diff src/saveload/afterload.cpp @ 10571:b6779abf2e96 draft

(svn r14828) -Codechange: move most of save/load-specific code to separate files
author smatz <smatz@openttd.org>
date Sun, 04 Jan 2009 15:32:25 +0000 (2009-01-04)
parents
children 592ae9307430
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new file mode 100644
--- /dev/null
+++ b/src/saveload/afterload.cpp
@@ -0,0 +1,1704 @@
+/* $Id$ */
+
+/** @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();
+}