini_musicdriver, musicdriver, sizeof(_ini_musicdriver));
	if (!StrEmpty(sounddriver)) ttd_strlcpy(_ini_sounddriver, sounddriver, sizeof(_ini_sounddriver));
	if (!StrEmpty(videodriver)) ttd_strlcpy(_ini_videodriver, videodriver, sizeof(_ini_videodriver));
	if (!StrEmpty(blitter))     ttd_strlcpy(_ini_blitter, blitter, sizeof(_ini_blitter));
	if (resolution[0] != 0) { _cur_resolution[0] = resolution[0]; _cur_resolution[1] = resolution[1]; }
	if (startyear != INVALID_YEAR) _patches_newgame.starting_year = startyear;
	if (generation_seed != GENERATE_NEW_SEED) _patches_newgame.generation_seed = generation_seed;

	/* The width and height must be at least 1 pixel, this
	 * way all internal drawing routines work correctly. */
	if (_cur_resolution[0] == 0) _cur_resolution[0] = 1;
	if (_cur_resolution[1] == 0) _cur_resolution[1] = 1;

#if defined(ENABLE_NETWORK)
	if (dedicated_host) snprintf(_network_server_bind_ip_host, NETWORK_HOSTNAME_LENGTH, "%s", dedicated_host);
	if (dedicated_port) _network_server_port = dedicated_port;
	if (_dedicated_forks && !dedicated) _dedicated_forks = false;
#endif /* ENABLE_NETWORK */

	/* enumerate language files */
	InitializeLanguagePacks();

	/* initialize screenshot formats */
	InitializeScreenshotFormats();

	/* initialize airport state machines */
	InitializeAirports();

	/* initialize all variables that are allocated dynamically */
	InitializeDynamicVariables();

	/* start the AI */
	AI_Initialize();

	/* Sample catalogue */
	DEBUG(misc, 1, "Loading sound effects...");
	MxInitialize(11025);
	SoundInitialize("sample.cat");

	/* Initialize FreeType */
	InitFreeType();

	/* This must be done early, since functions use the InvalidateWindow* calls */
	InitWindowSystem();

	/* Initialize game palette */
	GfxInitPalettes();

	DEBUG(misc, 1, "Loading blitter...");
	if (BlitterFactoryBase::SelectBlitter(_ini_blitter) == NULL)
		StrEmpty(_ini_blitter) ?
			error("Failed to autoprobe blitter") :
			error("Failed to select requested blitter '%s'; does it exist?", _ini_blitter);

	DEBUG(driver, 1, "Loading drivers...");

	_sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(_ini_sounddriver, Driver::DT_SOUND);
	if (_sound_driver == NULL) {
		StrEmpty(_ini_sounddriver) ?
			error("Failed to autoprobe sound driver") :
			error("Failed to select requested sound driver '%s'", _ini_sounddriver);
	}

	_music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(_ini_musicdriver, Driver::DT_MUSIC);
	if (_music_driver == NULL) {
		StrEmpty(_ini_musicdriver) ?
			error("Failed to autoprobe music driver") :
			error("Failed to select requested music driver '%s'", _ini_musicdriver);
	}

	_video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(_ini_videodriver, Driver::DT_VIDEO);
	if (_video_driver == NULL) {
		StrEmpty(_ini_videodriver) ?
			error("Failed to autoprobe video driver") :
			error("Failed to select requested video driver '%s'", _ini_videodriver);
	}

	_savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
	/* Initialize the zoom level of the screen to normal */
	_screen.zoom = ZOOM_LVL_NORMAL;

	/* restore saved music volume */
	_music_driver->SetVolume(msf.music_vol);

	NetworkStartUp(); // initialize network-core

#if defined(ENABLE_NETWORK)
	if (debuglog_conn != NULL && _network_available) {
		const char *not_used = NULL;
		const char *port = NULL;
		uint16 rport;

		rport = NETWORK_DEFAULT_DEBUGLOG_PORT;

		ParseConnectionString(&not_used, &port, debuglog_conn);
		if (port != NULL) rport = atoi(port);

		NetworkStartDebugLog(debuglog_conn, rport);
	}
#endif /* ENABLE_NETWORK */

	ScanNewGRFFiles();

	_opt_ptr = &_opt_newgame;
	ResetGRFConfig(false);

	/* XXX - ugly hack, if diff_level is 9, it means we got no setting from the config file */
	if (_opt_newgame.diff_level == 9) SetDifficultyLevel(0, &_opt_newgame);

	/* Make sure _patches is filled with _patches_newgame if we switch to a game directly */
	if (_switch_mode != SM_NONE) {
		_opt = _opt_newgame;
		UpdatePatches();
	}

	/* initialize the ingame console */
	IConsoleInit();
	_cursor.in_window = true;
	InitializeGUI();
	IConsoleCmdExec("exec scripts/autoexec.scr 0");

	GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
	WaitTillGeneratedWorld();

#ifdef ENABLE_NETWORK
	if (network && _network_available) {
		if (network_conn != NULL) {
			const char *port = NULL;
			const char *player = NULL;
			uint16 rport;

			rport = NETWORK_DEFAULT_PORT;
			_network_playas = PLAYER_NEW_COMPANY;

			ParseConnectionString(&player, &port, network_conn);

			if (player != NULL) {
				_network_playas = (PlayerID)atoi(player);

				if (_network_playas != PLAYER_SPECTATOR) {
					_network_playas--;
					if (!IsValidPlayer(_network_playas)) return false;
				}
			}
			if (port != NULL) rport = atoi(port);

			LoadIntroGame();
			_switch_mode = SM_NONE;
			NetworkClientConnectGame(network_conn, rport);
		}
	}
#endif /* ENABLE_NETWORK */

	_video_driver->MainLoop();

	WaitTillSaved();
	IConsoleFree();

	if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections

	_video_driver->Stop();
	_music_driver->Stop();
	_sound_driver->Stop();

	/* only save config if we have to */
	if (save_config) {
		SaveToConfig();
		SaveToHighScore();
	}

	/* Reset windowing system and free config file */
	UnInitializeGame();

	/* stop the AI */
	AI_Uninitialize();

	/* Close all and any open filehandles */
	FioCloseAll();

	return 0;
}

void HandleExitGameRequest()
{
	if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
		_exit_game = true;
	} else if (_patches.autosave_on_exit) {
		DoExitSave();
		_exit_game = true;
	} else {
		AskExitGame();
	}
}


/** Mutex so that only one thread can communicate with the main program
 * at any given time */
static ThreadMsg _message = MSG_OTTD_NO_MESSAGE;

static inline void OTTD_ReleaseMutex() {_message = MSG_OTTD_NO_MESSAGE;}
static inline ThreadMsg OTTD_PollThreadEvent() {return _message;}

/** Called by running thread to execute some action in the main game.
 * It will stall as long as the mutex is not freed (handled) by the game */
void OTTD_SendThreadMessage(ThreadMsg msg)
{
	if (_exit_game) return;
	while (_message != MSG_OTTD_NO_MESSAGE) CSleep(10);

	_message = msg;
}


/** Handle the user-messages sent to us
 * @param message message sent
 */
static void ProcessSentMessage(ThreadMsg message)
{
	switch (message) {
		case MSG_OTTD_SAVETHREAD_DONE:  SaveFileDone(); break;
		case MSG_OTTD_SAVETHREAD_ERROR: SaveFileError(); break;
		default: NOT_REACHED();
	}

	OTTD_ReleaseMutex(); // release mutex so that other threads, messages can be handled
}

static void ShowScreenshotResult(bool b)
{
	if (b) {
		SetDParamStr(0, _screenshot_name);
		ShowErrorMessage(INVALID_STRING_ID, STR_031B_SCREENSHOT_SUCCESSFULLY, 0, 0);
	} else {
		ShowErrorMessage(INVALID_STRING_ID, STR_031C_SCREENSHOT_FAILED, 0, 0);
	}

}

static void MakeNewGameDone()
{
	/* In a dedicated server, the server does not play */
	if (_network_dedicated) {
		SetLocalPlayer(PLAYER_SPECTATOR);
		return;
	}

	/* Create a single player */
	DoStartupNewPlayer(false);

	SetLocalPlayer(PLAYER_FIRST);
	_current_player = _local_player;
	DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);

	SettingsDisableElrail(_patches.disable_elrails);
	SetDefaultRailGui();

#ifdef ENABLE_NETWORK
	/* We are the server, we start a new player (not dedicated),
	 * so set the default password *if* needed. */
	if (_network_server && !StrEmpty(_network_default_company_pass)) {
		char *password = _network_default_company_pass;
		NetworkChangeCompanyPassword(1, &password);
	}
#endif /* ENABLE_NETWORK */

	MarkWholeScreenDirty();
}

static void MakeNewGame(bool from_heightmap)
{
	_game_mode = GM_NORMAL;

	ResetGRFConfig(true);
	_house_mngr.ResetMapping();
	_industile_mngr.ResetMapping();
	_industry_mngr.ResetMapping();

	GenerateWorldSetCallback(&MakeNewGameDone);
	GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _patches.map_x, 1 << _patches.map_y);
}

static void MakeNewEditorWorldDone()
{
	SetLocalPlayer(OWNER_NONE);

	MarkWholeScreenDirty();
}

static void MakeNewEditorWorld()
{
	_game_mode = GM_EDITOR;

	ResetGRFConfig(true);

	GenerateWorldSetCallback(&MakeNewEditorWorldDone);
	GenerateWorld(GW_EMPTY, 1 << _patches.map_x, 1 << _patches.map_y);
}

void StartupPlayers();
void StartupDisasters();
extern void StartupEconomy();

/**
 * Start Scenario starts a new game based on a scenario.
 * Eg 'New Game' --> select a preset scenario
 * This starts a scenario based on your current difficulty settings
 */
static void StartScenario()
{
	_game_mode = GM_NORMAL;

	/* invalid type */
	if (_file_to_saveload.mode == SL_INVALID) {
		DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
		SetDParamStr(0, GetSaveLoadErrorString());
		ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
		_game_mode = GM_MENU;
		return;
	}

	/* Reinitialize windows */
	ResetWindowSystem();

	SetupColorsAndInitialWindow();

	ResetGRFConfig(true);

	/* Load game */
	if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
		LoadIntroGame();
		SetDParamStr(0, GetSaveLoadErrorString());
		ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
	}

	_opt_ptr = &_opt;
	_opt_ptr->diff = _opt_newgame.diff;
	_opt.diff_level = _opt_newgame.diff_level;

	/* Inititalize data */
	StartupEconomy();
	StartupPlayers();
	StartupEngines();
	StartupDisasters();

	SetLocalPlayer(PLAYER_FIRST);
	_current_player = _local_player;
	DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);

	MarkWholeScreenDirty();
}

/** Load the specified savegame but on error do different things.
 * If loading fails due to corrupt savegame, bad version, etc. go back to
 * a previous correct state. In the menu for example load the intro game again.
 * @param filename file to be loaded
 * @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
 * @param newgm switch to this mode of loading fails due to some unknown error
 * @param subdir default directory to look for filename, set to 0 if not needed */
bool SafeSaveOrLoad(const char *filename, int mode, int newgm, Subdirectory subdir)
{
	byte ogm = _game_mode;

	_game_mode = newgm;
	assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
	switch (SaveOrLoad(filename, mode, subdir)) {
		case SL_OK: return true;

		case SL_REINIT:
			switch (ogm) {
				case GM_MENU:   LoadIntroGame();      break;
				case GM_EDITOR: MakeNewEditorWorld(); break;
				default:        MakeNewGame(false);   break;
			}
			return false;

		default:
			_game_mode = ogm;
			return false;
	}
}

void SwitchMode(int new_mode)
{
#ifdef ENABLE_NETWORK
	/* If we are saving something, the network stays in his current state */
	if (new_mode != SM_SAVE) {
		/* If the network is active, make it not-active */
		if (_networking) {
			if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME)) {
				NetworkReboot();
				NetworkUDPCloseAll();
			} else {
				NetworkDisconnect();
				NetworkUDPCloseAll();
			}
		}

		/* If we are a server, we restart the server */
		if (_is_network_server) {
			/* But not if we are going to the menu */
			if (new_mode != SM_MENU) {
				/* check if we should reload the config */
				if (_network_reload_cfg) {
					LoadFromConfig();
					_patches = _patches_newgame;
					_opt = _opt_newgame;
					ResetGRFConfig(false);
				}
				NetworkServerStart();
			} else {
				/* This client no longer wants to be a network-server */
				_is_network_server = false;
			}
		}
	}
#endif /* ENABLE_NETWORK */

	switch (new_mode) {
	case SM_EDITOR: /* Switch to scenario editor */
		MakeNewEditorWorld();
		break;

	case SM_NEWGAME: /* New Game --> 'Random game' */
#ifdef ENABLE_NETWORK
		if (_network_server) {
			snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
		}
#endif /* ENABLE_NETWORK */
		MakeNewGame(false);
		break;

	case SM_START_SCENARIO: /* New Game --> Choose one of the preset scenarios */
#ifdef ENABLE_NETWORK
		if (_network_server) {
			snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
		}
#endif /* ENABLE_NETWORK */
		StartScenario();
		break;

	case SM_LOAD: { /* Load game, Play Scenario */
		_opt_ptr = &_opt;
		ResetGRFConfig(true);
		ResetWindowSystem();

		if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
			LoadIntroGame();
			SetDParamStr(0, GetSaveLoadErrorString());
			ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
		} else {
			/* Update the local player for a loaded game. It is either always
			 * player #1 (eg 0) or in the case of a dedicated server a spectator */
			SetLocalPlayer(_network_dedicated ? PLAYER_SPECTATOR : PLAYER_FIRST);
			/* Decrease pause counter (was increased from opening load dialog) */
			DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
#ifdef ENABLE_NETWORK
			if (_network_server) {
				snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
			}
#endif /* ENABLE_NETWORK */
		}
		break;
	}

	case SM_START_HEIGHTMAP: /* Load a heightmap and start a new game from it */
#ifdef ENABLE_NETWORK
		if (_network_server) {
			snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
		}
#endif /* ENABLE_NETWORK */
		MakeNewGame(true);
		break;

	case SM_LOAD_HEIGHTMAP: /* Load heightmap from scenario editor */
		SetLocalPlayer(OWNER_NONE);

		GenerateWorld(GW_HEIGHTMAP, 1 << _patches.map_x, 1 << _patches.map_y);
		MarkWholeScreenDirty();
		break;

	case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */
		if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
			_opt_ptr = &_opt;

			SetLocalPlayer(OWNER_NONE);
			_patches_newgame.starting_year = _cur_year;
		} else {
			SetDParamStr(0, GetSaveLoadErrorString());
			ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
		}
		break;
	}

	case SM_MENU: /* Switch to game intro menu */
		LoadIntroGame();
		break;

	case SM_SAVE: /* Save game */
		/* Make network saved games on pause compatible to singleplayer */
		if (_networking && _pause_game == 1) _pause_game = 2;
		if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
			SetDParamStr(0, GetSaveLoadErrorString());
			ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
		} else {
			DeleteWindowById(WC_SAVELOAD, 0);
		}
		if (_networking && _pause_game == 2) _pause_game = 1;
		break;

	case SM_GENRANDLAND: /* Generate random land within scenario editor */
		SetLocalPlayer(OWNER_NONE);
		GenerateWorld(GW_RANDOM, 1 << _patches.map_x, 1 << _patches.map_y);
		/* XXX: set date */
		MarkWholeScreenDirty();
		break;
	}

	if (_switch_mode_errorstr != INVALID_STRING_ID) {
		ShowErrorMessage(INVALID_STRING_ID, _switch_mode_errorstr, 0, 0);
	}
}


/* State controlling game loop.
 * The state must not be changed from anywhere
 * but here.
 * That check is enforced in DoCommand. */
void StateGameLoop()
{
	/* dont execute the state loop during pause */
	if (_pause_game) {
		CallWindowTickEvent();
		return;
	}
	if (IsGeneratingWorld()) return;

	ClearStorageChanges(false);

	if (_game_mode == GM_EDITOR) {
		RunTileLoop();
		CallVehicleTicks();
		CallLandscapeTick();
		ClearStorageChanges(true);

		CallWindowTickEvent();
		NewsLoop();
	} else {
		/* All these actions has to be done from OWNER_NONE
		 *  for multiplayer compatibility */
		PlayerID p = _current_player;
		_current_player = OWNER_NONE;

		AnimateAnimatedTiles();
		IncreaseDate();
		RunTileLoop();
		CallVehicleTicks();
		CallLandscapeTick();
		ClearStorageChanges(true);

		AI_RunGameLoop();

		CallWindowTickEvent();
		NewsLoop();
		_current_player = p;
	}
}

/** Create an autosave. The default name is "autosave#.sav". However with
 * the patch setting 'keep_all_autosave' the name defaults to company-name + date */
static void DoAutosave()
{
	char buf[MAX_PATH];

#if defined(PSP)
	/* Autosaving in networking is too time expensive for the PSP */
	if (_networking)
		return;
#endif /* PSP */

	if (_patches.keep_all_autosave && _local_player != PLAYER_SPECTATOR) {
		SetDParam(0, _local_player);
		SetDParam(1, _date);
		GetString(buf, STR_4004, lastof(buf));
		ttd_strlcat(buf, ".sav", lengthof(buf));
	} else {
		/* generate a savegame name and number according to _patches.max_num_autosaves */
		snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);

		if (++_autosave_ctr >= _patches.max_num_autosaves) _autosave_ctr = 0;
	}

	DEBUG(sl, 2, "Autosaving to '%s'", buf);
	if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK)
		ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
}

static void ScrollMainViewport(int x, int y)
{
	if (_game_mode != GM_MENU) {
		Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
		assert(w);

		WP(w, vp_d).dest_scrollpos_x += ScaleByZoom(x, w->viewport->zoom);
		WP(w, vp_d).dest_scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
	}
}
/**
 * Describes all the different arrow key combinations the game allows
 * when it is in scrolling mode.
 * The real arrow keys are bitwise numbered as
 * 1 = left
 * 2 = up
 * 4 = right
 * 8 = down
 */
static const int8 scrollamt[16][2] = {
	{ 0,  0}, ///<  no key specified
	{-2,  0}, ///<  1 : left
	{ 0, -2}, ///<  2 : up
	{-2, -1}, ///<  3 : left  + up
	{ 2,  0}, ///<  4 : right
	{ 0,  0}, ///<  5 : left  + right = nothing
	{ 2, -1}, ///<  6 : right + up
	{ 0, -2}, ///<  7 : right + left  + up = up
	{ 0  ,2}, ///<  8 : down
	{-2  ,1}, ///<  9 : down  + left
	{ 0,  0}, ///< 10 : down  + up    = nothing
	{-2,  0}, ///< 11 : left  + up    +  down = left
	{ 2,  1}, ///< 12 : down  + right
	{ 0,  2}, ///< 13 : left  + right +  down = down
	{ 2,  0}, ///< 14 : right + up    +  down = right
	{ 0,  0}, ///< 15 : left  + up    +  right + down  = nothing
};

static void HandleKeyScrolling()
{
	if (_dirkeys && !_no_scroll) {
		int factor = _shift_pressed ? 50 : 10;
		ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
	}
}

void GameLoop()
{
	ThreadMsg message;

	if ((message = OTTD_PollThreadEvent()) != 0) ProcessSentMessage(message);

	/* autosave game? */
	if (_do_autosave) {
		_do_autosave = false;
		DoAutosave();
		RedrawAutosave();
	}

	/* handle scrolling of the main window */
	HandleKeyScrolling();

	/* make a screenshot? */
	if (IsScreenshotRequested()) ShowScreenshotResult(MakeScreenshot());

	/* switch game mode? */
	if (_switch_mode != SM_NONE) {
		SwitchMode(_switch_mode);
		_switch_mode = SM_NONE;
	}

	IncreaseSpriteLRU();
	InteractiveRandom();

	if (_scroller_click_timeout > 3) {
		_scroller_click_timeout -= 3;
	} else {
		_scroller_click_timeout = 0;
	}

	_caret_timer += 3;
	_palette_animation_counter += 8;
	CursorTick();

#ifdef ENABLE_NETWORK
	/* Check for UDP stuff */
	if (_network_available) NetworkUDPGameLoop();

	if (_networking && !IsGeneratingWorld()) {
		/* Multiplayer */
		NetworkGameLoop();
	} else {
		if (_network_reconnect > 0 && --_network_reconnect == 0) {
			/* This means that we want to reconnect to the last host
			 * We do this here, because it means that the network is really closed */
			NetworkClientConnectGame(_network_last_host, _network_last_port);
		}
		/* Singleplayer */
		StateGameLoop();
	}
#else
	StateGameLoop();
#endif /* ENABLE_NETWORK */

	if (!_pause_game && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();

	if (!_pause_game || _cheats.build_in_pause.value) MoveAllTextEffects();

	InputLoop();

	MusicLoop();
}

void BeforeSaveGame()
{
	const Window *w = FindWindowById(WC_MAIN_WINDOW, 0);

	if (w != NULL) {
		_saved_scrollpos_x = WP(w, const vp_d).scrollpos_x;
		_saved_scrollpos_y = WP(w, const vp_d).scrollpos_y;
		_saved_scrollpos_zoom = w->viewport->zoom;
	}
}

static void ConvertTownOwner()
{
	TileIndex tile;

	for (tile = 0; tile != MapSize(); tile++) {
		switch (GetTileType(tile)) {
			case MP_ROAD:
				if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m4, 7)) {
					_m[tile].m4 = OWNER_TOWN;
				}
				/* FALLTHROUGH */

			case MP_TUNNELBRIDGE:
				if (GetTileOwner(tile) & 0x80) SetTileOwner(tile, OWNER_TOWN);
				break;

			default: break;
		}
	}
}

/* before savegame version 4, the name of the company determined if it existed */
static void CheckIsPlayerActive()
{
	Player *p;

	FOR_ALL_PLAYERS(p) {
		if (p->name_1 != 0) p->is_active = true;
	}
}

/* since savegame version 4.1, exclusive transport rights are stored at towns */
static void UpdateExclusiveRights()
{
	Town *t;

	FOR_ALL_TOWNS(t) {
		t->exclusivity = INVALID_PLAYER;
	}

	/* 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 ][ player_id ]
	 *     that stores if at least one station in that town is blocked for a player
	 * 2.) Go through that array, if you find a town that is not blocked for
	 *     one player, 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()
{
	_opt.currency = convert_currency[_opt.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;
}

extern void UpdateOldAircraft();


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();

	Window *w = FindWindowById(WC_MAIN_WINDOW, 0);

	WP(w, vp_d).scrollpos_x = _saved_scrollpos_x;
	WP(w, vp_d).scrollpos_y = _saved_scrollpos_y;
	WP(w, vp_d).dest_scrollpos_x = _saved_scrollpos_x;
	WP(w, vp_d).dest_scrollpos_y = _saved_scrollpos_y;

	ViewPort *vp = w->viewport;
	vp->zoom = min(_saved_scrollpos_zoom, ZOOM_LVL_MAX);
	vp->virtual_width = ScaleByZoom(vp->width, vp->zoom);
	vp->virtual_height = ScaleByZoom(vp->height, vp->zoom);

	DoZoomInOutWindow(ZOOM_NONE, w); // update button status
	MarkWholeScreenDirty();

	/* Update coordinates of the signs. */
	UpdateAllStationVirtCoord();
	UpdateAllSignVirtCoords();
	UpdateAllTownVirtCoords();
	UpdateAllWaypointSigns();

	/* Recalculate */
	Group *g;
	FOR_ALL_GROUPS(g) {
		const Vehicle *v;
		FOR_ALL_VEHICLES(v) {
			if (!IsEngineCountable(v)) continue;

			if (v->group_id != g->index || v->type != g->vehicle_type || v->owner != g->owner) continue;

			g->num_engines[v->engine_type]++;
		}
	}

	/* Set up the engine count for all players */
	Player *players[MAX_PLAYERS];
	const Vehicle *v;

	for (PlayerID i = PLAYER_FIRST; i < MAX_PLAYERS; i++) {
		players[i] = GetPlayer(i);

		/* For each player, 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 players 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 && players[i]->inaugurated_year != MIN_YEAR)
			players[i]->inaugurated_year = _cur_year;
	}

	FOR_ALL_VEHICLES(v) {
		if (!IsEngineCountable(v)) continue;
		players[v->owner]->num_engines[v->engine_type]++;
	}

	return true;
}

bool AfterLoadGame()
{
	TileIndex map_size = MapSize();
	Player *p;

	/* 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_PLAYERS) {
				SetTileOwner(t, OWNER_WATER);
			}
		}
	}

	if (CheckSavegameVersion(84)) {
		Player *p;
		FOR_ALL_PLAYERS(p) {
			p->name = CopyFromOldName(p->name_1);
			if (p->name != NULL) p->name_1 = STR_SV_UNNAMED;
			p->president_name = CopyFromOldName(p->president_name_1);
			if (p->president_name != NULL) p->president_name_1 = SPECSTR_PRESIDENT_NAME;
		}

		Station *st;
		FOR_ALL_STATIONS(st) {
			st->name = CopyFromOldName(st->string_id);
			if (st->name != NULL) st->string_id = STR_EMPTY;
		}

		Town *t;
		FOR_ALL_TOWNS(t) {
			t->name = CopyFromOldName(t->townnametype);
			if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
		}

		Waypoint *wp;
		FOR_ALL_WAYPOINTS(wp) {
			wp->name = CopyFromOldName(wp->string);
			wp->string = STR_EMPTY;
		}
	}

	/* convert road side to my format. */
	if (_opt.road_side) _opt.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);
		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 = (byte)-1; break;
		default: break;
	}

	/* Update current year
	 * must be done before loading sprites as some newgrfs check it */
	SetDate(_date);

	/* Load the sprites */
	GfxLoadSprites();
	LoadStringWidthTable();

	/* 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)-1)) {
		SetSaveLoadError(STR_NO_TOWN_IN_SCENARIO);
		return false;
	}

	/* in version 4.1 of the savegame, is_active was introduced to determine
	 * if a player does exist, rather then checking name_1 */
	if (CheckSavegameVersionOldStyle(4, 1)) CheckIsPlayerActive();

	/* 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 player does not exist yet. So create one here.
	 * 1 exeption: network-games. Those can have 0 players
	 *   But this exeption is not true for non dedicated network_servers! */
	if (!_players[0].is_active && (!_networking || (_networking && _network_server && !_network_dedicated)))
		DoStartupNewPlayer(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 {
						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);

				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)-1)->index);
					break;

				case MP_ROAD:
					_m[t].m4 |= (_m[t].m2 << 4);
					if (IsTileOwner(t, OWNER_TOWN)) {
						SetTownIndex(t, CalcClosestTownFromTile(t, (uint)-1)->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_PLAYERS(p) {
			p->engine_renew_list   = NULL;
			p->engine_renew        = false;
			p->engine_renew_months = -6;
			p->engine_renew_money  = 100000;
		}

		/* When loading a game, _local_player 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 player always
		 * becomes player 0, unless we are in the scenario editor where all the
		 * players are 'invalid'.
		 */
		if (!_network_dedicated && IsValidPlayer(PLAYER_FIRST)) {
			p = GetPlayer(PLAYER_FIRST);
			p->engine_renew        = _patches.autorenew;
			p->engine_renew_months = _patches.autorenew_months;
			p->engine_renew_money  = _patches.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)-1)->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);
		}

	}

	/* In version 16.1 of the savegame a player 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_PLAYERS(p) p->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 (!IsTileDepotType(t, TRANSPORT_RAIL)) {
						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(22))  UpdatePatches();

	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_PLAYERS(p) ResetPlayerLivery(p);

	FOR_ALL_PLAYERS(p) {
		p->avail_railtypes = GetPlayerRailtypes(p->index);
		p->avail_roadtypes = GetPlayerRoadtypes(p->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;
		Player *player;
		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_PLAYERS(player) player->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)) {
				MakeClear(t, CLEAR_GRASS, 3);
			}
		}

		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->refit_cargo   = CT_NO_REFIT;
			order->refit_subtype = CT_NO_REFIT;
		}

		FOR_ALL_VEHICLES(v) {
			v->current_order.refit_cargo   = CT_NO_REFIT;
			v->current_order.refit_subtype = 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)) _patches.disable_elrails = false;
	/* do the same as when elrails were enabled/disabled manually just now */
	SettingsDisableElrail(_patches.disable_elrails);
	SetDefaultRailGui();

	/* 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 that house ids are still valid. */
	CheckHouseIDs();

	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_PLAYERS(p) p->face = ConvertFromOldPlayerFace(p->face);

	if (CheckSavegameVersion(52)) {
		for (TileIndex t = 0; t < map_size; t++) {
			if (IsStatueTile(t)) {
				_m[t].m2 = CalcClosestTownFromTile(t, (uint)-1)->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 (_patches.larger_towns != 0 && (t->index % _patches.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.type == 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.type != OT_LOADING) st->loading_vehicles.remove(v);
			}
		}
	}

	if (CheckSavegameVersion(58)) {
		/* patch difficulty number_industries other then zero get bumped to +1
		 * since a new option (very low at position1) has been added */
		if (_opt.diff.number_industries > 0) {
			_opt.diff.number_industries++;
		}

		/* Same goes for number of towns, although no test is needed, just an increment */
		_opt.diff.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(84)) {
		/* Update go to buoy orders because they are just waypoints */
		Order *order;
		FOR_ALL_ORDERS(order) {
			if (order->type == OT_GOTO_STATION && GetStation(order->dest)->IsBuoy()) {
				order->flags = 0;
			}
		}

		/* Set all share owners to PLAYER_SPECTATOR for
		 * 1) all inactive players
		 *     (when inactive players were stored in the savegame - TTD, TTDP and some
		 *      *really* old revisions of OTTD; else it is already set in InitializePlayers())
		 * 2) shares that are owned by inactive players or self
		 *     (caused by cheating players in earlier revisions) */
		Player *p;
		FOR_ALL_PLAYERS(p) {
			if (!p->is_active) {
				for (uint i = 0; i < 4; i++) { p->share_owners[i] = PLAYER_SPECTATOR; }
			} else {
				for (uint i = 0; i < 4; i++) {
					PlayerID o = p->share_owners[i];
					if (o == PLAYER_SPECTATOR) continue;
					if (!IsValidPlayer(o) || o == p->index || !GetPlayer(o)->is_active) p->share_owners[i] = PLAYER_SPECTATOR;
				}
			}
		}
	}

	if (CheckSavegameVersion(86)) {
		for (TileIndex t = 0; t < map_size; t++) {
			/* Now all crossings should be in correct state */
			if (IsLevelCrossingTile(t)) UpdateLevelCrossing(t, false);

			/* Move river flag and update canals to use water class */
			if (IsTileType(t, MP_WATER)) {
				if (_m[t].m5 == 2) {
					MakeRiver(t, Random());
				} else {
					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);
			if (IsTileType(t, MP_STATION) && (IsDock(t) || IsBuoy(t))) SetWaterClassDependingOnSurroundings(t);
		}
	}

	if (CheckSavegameVersion(87)) {
		for (TileIndex t = 0; t < map_size; t++) {
			if (IsBuoyTile(t) || IsDriveThroughStopTile(t) || IsTileType(t, MP_WATER)) {
				Owner o = GetTileOwner(t);
				if (IsValidPlayer(o) && !GetPlayer(o)->is_active) {
					_current_player = o;
					ChangeTileOwner(t, o, PLAYER_SPECTATOR);
				}
				if (IsBuoyTile(t)) {
					/* reset buoy owner to OWNER_NONE in the station struct
					 * (even if it is owned by active player) */
					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 (IsValidPlayer(o) && !GetPlayer(o)->is_active) SetRoadOwner(t, rt, OWNER_NONE);
				}
				if (GetRoadTileType(t) == ROAD_TILE_CROSSING) {
					Owner o = GetTileOwner(t);
					if (!GetPlayer(o)->is_active) {
						/* remove leftover rail piece from crossing (from very old savegames) */
						_current_player = o;
						DoCommand(t, 0, AxisToTrack(OtherAxis(GetCrossingRoadAxis(t))), DC_EXEC | DC_BANKRUPT, CMD_REMOVE_SINGLE_RAIL);
					}
				}
			}
		}
	}

	return InitializeWindowsAndCaches();
}

/** 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();
	/* reload vehicles */
	ResetVehiclePosHash();
	AfterLoadVehicles(false);
	StartupEngines();
	/* update station and waypoint graphics */
	AfterLoadWaypoints();
	AfterLoadStations();
	/* check that house ids are still valid */
	CheckHouseIDs();
	/* redraw the whole screen */
	MarkWholeScreenDirty();
}