2793 lines
		
	
	
		
			88 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2793 lines
		
	
	
		
			88 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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 * This file is part of OpenTTD.
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 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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 */
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/** @file afterload.cpp Code updating data after game load */
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#include "../stdafx.h"
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#include "../void_map.h"
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#include "../signs_base.h"
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#include "../depot_base.h"
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#include "../fios.h"
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#include "../gamelog_internal.h"
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#include "../network/network.h"
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#include "../gfxinit.h"
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#include "../viewport_func.h"
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#include "../industry.h"
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#include "../clear_map.h"
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#include "../vehicle_func.h"
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#include "../string_func.h"
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#include "../date_func.h"
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#include "../roadveh.h"
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#include "../train.h"
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#include "../station_base.h"
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#include "../waypoint_base.h"
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#include "../roadstop_base.h"
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#include "../tunnelbridge_map.h"
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#include "../pathfinder/yapf/yapf_cache.h"
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#include "../elrail_func.h"
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#include "../signs_func.h"
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#include "../aircraft.h"
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#include "../object_map.h"
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#include "../object_base.h"
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#include "../tree_map.h"
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#include "../company_func.h"
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#include "../road_cmd.h"
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#include "../ai/ai.hpp"
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#include "../ai/ai_gui.hpp"
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#include "../town.h"
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#include "../economy_base.h"
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#include "../animated_tile_func.h"
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#include "../subsidy_base.h"
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#include "../subsidy_func.h"
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#include "../newgrf.h"
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#include "../engine_func.h"
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#include "../rail_gui.h"
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#include "../core/backup_type.hpp"
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#include "../smallmap_gui.h"
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#include "../news_func.h"
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#include "../error.h"
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#include "saveload_internal.h"
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#include <signal.h>
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extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
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/**
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 * Makes a tile canal or water depending on the surroundings.
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 *
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 * Must only be used for converting old savegames. Use WaterClass now.
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 *
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 * This as for example docks and shipdepots do not store
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 * whether the tile used to be canal or 'normal' water.
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 * @param t the tile to change.
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 * @param include_invalid_water_class Also consider WATER_CLASS_INVALID, i.e. industry tiles on land
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 */
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void SetWaterClassDependingOnSurroundings(TileIndex t, bool include_invalid_water_class)
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{
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	/* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
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	 * Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
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	if (GetTileSlope(t) != SLOPE_FLAT) {
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		if (include_invalid_water_class) {
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			SetWaterClass(t, WATER_CLASS_INVALID);
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			return;
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		} else {
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			SlErrorCorrupt("Invalid water class for dry tile");
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		}
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	}
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	/* Mark tile dirty in all cases */
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	MarkTileDirtyByTile(t);
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	if (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1) {
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		/* tiles at map borders are always WATER_CLASS_SEA */
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		SetWaterClass(t, WATER_CLASS_SEA);
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		return;
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	}
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	bool has_water = false;
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	bool has_canal = false;
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	bool has_river = false;
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	for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
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		TileIndex neighbour = TileAddByDiagDir(t, dir);
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		switch (GetTileType(neighbour)) {
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			case MP_WATER:
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				/* clear water and shipdepots have already a WaterClass associated */
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				if (IsCoast(neighbour)) {
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					has_water = true;
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				} else if (!IsLock(neighbour)) {
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					switch (GetWaterClass(neighbour)) {
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						case WATER_CLASS_SEA:   has_water = true; break;
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						case WATER_CLASS_CANAL: has_canal = true; break;
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						case WATER_CLASS_RIVER: has_river = true; break;
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						default: SlErrorCorrupt("Invalid water class for tile");
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					}
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				}
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				break;
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			case MP_RAILWAY:
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				/* Shore or flooded halftile */
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				has_water |= (GetRailGroundType(neighbour) == RAIL_GROUND_WATER);
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				break;
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			case MP_TREES:
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				/* trees on shore */
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				has_water |= (GB(_m[neighbour].m2, 4, 2) == TREE_GROUND_SHORE);
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				break;
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			default: break;
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		}
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	}
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	if (!has_water && !has_canal && !has_river && include_invalid_water_class) {
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		SetWaterClass(t, WATER_CLASS_INVALID);
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		return;
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	}
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	if (has_river && !has_canal) {
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		SetWaterClass(t, WATER_CLASS_RIVER);
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	} else if (has_canal || !has_water) {
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		SetWaterClass(t, WATER_CLASS_CANAL);
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	} else {
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		SetWaterClass(t, WATER_CLASS_SEA);
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	}
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}
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static void ConvertTownOwner()
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{
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	for (TileIndex tile = 0; tile != MapSize(); tile++) {
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		switch (GetTileType(tile)) {
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			case MP_ROAD:
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				if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m3, 7)) {
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					_m[tile].m3 = OWNER_TOWN;
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				}
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				/* FALL THROUGH */
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			case MP_TUNNELBRIDGE:
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				if (_m[tile].m1 & 0x80) SetTileOwner(tile, OWNER_TOWN);
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				break;
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			default: break;
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		}
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	}
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}
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/* since savegame version 4.1, exclusive transport rights are stored at towns */
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static void UpdateExclusiveRights()
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{
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	Town *t;
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	FOR_ALL_TOWNS(t) {
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		t->exclusivity = INVALID_COMPANY;
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	}
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	/* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
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	 *   could be implemented this way:
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	 * 1.) Go through all stations
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	 *     Build an array town_blocked[ town_id ][ company_id ]
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	 *     that stores if at least one station in that town is blocked for a company
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	 * 2.) Go through that array, if you find a town that is not blocked for
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	 *     one company, but for all others, then give him exclusivity.
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	 */
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}
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static const byte convert_currency[] = {
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	 0,  1, 12,  8,  3,
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	10, 14, 19,  4,  5,
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	 9, 11, 13,  6, 17,
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	16, 22, 21,  7, 15,
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	18,  2, 20,
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};
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/* since savegame version 4.2 the currencies are arranged differently */
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static void UpdateCurrencies()
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{
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	_settings_game.locale.currency = convert_currency[_settings_game.locale.currency];
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}
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/* Up to revision 1413 the invisible tiles at the southern border have not been
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 * MP_VOID, even though they should have. This is fixed by this function
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 */
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static void UpdateVoidTiles()
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{
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	uint i;
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	for (i = 0; i < MapMaxY(); ++i) MakeVoid(i * MapSizeX() + MapMaxX());
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	for (i = 0; i < MapSizeX(); ++i) MakeVoid(MapSizeX() * MapMaxY() + i);
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}
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static inline RailType UpdateRailType(RailType rt, RailType min)
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{
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	return rt >= min ? (RailType)(rt + 1): rt;
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}
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/**
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 * Update the viewport coordinates of all signs.
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 */
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void UpdateAllVirtCoords()
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{
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	UpdateAllStationVirtCoords();
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	UpdateAllSignVirtCoords();
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	UpdateAllTownVirtCoords();
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}
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/**
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 * Initialization of the windows and several kinds of caches.
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 * This is not done directly in AfterLoadGame because these
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 * functions require that all saveload conversions have been
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 * done. As people tend to add savegame conversion stuff after
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 * the intialization of the windows and caches quite some bugs
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 * had been made.
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 * Moving this out of there is both cleaner and less bug-prone.
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 */
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static void InitializeWindowsAndCaches()
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{
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	/* Initialize windows */
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	ResetWindowSystem();
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	SetupColoursAndInitialWindow();
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	/* Update coordinates of the signs. */
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	UpdateAllVirtCoords();
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	ResetViewportAfterLoadGame();
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	Company *c;
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	FOR_ALL_COMPANIES(c) {
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		/* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
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		 * accordingly if it is not the case.  No need to set it on companies that are not been used already,
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		 * thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
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		if (_file_to_saveload.filetype == FT_SCENARIO && c->inaugurated_year != MIN_YEAR) {
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			c->inaugurated_year = _cur_year;
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		}
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	}
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	RecomputePrices();
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	GroupStatistics::UpdateAfterLoad();
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	Station::RecomputeIndustriesNearForAll();
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	RebuildSubsidisedSourceAndDestinationCache();
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	/* Towns have a noise controlled number of airports system
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	 * So each airport's noise value must be added to the town->noise_reached value
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	 * Reset each town's noise_reached value to '0' before. */
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	UpdateAirportsNoise();
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	CheckTrainsLengths();
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	ShowNewGRFError();
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	ShowAIDebugWindowIfAIError();
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	/* Rebuild the smallmap list of owners. */
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	BuildOwnerLegend();
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}
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typedef void (CDECL *SignalHandlerPointer)(int);
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static SignalHandlerPointer _prev_segfault = NULL;
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static SignalHandlerPointer _prev_abort    = NULL;
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static SignalHandlerPointer _prev_fpe      = NULL;
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static void CDECL HandleSavegameLoadCrash(int signum);
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/**
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 * Replaces signal handlers of SIGSEGV and SIGABRT
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 * and stores pointers to original handlers in memory.
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 */
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static void SetSignalHandlers()
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{
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	_prev_segfault = signal(SIGSEGV, HandleSavegameLoadCrash);
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	_prev_abort    = signal(SIGABRT, HandleSavegameLoadCrash);
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	_prev_fpe      = signal(SIGFPE,  HandleSavegameLoadCrash);
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}
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/**
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 * Resets signal handlers back to original handlers.
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 */
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static void ResetSignalHandlers()
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{
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	signal(SIGSEGV, _prev_segfault);
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	signal(SIGABRT, _prev_abort);
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	signal(SIGFPE,  _prev_fpe);
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}
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/**
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 * Try to find the overridden GRF identifier of the given GRF.
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 * @param c the GRF to get the 'previous' version of.
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 * @return the GRF identifier or \a c if none could be found.
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 */
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static const GRFIdentifier *GetOverriddenIdentifier(const GRFConfig *c)
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{
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	const LoggedAction *la = &_gamelog_action[_gamelog_actions - 1];
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	if (la->at != GLAT_LOAD) return &c->ident;
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	const LoggedChange *lcend = &la->change[la->changes];
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	for (const LoggedChange *lc = la->change; lc != lcend; lc++) {
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		if (lc->ct == GLCT_GRFCOMPAT && lc->grfcompat.grfid == c->ident.grfid) return &lc->grfcompat;
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	}
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	return &c->ident;
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}
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/** Was the saveload crash because of missing NewGRFs? */
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static bool _saveload_crash_with_missing_newgrfs = false;
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/**
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 * Did loading the savegame cause a crash? If so,
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 * were NewGRFs missing?
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 * @return when the saveload crashed due to missing NewGRFs.
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 */
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bool SaveloadCrashWithMissingNewGRFs()
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{
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	return _saveload_crash_with_missing_newgrfs;
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}
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/**
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 * Signal handler used to give a user a more useful report for crashes during
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 * the savegame loading process; especially when there's problems with the
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 * NewGRFs that are required by the savegame.
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 * @param signum received signal
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 */
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static void CDECL HandleSavegameLoadCrash(int signum)
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{
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	ResetSignalHandlers();
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	char buffer[8192];
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	char *p = buffer;
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	p += seprintf(p, lastof(buffer), "Loading your savegame caused OpenTTD to crash.\n");
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	for (const GRFConfig *c = _grfconfig; !_saveload_crash_with_missing_newgrfs && c != NULL; c = c->next) {
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		_saveload_crash_with_missing_newgrfs = HasBit(c->flags, GCF_COMPATIBLE) || c->status == GCS_NOT_FOUND;
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	}
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	if (_saveload_crash_with_missing_newgrfs) {
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		p += seprintf(p, lastof(buffer),
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			"This is most likely caused by a missing NewGRF or a NewGRF that\n"
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			"has been loaded as replacement for a missing NewGRF. OpenTTD\n"
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			"cannot easily determine whether a replacement NewGRF is of a newer\n"
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			"or older version.\n"
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			"It will load a NewGRF with the same GRF ID as the missing NewGRF.\n"
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			"This means that if the author makes incompatible NewGRFs with the\n"
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			"same GRF ID OpenTTD cannot magically do the right thing. In most\n"
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			"cases OpenTTD will load the savegame and not crash, but this is an\n"
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			"exception.\n"
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			"Please load the savegame with the appropriate NewGRFs installed.\n"
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			"The missing/compatible NewGRFs are:\n");
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		for (const GRFConfig *c = _grfconfig; c != NULL; c = c->next) {
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			if (HasBit(c->flags, GCF_COMPATIBLE)) {
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				const GRFIdentifier *replaced = GetOverriddenIdentifier(c);
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				char buf[40];
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				md5sumToString(buf, lastof(buf), replaced->md5sum);
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				p += seprintf(p, lastof(buffer), "NewGRF %08X (checksum %s) not found.\n  Loaded NewGRF \"%s\" with same GRF ID instead.\n", BSWAP32(c->ident.grfid), buf, c->filename);
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			}
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			if (c->status == GCS_NOT_FOUND) {
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				char buf[40];
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				md5sumToString(buf, lastof(buf), c->ident.md5sum);
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				p += seprintf(p, lastof(buffer), "NewGRF %08X (%s) not found; checksum %s.\n", BSWAP32(c->ident.grfid), c->filename, buf);
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			}
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		}
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	} else {
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		p += seprintf(p, lastof(buffer),
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			"This is probably caused by a corruption in the savegame.\n"
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			"Please file a bug report and attach this savegame.\n");
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	}
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	ShowInfo(buffer);
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	SignalHandlerPointer call = NULL;
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	switch (signum) {
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		case SIGSEGV: call = _prev_segfault; break;
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		case SIGABRT: call = _prev_abort; break;
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		case SIGFPE:  call = _prev_fpe; break;
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		default: NOT_REACHED();
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	}
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	if (call != NULL) call(signum);
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}
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/**
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 * Tries to change owner of this rail tile to a valid owner. In very old versions it could happen that
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 * a rail track had an invalid owner. When conversion isn't possible, track is removed.
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 * @param t tile to update
 | 
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 */
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static void FixOwnerOfRailTrack(TileIndex t)
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{
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	assert(!Company::IsValidID(GetTileOwner(t)) && (IsLevelCrossingTile(t) || IsPlainRailTile(t)));
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 | 
						|
	/* remove leftover rail piece from crossing (from very old savegames) */
 | 
						|
	Train *v = NULL, *w;
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	FOR_ALL_TRAINS(w) {
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		if (w->tile == t) {
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			v = w;
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			break;
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		}
 | 
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	}
 | 
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 | 
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	if (v != NULL) {
 | 
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		/* when there is a train on crossing (it could happen in TTD), set owner of crossing to train owner */
 | 
						|
		SetTileOwner(t, v->owner);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* try to find any connected rail */
 | 
						|
	for (DiagDirection dd = DIAGDIR_BEGIN; dd < DIAGDIR_END; dd++) {
 | 
						|
		TileIndex tt = t + TileOffsByDiagDir(dd);
 | 
						|
		if (GetTileTrackStatus(t, TRANSPORT_RAIL, 0, dd) != 0 &&
 | 
						|
				GetTileTrackStatus(tt, TRANSPORT_RAIL, 0, ReverseDiagDir(dd)) != 0 &&
 | 
						|
				Company::IsValidID(GetTileOwner(tt))) {
 | 
						|
			SetTileOwner(t, GetTileOwner(tt));
 | 
						|
			return;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsLevelCrossingTile(t)) {
 | 
						|
		/* else change the crossing to normal road (road vehicles won't care) */
 | 
						|
		MakeRoadNormal(t, GetCrossingRoadBits(t), GetRoadTypes(t), GetTownIndex(t),
 | 
						|
			GetRoadOwner(t, ROADTYPE_ROAD), GetRoadOwner(t, ROADTYPE_TRAM));
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* if it's not a crossing, make it clean land */
 | 
						|
	MakeClear(t, CLEAR_GRASS, 0);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Fixes inclination of a vehicle. Older OpenTTD versions didn't update the bits correctly.
 | 
						|
 * @param v vehicle
 | 
						|
 * @param dir vehicle's direction, or # INVALID_DIR if it can be ignored
 | 
						|
 * @return inclination bits to set
 | 
						|
 */
 | 
						|
static uint FixVehicleInclination(Vehicle *v, Direction dir)
 | 
						|
{
 | 
						|
	/* Compute place where this vehicle entered the tile */
 | 
						|
	int entry_x = v->x_pos;
 | 
						|
	int entry_y = v->y_pos;
 | 
						|
	switch (dir) {
 | 
						|
		case DIR_NE: entry_x |= TILE_UNIT_MASK; break;
 | 
						|
		case DIR_NW: entry_y |= TILE_UNIT_MASK; break;
 | 
						|
		case DIR_SW: entry_x &= ~TILE_UNIT_MASK; break;
 | 
						|
		case DIR_SE: entry_y &= ~TILE_UNIT_MASK; break;
 | 
						|
		case INVALID_DIR: break;
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
	byte entry_z = GetSlopePixelZ(entry_x, entry_y);
 | 
						|
 | 
						|
	/* Compute middle of the tile. */
 | 
						|
	int middle_x = (v->x_pos & ~TILE_UNIT_MASK) + HALF_TILE_SIZE;
 | 
						|
	int middle_y = (v->y_pos & ~TILE_UNIT_MASK) + HALF_TILE_SIZE;
 | 
						|
	byte middle_z = GetSlopePixelZ(middle_x, middle_y);
 | 
						|
 | 
						|
	/* middle_z == entry_z, no height change. */
 | 
						|
	if (middle_z == entry_z) return 0;
 | 
						|
 | 
						|
	/* middle_z < entry_z, we are going downwards. */
 | 
						|
	if (middle_z < entry_z) return 1U << GVF_GOINGDOWN_BIT;
 | 
						|
 | 
						|
	/* middle_z > entry_z, we are going upwards. */
 | 
						|
	return 1U << GVF_GOINGUP_BIT;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Perform a (large) amount of savegame conversion *magic* in order to
 | 
						|
 * load older savegames and to fill the caches for various purposes.
 | 
						|
 * @return True iff conversion went without a problem.
 | 
						|
 */
 | 
						|
bool AfterLoadGame()
 | 
						|
{
 | 
						|
	SetSignalHandlers();
 | 
						|
 | 
						|
	TileIndex map_size = MapSize();
 | 
						|
 | 
						|
	extern TileIndex _cur_tileloop_tile; // From landscape.cpp.
 | 
						|
	/* The LFSR used in RunTileLoop iteration cannot have a zeroed state, make it non-zeroed. */
 | 
						|
	if (_cur_tileloop_tile == 0) _cur_tileloop_tile = 1;
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(98)) GamelogOldver();
 | 
						|
 | 
						|
	GamelogTestRevision();
 | 
						|
	GamelogTestMode();
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(98)) GamelogGRFAddList(_grfconfig);
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(119)) {
 | 
						|
		_pause_mode = (_pause_mode == 2) ? PM_PAUSED_NORMAL : PM_UNPAUSED;
 | 
						|
	} else if (_network_dedicated && (_pause_mode & PM_PAUSED_ERROR) != 0) {
 | 
						|
		DEBUG(net, 0, "The loading savegame was paused due to an error state.");
 | 
						|
		DEBUG(net, 0, "  The savegame cannot be used for multiplayer!");
 | 
						|
		/* Restore the signals */
 | 
						|
		ResetSignalHandlers();
 | 
						|
		return false;
 | 
						|
	} else if (!_networking || _network_server) {
 | 
						|
		/* If we are in single player, i.e. not networking, and loading the
 | 
						|
		 * savegame or we are loading the savegame as network server we do
 | 
						|
		 * not want to be bothered by being paused because of the automatic
 | 
						|
		 * reason of a network server, e.g. joining clients or too few
 | 
						|
		 * active clients. Note that resetting these values for a network
 | 
						|
		 * client are very bad because then the client is going to execute
 | 
						|
		 * the game loop when the server is not, i.e. it desyncs. */
 | 
						|
		_pause_mode &= ~PMB_PAUSED_NETWORK;
 | 
						|
	}
 | 
						|
 | 
						|
	/* In very old versions, size of train stations was stored differently.
 | 
						|
	 * They had swapped width and height if station was built along the Y axis.
 | 
						|
	 * TTO and TTD used 3 bits for width/height, while OpenTTD used 4.
 | 
						|
	 * Because the data stored by TTDPatch are unusable for rail stations > 7x7,
 | 
						|
	 * recompute the width and height. Doing this unconditionally for all old
 | 
						|
	 * savegames simplifies the code. */
 | 
						|
	if (IsSavegameVersionBefore(2)) {
 | 
						|
		Station *st;
 | 
						|
		FOR_ALL_STATIONS(st) {
 | 
						|
			st->train_station.w = st->train_station.h = 0;
 | 
						|
		}
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (!IsTileType(t, MP_STATION)) continue;
 | 
						|
			if (_m[t].m5 > 7) continue; // is it a rail station tile?
 | 
						|
			st = Station::Get(_m[t].m2);
 | 
						|
			assert(st->train_station.tile != 0);
 | 
						|
			int dx = TileX(t) - TileX(st->train_station.tile);
 | 
						|
			int dy = TileY(t) - TileY(st->train_station.tile);
 | 
						|
			assert(dx >= 0 && dy >= 0);
 | 
						|
			st->train_station.w = max<uint>(st->train_station.w, dx + 1);
 | 
						|
			st->train_station.h = max<uint>(st->train_station.h, dy + 1);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* in version 2.1 of the savegame, town owner was unified. */
 | 
						|
	if (IsSavegameVersionBefore(2, 1)) ConvertTownOwner();
 | 
						|
 | 
						|
	/* from version 4.1 of the savegame, exclusive rights are stored at towns */
 | 
						|
	if (IsSavegameVersionBefore(4, 1)) UpdateExclusiveRights();
 | 
						|
 | 
						|
	/* from version 4.2 of the savegame, currencies are in a different order */
 | 
						|
	if (IsSavegameVersionBefore(4, 2)) UpdateCurrencies();
 | 
						|
 | 
						|
	/* 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 (IsSavegameVersionBefore(4, 3)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_COMPANIES) {
 | 
						|
				SetTileOwner(t, OWNER_WATER);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(84)) {
 | 
						|
		Company *c;
 | 
						|
		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;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* From this point the old names array is cleared. */
 | 
						|
	ResetOldNames();
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(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_station.tile == 0) st->train_station.tile   = INVALID_TILE;
 | 
						|
		}
 | 
						|
 | 
						|
		/* the same applies to Company::location_of_HQ */
 | 
						|
		Company *c;
 | 
						|
		FOR_ALL_COMPANIES(c) {
 | 
						|
			if (c->location_of_HQ == 0 || (IsSavegameVersionBefore(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(_grfconfig);
 | 
						|
	for (GRFConfig *c = _grfconfig; c != NULL; c = c->next) {
 | 
						|
		if (c->status == GCS_NOT_FOUND) {
 | 
						|
			GamelogGRFRemove(c->ident.grfid);
 | 
						|
		} else if (HasBit(c->flags, GCF_COMPATIBLE)) {
 | 
						|
			GamelogGRFCompatible(&c->ident);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (_networking && gcf_res != GLC_ALL_GOOD) {
 | 
						|
		SetSaveLoadError(STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH);
 | 
						|
		/* Restore the signals */
 | 
						|
		ResetSignalHandlers();
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	switch (gcf_res) {
 | 
						|
		case GLC_COMPATIBLE: ShowErrorMessage(STR_NEWGRF_COMPATIBLE_LOAD_WARNING, INVALID_STRING_ID, WL_CRITICAL); break;
 | 
						|
		case GLC_NOT_FOUND:  ShowErrorMessage(STR_NEWGRF_DISABLED_WARNING, INVALID_STRING_ID, WL_CRITICAL); _pause_mode = PM_PAUSED_ERROR; break;
 | 
						|
		default: break;
 | 
						|
	}
 | 
						|
 | 
						|
	/* The value of _date_fract got divided, so make sure that old games are converted correctly. */
 | 
						|
	if (IsSavegameVersionBefore(11, 1) || (IsSavegameVersionBefore(147) && _date_fract > DAY_TICKS)) _date_fract /= 885;
 | 
						|
 | 
						|
	/* Update current year
 | 
						|
	 * must be done before loading sprites as some newgrfs check it */
 | 
						|
	SetDate(_date, _date_fract);
 | 
						|
 | 
						|
	/*
 | 
						|
	 * Force the old behaviour for compatability reasons with old savegames.
 | 
						|
	 *
 | 
						|
	 * Note that there is no non-stop in here. This is because the setting could have
 | 
						|
	 * either value in TTDPatch. To convert it properly the user has to make sure the
 | 
						|
	 * right value has been chosen in the settings. Otherwise we will be converting
 | 
						|
	 * it incorrectly in half of the times without a means to correct that.
 | 
						|
	 */
 | 
						|
	if (IsSavegameVersionBefore(4, 2)) _settings_game.station.modified_catchment = false;
 | 
						|
	if (IsSavegameVersionBefore(6, 1)) _settings_game.pf.forbid_90_deg = false;
 | 
						|
	if (IsSavegameVersionBefore(21))   _settings_game.vehicle.train_acceleration_model = 0;
 | 
						|
	if (IsSavegameVersionBefore(90))   _settings_game.vehicle.plane_speed = 4;
 | 
						|
	if (IsSavegameVersionBefore(95))   _settings_game.vehicle.dynamic_engines = 0;
 | 
						|
	if (IsSavegameVersionBefore(133))  _settings_game.vehicle.roadveh_acceleration_model = 0;
 | 
						|
	if (IsSavegameVersionBefore(159))  _settings_game.vehicle.max_train_length = 50;
 | 
						|
	if (IsSavegameVersionBefore(166))  _settings_game.economy.infrastructure_maintenance = false;
 | 
						|
 | 
						|
	/* 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 (IsSavegameVersionBefore(17, 1)) ConvertOldMultiheadToNew();
 | 
						|
 | 
						|
	/* Connect front and rear engines of multiheaded trains */
 | 
						|
	ConnectMultiheadedTrains();
 | 
						|
 | 
						|
	/* Fix the CargoPackets *and* fix the caches of CargoLists.
 | 
						|
	 * If this isn't done before Stations and especially Vehicles are
 | 
						|
	 * running their AfterLoad we might get in trouble. In the case of
 | 
						|
	 * vehicles we could give the wrong (cached) count of items in a
 | 
						|
	 * vehicle which causes different results when getting their caches
 | 
						|
	 * filled; and that could eventually lead to desyncs. */
 | 
						|
	CargoPacket::AfterLoad();
 | 
						|
 | 
						|
	/* Oilrig was moved from id 15 to 9. We have to do this conversion
 | 
						|
	 * here as AfterLoadVehicles can check it indirectly via the newgrf
 | 
						|
	 * code. */
 | 
						|
	if (IsSavegameVersionBefore(139)) {
 | 
						|
		Station *st;
 | 
						|
		FOR_ALL_STATIONS(st) {
 | 
						|
			if (st->airport.tile != INVALID_TILE && st->airport.type == 15) {
 | 
						|
				st->airport.type = AT_OILRIG;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* Update all vehicles */
 | 
						|
	AfterLoadVehicles(true);
 | 
						|
 | 
						|
	/* Make sure there is an AI attached to an AI company */
 | 
						|
	{
 | 
						|
		Company *c;
 | 
						|
		FOR_ALL_COMPANIES(c) {
 | 
						|
			if (c->is_ai && c->ai_instance == NULL) AI::StartNew(c->index);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* make sure there is a town in the game */
 | 
						|
	if (_game_mode == GM_NORMAL && Town::GetNumItems() == 0) {
 | 
						|
		SetSaveLoadError(STR_ERROR_NO_TOWN_IN_SCENARIO);
 | 
						|
		/* Restore the signals */
 | 
						|
		ResetSignalHandlers();
 | 
						|
		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 (IsSavegameVersionBefore(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 (!Company::IsValidID(COMPANY_FIRST) && (!_networking || (_networking && _network_server && !_network_dedicated))) {
 | 
						|
		DoStartupNewCompany(false);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Fix the cache for cargo payments. */
 | 
						|
	CargoPayment *cp;
 | 
						|
	FOR_ALL_CARGO_PAYMENTS(cp) {
 | 
						|
		cp->front->cargo_payment = cp;
 | 
						|
		cp->current_station = cp->front->last_station_visited;
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(72)) {
 | 
						|
		/* Locks 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)) { // Rail 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 */
 | 
						|
						ResetSignalHandlers();
 | 
						|
						return false;
 | 
						|
					}
 | 
						|
					SB(_m[t].m6, 3, 3, st);
 | 
						|
					break;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
		switch (GetTileType(t)) {
 | 
						|
			case MP_STATION: {
 | 
						|
				BaseStation *bst = BaseStation::GetByTile(t);
 | 
						|
 | 
						|
				/* Set up station spread */
 | 
						|
				bst->rect.BeforeAddTile(t, StationRect::ADD_FORCE);
 | 
						|
 | 
						|
				/* Waypoints don't have road stops/oil rigs in the old format */
 | 
						|
				if (!Station::IsExpected(bst)) break;
 | 
						|
				Station *st = Station::From(bst);
 | 
						|
 | 
						|
				switch (GetStationType(t)) {
 | 
						|
					case STATION_TRUCK:
 | 
						|
					case STATION_BUS:
 | 
						|
						if (IsSavegameVersionBefore(6)) {
 | 
						|
							/* Before version 5 you could not have more than 250 stations.
 | 
						|
							 * Version 6 adds large maps, so you could only place 253*253
 | 
						|
							 * road stops on a map (no freeform edges) = 64009. So, yes
 | 
						|
							 * someone could in theory create such a full map to trigger
 | 
						|
							 * this assertion, it's safe to assume that's only something
 | 
						|
							 * theoretical and does not happen in normal games. */
 | 
						|
							assert(RoadStop::CanAllocateItem());
 | 
						|
 | 
						|
							/* 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);
 | 
						|
 | 
						|
							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.
 | 
						|
							 */
 | 
						|
							Station::GetByTile(t)->airport.type = AT_OILRIG;
 | 
						|
						} else {
 | 
						|
							DeleteOilRig(t);
 | 
						|
						}
 | 
						|
						break;
 | 
						|
					}
 | 
						|
 | 
						|
					default: break;
 | 
						|
				}
 | 
						|
				break;
 | 
						|
			}
 | 
						|
 | 
						|
			default: break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* In version 2.2 of the savegame, we have new airports, so status of all aircraft is reset.
 | 
						|
	 * This has to be called after the oilrig airport_type update above ^^^ ! */
 | 
						|
	if (IsSavegameVersionBefore(2, 2)) UpdateOldAircraft();
 | 
						|
 | 
						|
	/* 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 (IsSavegameVersionBefore(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)->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)->index);
 | 
						|
					} else {
 | 
						|
						SetTownIndex(t, 0);
 | 
						|
					}
 | 
						|
					break;
 | 
						|
 | 
						|
				default: break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* Force the freeform edges to false for old savegames. */
 | 
						|
	if (IsSavegameVersionBefore(111)) {
 | 
						|
		_settings_game.construction.freeform_edges = false;
 | 
						|
	}
 | 
						|
 | 
						|
	/* From version 9.0, we update the max passengers of a town (was sometimes negative
 | 
						|
	 *  before that. */
 | 
						|
	if (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(16)) {
 | 
						|
		Company *c;
 | 
						|
		FOR_ALL_COMPANIES(c) {
 | 
						|
			c->engine_renew_list            = NULL;
 | 
						|
			c->settings.engine_renew        = false;
 | 
						|
			c->settings.engine_renew_months = 6;
 | 
						|
			c->settings.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'.
 | 
						|
		 */
 | 
						|
		c = Company::GetIfValid(COMPANY_FIRST);
 | 
						|
		if (!_network_dedicated && c != NULL) {
 | 
						|
			c->settings = _settings_client.company;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(48)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			switch (GetTileType(t)) {
 | 
						|
				case MP_RAILWAY:
 | 
						|
					if (IsPlainRail(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 (IsSavegameVersionBefore(61)) {
 | 
						|
		/* Added the RoadType */
 | 
						|
		bool old_bridge = IsSavegameVersionBefore(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: SlErrorCorrupt("Invalid road tile type");
 | 
						|
						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 (IsSavegameVersionBefore(114)) {
 | 
						|
		bool fix_roadtypes = !IsSavegameVersionBefore(61);
 | 
						|
		bool old_bridge = IsSavegameVersionBefore(42);
 | 
						|
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			switch (GetTileType(t)) {
 | 
						|
				case MP_ROAD:
 | 
						|
					if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_me[t].m7, 5, 3));
 | 
						|
					SB(_me[t].m7, 5, 1, GB(_m[t].m3, 7, 1)); // snow/desert
 | 
						|
					switch (GetRoadTileType(t)) {
 | 
						|
						default: SlErrorCorrupt("Invalid road tile type");
 | 
						|
						case ROAD_TILE_NORMAL:
 | 
						|
							SB(_me[t].m7, 0, 4, GB(_m[t].m3, 0, 4)); // road works
 | 
						|
							SB(_m[t].m6, 3, 3, GB(_m[t].m3, 4, 3));  // ground
 | 
						|
							SB(_m[t].m3, 0, 4, GB(_m[t].m4, 4, 4));  // tram bits
 | 
						|
							SB(_m[t].m3, 4, 4, GB(_m[t].m5, 0, 4));  // tram owner
 | 
						|
							SB(_m[t].m5, 0, 4, GB(_m[t].m4, 0, 4));  // road bits
 | 
						|
							break;
 | 
						|
 | 
						|
						case ROAD_TILE_CROSSING:
 | 
						|
							SB(_me[t].m7, 0, 5, GB(_m[t].m4, 0, 5)); // road owner
 | 
						|
							SB(_m[t].m6, 3, 3, GB(_m[t].m3, 4, 3));  // ground
 | 
						|
							SB(_m[t].m3, 4, 4, GB(_m[t].m5, 0, 4));  // tram owner
 | 
						|
							SB(_m[t].m5, 0, 1, GB(_m[t].m4, 6, 1));  // road axis
 | 
						|
							SB(_m[t].m5, 5, 1, GB(_m[t].m4, 5, 1));  // crossing state
 | 
						|
							break;
 | 
						|
 | 
						|
						case ROAD_TILE_DEPOT:
 | 
						|
							break;
 | 
						|
					}
 | 
						|
					if (!IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
 | 
						|
						const Town *town = CalcClosestTownFromTile(t);
 | 
						|
						if (town != NULL) SetTownIndex(t, town->index);
 | 
						|
					}
 | 
						|
					_m[t].m4 = 0;
 | 
						|
					break;
 | 
						|
 | 
						|
				case MP_STATION:
 | 
						|
					if (!IsRoadStop(t)) break;
 | 
						|
 | 
						|
					if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_m[t].m3, 0, 3));
 | 
						|
					SB(_me[t].m7, 0, 5, HasBit(_m[t].m6, 2) ? OWNER_TOWN : GetTileOwner(t));
 | 
						|
					SB(_m[t].m3, 4, 4, _m[t].m1);
 | 
						|
					_m[t].m4 = 0;
 | 
						|
					break;
 | 
						|
 | 
						|
				case MP_TUNNELBRIDGE:
 | 
						|
					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) {
 | 
						|
						if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_m[t].m3, 0, 3));
 | 
						|
 | 
						|
						Owner o = GetTileOwner(t);
 | 
						|
						SB(_me[t].m7, 0, 5, o); // road owner
 | 
						|
						SB(_m[t].m3, 4, 4, o == OWNER_NONE ? OWNER_TOWN : o); // tram owner
 | 
						|
					}
 | 
						|
					SB(_m[t].m6, 2, 4, GB(_m[t].m2, 4, 4)); // bridge type
 | 
						|
					SB(_me[t].m7, 5, 1, GB(_m[t].m4, 7, 1)); // snow/desert
 | 
						|
 | 
						|
					_m[t].m2 = 0;
 | 
						|
					_m[t].m4 = 0;
 | 
						|
					break;
 | 
						|
 | 
						|
				default: break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(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
 | 
						|
							);
 | 
						|
						}
 | 
						|
					} else {
 | 
						|
						if (GB(_m[t].m5, 3, 2) == 0) {
 | 
						|
							MakeClear(t, CLEAR_GRASS, 3);
 | 
						|
						} else {
 | 
						|
							if (GetTileSlope(t) != SLOPE_FLAT) {
 | 
						|
								MakeShore(t);
 | 
						|
							} else {
 | 
						|
								if (GetTileOwner(t) == OWNER_WATER) {
 | 
						|
									MakeSea(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->IsGroundVehicle()) continue;
 | 
						|
			if (IsBridgeTile(v->tile)) {
 | 
						|
				DiagDirection dir = GetTunnelBridgeDirection(v->tile);
 | 
						|
 | 
						|
				if (dir != DirToDiagDir(v->direction)) continue;
 | 
						|
				switch (dir) {
 | 
						|
					default: SlErrorCorrupt("Invalid vehicle direction");
 | 
						|
					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 > GetSlopePixelZ(v->x_pos, v->y_pos)) {
 | 
						|
				v->tile = GetNorthernBridgeEnd(v->tile);
 | 
						|
			} else {
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
			if (v->type == VEH_TRAIN) {
 | 
						|
				Train::From(v)->track = TRACK_BIT_WORMHOLE;
 | 
						|
			} else {
 | 
						|
				RoadVehicle::From(v)->state = RVSB_WORMHOLE;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* Elrails got added in rev 24 */
 | 
						|
	if (IsSavegameVersionBefore(24)) {
 | 
						|
		RailType min_rail = RAILTYPE_ELECTRIC;
 | 
						|
 | 
						|
		Train *v;
 | 
						|
		FOR_ALL_TRAINS(v) {
 | 
						|
			RailType rt = RailVehInfo(v->engine_type)->railtype;
 | 
						|
 | 
						|
			v->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 (HasStationRail(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_TRAINS(v) {
 | 
						|
			if (v->IsFrontEngine() || v->IsFreeWagon()) v->ConsistChanged(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 (IsSavegameVersionBefore(16, 1)) {
 | 
						|
		Company *c;
 | 
						|
		FOR_ALL_COMPANIES(c) c->settings.renew_keep_length = false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(123)) {
 | 
						|
		/* Waypoints became subclasses of stations ... */
 | 
						|
		MoveWaypointsToBaseStations();
 | 
						|
		/* ... and buoys were moved to waypoints. */
 | 
						|
		MoveBuoysToWaypoints();
 | 
						|
	}
 | 
						|
 | 
						|
	/* 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 (IsSavegameVersionBefore(21) && !IsSavegameVersionBefore(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_STATION: // Clear PBS reservation on station
 | 
						|
					ClrBit(_m[t].m3, 6);
 | 
						|
					break;
 | 
						|
 | 
						|
				default: break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(25)) {
 | 
						|
		RoadVehicle *rv;
 | 
						|
		FOR_ALL_ROADVEHICLES(rv) {
 | 
						|
			rv->vehstatus &= ~0x40;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(26)) {
 | 
						|
		Station *st;
 | 
						|
		FOR_ALL_STATIONS(st) {
 | 
						|
			st->last_vehicle_type = VEH_INVALID;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(34)) {
 | 
						|
		Company *c;
 | 
						|
		FOR_ALL_COMPANIES(c) ResetCompanyLivery(c);
 | 
						|
	}
 | 
						|
 | 
						|
	Company *c;
 | 
						|
	FOR_ALL_COMPANIES(c) {
 | 
						|
		c->avail_railtypes = GetCompanyRailtypes(c->index);
 | 
						|
		c->avail_roadtypes = GetCompanyRoadtypes(c->index);
 | 
						|
	}
 | 
						|
 | 
						|
	if (!IsSavegameVersionBefore(27)) AfterLoadStations();
 | 
						|
 | 
						|
	/* Time starts at 0 instead of 1920.
 | 
						|
	 * Account for this in older games by adding an offset */
 | 
						|
	if (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(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);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		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 (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(43)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (IsTileType(t, MP_INDUSTRY)) {
 | 
						|
				switch (GetIndustryGfx(t)) {
 | 
						|
					case GFX_POWERPLANT_SPARKS:
 | 
						|
						_m[t].m3 = GB(_m[t].m1, 2, 5);
 | 
						|
						break;
 | 
						|
 | 
						|
					case GFX_OILWELL_ANIMATED_1:
 | 
						|
					case GFX_OILWELL_ANIMATED_2:
 | 
						|
					case GFX_OILWELL_ANIMATED_3:
 | 
						|
						_m[t].m3 = 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:
 | 
						|
						 _m[t].m3 = _m[t].m1;
 | 
						|
						 break;
 | 
						|
 | 
						|
					default: // No animation states to change
 | 
						|
						break;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(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 that has been paid is stored. */
 | 
						|
		FOR_ALL_VEHICLES(v) {
 | 
						|
			ClrBit(v->vehicle_flags, 2);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* 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 (IsSavegameVersionBefore(46)) {
 | 
						|
		Waypoint *wp;
 | 
						|
		FOR_ALL_WAYPOINTS(wp) {
 | 
						|
			if ((wp->facilities & FACIL_DOCK) != 0 && IsTileOwner(wp->xy, OWNER_NONE) && TileHeight(wp->xy) == 0) SetTileOwner(wp->xy, OWNER_WATER);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(50)) {
 | 
						|
		Aircraft *v;
 | 
						|
		/* Aircraft units changed from 8 mph to 1 km-ish/h */
 | 
						|
		FOR_ALL_AIRCRAFT(v) {
 | 
						|
			if (v->subtype <= AIR_AIRCRAFT) {
 | 
						|
				const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
 | 
						|
				v->cur_speed *= 128;
 | 
						|
				v->cur_speed /= 10;
 | 
						|
				v->acceleration = avi->acceleration;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(49)) FOR_ALL_COMPANIES(c) c->face = ConvertFromOldCompanyManagerFace(c->face);
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(52)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (IsStatueTile(t)) {
 | 
						|
				_m[t].m2 = CalcClosestTownFromTile(t)->index;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* A setting 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 (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(57)) {
 | 
						|
		Vehicle *v;
 | 
						|
		/* Added a FIFO queue of vehicles loading at stations */
 | 
						|
		FOR_ALL_VEHICLES(v) {
 | 
						|
			if ((v->type != VEH_TRAIN || Train::From(v)->IsFrontEngine()) &&  // for all locs
 | 
						|
					!(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
 | 
						|
					v->current_order.IsType(OT_LOADING)) {         // loading
 | 
						|
				Station::Get(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 (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(58)) {
 | 
						|
		/* Setting difficulty industry_density other than zero get bumped to +1
 | 
						|
		 * since a new option (very low at position 1) has been added */
 | 
						|
		if (_settings_game.difficulty.industry_density > 0) {
 | 
						|
			_settings_game.difficulty.industry_density++;
 | 
						|
		}
 | 
						|
 | 
						|
		/* Same goes for number of towns, although no test is needed, just an increment */
 | 
						|
		_settings_game.difficulty.number_towns++;
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(69)) {
 | 
						|
		/* In some old savegames a bit was cleared when it should not be cleared */
 | 
						|
		RoadVehicle *rv;
 | 
						|
		FOR_ALL_ROADVEHICLES(rv) {
 | 
						|
			if (rv->state == 250 || rv->state == 251) {
 | 
						|
				SetBit(rv->state, 2);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(83)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (IsShipDepotTile(t)) {
 | 
						|
				_m[t].m4 = (TileHeight(t) == 0) ? OWNER_WATER : OWNER_NONE;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(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::GES_PICKUP);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(81)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (GetTileType(t) == MP_TREES) {
 | 
						|
				TreeGround groundType = (TreeGround)GB(_m[t].m2, 4, 2);
 | 
						|
				if (groundType != TREE_GROUND_SNOW_DESERT) SB(_m[t].m2, 6, 2, 3);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(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()->IsType(OT_NOTHING)) {
 | 
						|
				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 (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(84)) {
 | 
						|
		/* 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 (!Company::IsValidID(company) || company == c->index) c->share_owners[i] = INVALID_COMPANY;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* The water class was moved/unified. */
 | 
						|
	if (IsSavegameVersionBefore(146)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			switch (GetTileType(t)) {
 | 
						|
				case MP_STATION:
 | 
						|
					switch (GetStationType(t)) {
 | 
						|
						case STATION_OILRIG:
 | 
						|
						case STATION_DOCK:
 | 
						|
						case STATION_BUOY:
 | 
						|
							SetWaterClass(t, (WaterClass)GB(_m[t].m3, 0, 2));
 | 
						|
							SB(_m[t].m3, 0, 2, 0);
 | 
						|
							break;
 | 
						|
 | 
						|
						default:
 | 
						|
							SetWaterClass(t, WATER_CLASS_INVALID);
 | 
						|
							break;
 | 
						|
					}
 | 
						|
					break;
 | 
						|
 | 
						|
				case MP_WATER:
 | 
						|
					SetWaterClass(t, (WaterClass)GB(_m[t].m3, 0, 2));
 | 
						|
					SB(_m[t].m3, 0, 2, 0);
 | 
						|
					break;
 | 
						|
 | 
						|
				case MP_OBJECT:
 | 
						|
					SetWaterClass(t, WATER_CLASS_INVALID);
 | 
						|
					break;
 | 
						|
 | 
						|
				default:
 | 
						|
					/* No water class. */
 | 
						|
					break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(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) {
 | 
						|
							MakeSea(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) != 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 (IsSavegameVersionBefore(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 && !Company::IsValidID(o)) {
 | 
						|
					Backup<CompanyByte> cur_company(_current_company, o, FILE_LINE);
 | 
						|
					ChangeTileOwner(t, o, INVALID_OWNER);
 | 
						|
					cur_company.Restore();
 | 
						|
				}
 | 
						|
				if (IsBuoyTile(t)) {
 | 
						|
					/* reset buoy owner to OWNER_NONE in the station struct
 | 
						|
					 * (even if it is owned by active company) */
 | 
						|
					Waypoint::GetByTile(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 && !Company::IsValidID(o)) SetRoadOwner(t, rt, OWNER_NONE);
 | 
						|
				}
 | 
						|
				if (IsLevelCrossing(t)) {
 | 
						|
					if (!Company::IsValidID(GetTileOwner(t))) FixOwnerOfRailTrack(t);
 | 
						|
				}
 | 
						|
			} else if (IsPlainRailTile(t)) {
 | 
						|
				if (!Company::IsValidID(GetTileOwner(t))) FixOwnerOfRailTrack(t);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* Convert old PF settings to new */
 | 
						|
		if (_settings_game.pf.yapf.rail_use_yapf || IsSavegameVersionBefore(28)) {
 | 
						|
			_settings_game.pf.pathfinder_for_trains = VPF_YAPF;
 | 
						|
		} else {
 | 
						|
			_settings_game.pf.pathfinder_for_trains = VPF_NPF;
 | 
						|
		}
 | 
						|
 | 
						|
		if (_settings_game.pf.yapf.road_use_yapf || IsSavegameVersionBefore(28)) {
 | 
						|
			_settings_game.pf.pathfinder_for_roadvehs = VPF_YAPF;
 | 
						|
		} else {
 | 
						|
			_settings_game.pf.pathfinder_for_roadvehs = VPF_NPF;
 | 
						|
		}
 | 
						|
 | 
						|
		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 (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(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) {
 | 
						|
				SB(_m[t].m6, 2, 6, GB(_m[t].m6, 3, 5));
 | 
						|
				SB(_m[t].m3, 5, 1, 0);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(62)) {
 | 
						|
		/* Remove all trams from savegames without tram support.
 | 
						|
		 * There would be trams without tram track under causing crashes sooner or later. */
 | 
						|
		RoadVehicle *v;
 | 
						|
		FOR_ALL_ROADVEHICLES(v) {
 | 
						|
			if (v->First() == v && HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM)) {
 | 
						|
				ShowErrorMessage(STR_WARNING_LOADGAME_REMOVED_TRAMS, INVALID_STRING_ID, WL_CRITICAL);
 | 
						|
				delete v;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(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)) {
 | 
						|
						SetDepotReservation(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 (HasStationRail(t)) SetRailStationReservation(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 (IsSavegameVersionBefore(101)) {
 | 
						|
		const Train *t;
 | 
						|
		FOR_ALL_TRAINS(t) {
 | 
						|
			if (t->First() == t) t->ReserveTrackUnderConsist();
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(102)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			/* Now all crossings should be in correct state */
 | 
						|
			if (IsLevelCrossingTile(t)) UpdateLevelCrossing(t, false);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(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 && !Company::IsValidID(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 (IsSavegameVersionBefore(104)) {
 | 
						|
		Aircraft *a;
 | 
						|
		FOR_ALL_AIRCRAFT(a) {
 | 
						|
			/* Set engine_type of shadow and rotor */
 | 
						|
			if (!a->IsNormalAircraft()) {
 | 
						|
				a->engine_type = a->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;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(112)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			/* Check for HQ bit being set, instead of using map accessor,
 | 
						|
			 * since we've already changed it code-wise */
 | 
						|
			if (IsTileType(t, MP_OBJECT) && HasBit(_m[t].m5, 7)) {
 | 
						|
				/* Move size and part identification of HQ out of the m5 attribute,
 | 
						|
				 * on new locations */
 | 
						|
				_m[t].m3 = GB(_m[t].m5, 0, 5);
 | 
						|
				_m[t].m5 = OBJECT_HQ;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if (IsSavegameVersionBefore(144)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (!IsTileType(t, MP_OBJECT)) continue;
 | 
						|
 | 
						|
			/* Reordering/generalisation of the object bits. */
 | 
						|
			ObjectType type = GetObjectType(t);
 | 
						|
			SB(_m[t].m6, 2, 4, type == OBJECT_HQ ? GB(_m[t].m3, 2, 3) : 0);
 | 
						|
			_m[t].m3 = type == OBJECT_HQ ? GB(_m[t].m3, 1, 1) | GB(_m[t].m3, 0, 1) << 4 : 0;
 | 
						|
 | 
						|
			/* Make sure those bits are clear as well! */
 | 
						|
			_m[t].m4 = 0;
 | 
						|
			_me[t].m7 = 0;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(147) && Object::GetNumItems() == 0) {
 | 
						|
		/* Make real objects for object tiles. */
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (!IsTileType(t, MP_OBJECT)) continue;
 | 
						|
 | 
						|
			if (Town::GetNumItems() == 0) {
 | 
						|
				/* No towns, so remove all objects! */
 | 
						|
				DoClearSquare(t);
 | 
						|
			} else {
 | 
						|
				uint offset = _m[t].m3;
 | 
						|
 | 
						|
				/* Also move the animation state. */
 | 
						|
				_m[t].m3 = GB(_m[t].m6, 2, 4);
 | 
						|
				SB(_m[t].m6, 2, 4, 0);
 | 
						|
 | 
						|
				if (offset == 0) {
 | 
						|
					/* No offset, so make the object. */
 | 
						|
					ObjectType type = GetObjectType(t);
 | 
						|
					int size = type == OBJECT_HQ ? 2 : 1;
 | 
						|
 | 
						|
					if (!Object::CanAllocateItem()) {
 | 
						|
						/* Nice... you managed to place 64k lighthouses and
 | 
						|
						 * antennae on the map... boohoo. */
 | 
						|
						SlError(STR_ERROR_TOO_MANY_OBJECTS);
 | 
						|
					}
 | 
						|
 | 
						|
					Object *o = new Object();
 | 
						|
					o->location.tile = t;
 | 
						|
					o->location.w    = size;
 | 
						|
					o->location.h    = size;
 | 
						|
					o->build_date    = _date;
 | 
						|
					o->town          = type == OBJECT_STATUE ? Town::Get(_m[t].m2) : CalcClosestTownFromTile(t, UINT_MAX);
 | 
						|
					_m[t].m2 = o->index;
 | 
						|
					Object::IncTypeCount(type);
 | 
						|
				} else {
 | 
						|
					/* We're at an offset, so get the ID from our "root". */
 | 
						|
					TileIndex northern_tile = t - TileXY(GB(offset, 0, 4), GB(offset, 4, 4));
 | 
						|
					assert(IsTileType(northern_tile, MP_OBJECT));
 | 
						|
					_m[t].m2 = _m[northern_tile].m2;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(113)) {
 | 
						|
		/* allow_town_roads is added, set it if town_layout wasn't TL_NO_ROADS */
 | 
						|
		if (_settings_game.economy.town_layout == 0) { // was TL_NO_ROADS
 | 
						|
			_settings_game.economy.allow_town_roads = false;
 | 
						|
			_settings_game.economy.town_layout = TL_BETTER_ROADS;
 | 
						|
		} else {
 | 
						|
			_settings_game.economy.allow_town_roads = true;
 | 
						|
			_settings_game.economy.town_layout = _settings_game.economy.town_layout - 1;
 | 
						|
		}
 | 
						|
 | 
						|
		/* Initialize layout of all towns. Older versions were using different
 | 
						|
		 * generator for random town layout, use it if needed. */
 | 
						|
		Town *t;
 | 
						|
		FOR_ALL_TOWNS(t) {
 | 
						|
			if (_settings_game.economy.town_layout != TL_RANDOM) {
 | 
						|
				t->layout = _settings_game.economy.town_layout;
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
 | 
						|
			/* Use old layout randomizer code */
 | 
						|
			byte layout = TileHash(TileX(t->xy), TileY(t->xy)) % 6;
 | 
						|
			switch (layout) {
 | 
						|
				default: break;
 | 
						|
				case 5: layout = 1; break;
 | 
						|
				case 0: layout = 2; break;
 | 
						|
			}
 | 
						|
			t->layout = layout - 1;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(114)) {
 | 
						|
		/* There could be (deleted) stations with invalid owner, set owner to OWNER NONE.
 | 
						|
		 * The conversion affects oil rigs and buoys too, but it doesn't matter as
 | 
						|
		 * they have st->owner == OWNER_NONE already. */
 | 
						|
		Station *st;
 | 
						|
		FOR_ALL_STATIONS(st) {
 | 
						|
			if (!Company::IsValidID(st->owner)) st->owner = OWNER_NONE;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* Trains could now stop in a specific location. */
 | 
						|
	if (IsSavegameVersionBefore(117)) {
 | 
						|
		Order *o;
 | 
						|
		FOR_ALL_ORDERS(o) {
 | 
						|
			if (o->IsType(OT_GOTO_STATION)) o->SetStopLocation(OSL_PLATFORM_FAR_END);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(120)) {
 | 
						|
		extern VehicleDefaultSettings _old_vds;
 | 
						|
		Company *c;
 | 
						|
		FOR_ALL_COMPANIES(c) {
 | 
						|
			c->settings.vehicle = _old_vds;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(121)) {
 | 
						|
		/* Delete small ufos heading for non-existing vehicles */
 | 
						|
		Vehicle *v;
 | 
						|
		FOR_ALL_DISASTERVEHICLES(v) {
 | 
						|
			if (v->subtype == 2/*ST_SMALL_UFO*/ && v->current_order.GetDestination() != 0) {
 | 
						|
				const Vehicle *u = Vehicle::GetIfValid(v->dest_tile);
 | 
						|
				if (u == NULL || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsFrontEngine()) {
 | 
						|
					delete v;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* We didn't store cargo payment yet, so make them for vehicles that are
 | 
						|
		 * currently at a station and loading/unloading. If they don't get any
 | 
						|
		 * payment anymore they just removed in the next load/unload cycle.
 | 
						|
		 * However, some 0.7 versions might have cargo payment. For those we just
 | 
						|
		 * add cargopayment for the vehicles that don't have it.
 | 
						|
		 */
 | 
						|
		Station *st;
 | 
						|
		FOR_ALL_STATIONS(st) {
 | 
						|
			std::list<Vehicle *>::iterator iter;
 | 
						|
			for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
 | 
						|
				/* There are always as many CargoPayments as Vehicles. We need to make the
 | 
						|
				 * assert() in Pool::GetNew() happy by calling CanAllocateItem(). */
 | 
						|
				assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
 | 
						|
				assert(CargoPayment::CanAllocateItem());
 | 
						|
				Vehicle *v = *iter;
 | 
						|
				if (v->cargo_payment == NULL) v->cargo_payment = new CargoPayment(v);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(122)) {
 | 
						|
		/* Animated tiles would sometimes not be actually animated or
 | 
						|
		 * in case of old savegames duplicate. */
 | 
						|
 | 
						|
		extern TileIndex *_animated_tile_list;
 | 
						|
		extern uint _animated_tile_count;
 | 
						|
 | 
						|
		for (uint i = 0; i < _animated_tile_count; /* Nothing */) {
 | 
						|
			/* Remove if tile is not animated */
 | 
						|
			bool remove = _tile_type_procs[GetTileType(_animated_tile_list[i])]->animate_tile_proc == NULL;
 | 
						|
 | 
						|
			/* and remove if duplicate */
 | 
						|
			for (uint j = 0; !remove && j < i; j++) {
 | 
						|
				remove = _animated_tile_list[i] == _animated_tile_list[j];
 | 
						|
			}
 | 
						|
 | 
						|
			if (remove) {
 | 
						|
				DeleteAnimatedTile(_animated_tile_list[i]);
 | 
						|
			} else {
 | 
						|
				i++;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(124) && !IsSavegameVersionBefore(1)) {
 | 
						|
		/* The train station tile area was added, but for really old (TTDPatch) it's already valid. */
 | 
						|
		Waypoint *wp;
 | 
						|
		FOR_ALL_WAYPOINTS(wp) {
 | 
						|
			if (wp->facilities & FACIL_TRAIN) {
 | 
						|
				wp->train_station.tile = wp->xy;
 | 
						|
				wp->train_station.w = 1;
 | 
						|
				wp->train_station.h = 1;
 | 
						|
			} else {
 | 
						|
				wp->train_station.tile = INVALID_TILE;
 | 
						|
				wp->train_station.w = 0;
 | 
						|
				wp->train_station.h = 0;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(125)) {
 | 
						|
		/* Convert old subsidies */
 | 
						|
		Subsidy *s;
 | 
						|
		FOR_ALL_SUBSIDIES(s) {
 | 
						|
			if (s->remaining < 12) {
 | 
						|
				/* Converting nonawarded subsidy */
 | 
						|
				s->remaining = 12 - s->remaining; // convert "age" to "remaining"
 | 
						|
				s->awarded = INVALID_COMPANY; // not awarded to anyone
 | 
						|
				const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
 | 
						|
				switch (cs->town_effect) {
 | 
						|
					case TE_PASSENGERS:
 | 
						|
					case TE_MAIL:
 | 
						|
						/* Town -> Town */
 | 
						|
						s->src_type = s->dst_type = ST_TOWN;
 | 
						|
						if (Town::IsValidID(s->src) && Town::IsValidID(s->dst)) continue;
 | 
						|
						break;
 | 
						|
					case TE_GOODS:
 | 
						|
					case TE_FOOD:
 | 
						|
						/* Industry -> Town */
 | 
						|
						s->src_type = ST_INDUSTRY;
 | 
						|
						s->dst_type = ST_TOWN;
 | 
						|
						if (Industry::IsValidID(s->src) && Town::IsValidID(s->dst)) continue;
 | 
						|
						break;
 | 
						|
					default:
 | 
						|
						/* Industry -> Industry */
 | 
						|
						s->src_type = s->dst_type = ST_INDUSTRY;
 | 
						|
						if (Industry::IsValidID(s->src) && Industry::IsValidID(s->dst)) continue;
 | 
						|
						break;
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				/* Do our best for awarded subsidies. The original source or destination industry
 | 
						|
				 * can't be determined anymore for awarded subsidies, so invalidate them.
 | 
						|
				 * Town -> Town subsidies are converted using simple heuristic */
 | 
						|
				s->remaining = 24 - s->remaining; // convert "age of awarded subsidy" to "remaining"
 | 
						|
				const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
 | 
						|
				switch (cs->town_effect) {
 | 
						|
					case TE_PASSENGERS:
 | 
						|
					case TE_MAIL: {
 | 
						|
						/* Town -> Town */
 | 
						|
						const Station *ss = Station::GetIfValid(s->src);
 | 
						|
						const Station *sd = Station::GetIfValid(s->dst);
 | 
						|
						if (ss != NULL && sd != NULL && ss->owner == sd->owner &&
 | 
						|
								Company::IsValidID(ss->owner)) {
 | 
						|
							s->src_type = s->dst_type = ST_TOWN;
 | 
						|
							s->src = ss->town->index;
 | 
						|
							s->dst = sd->town->index;
 | 
						|
							s->awarded = ss->owner;
 | 
						|
							continue;
 | 
						|
						}
 | 
						|
						break;
 | 
						|
					}
 | 
						|
					default:
 | 
						|
						break;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			/* Awarded non-town subsidy or invalid source/destination, invalidate */
 | 
						|
			delete s;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(126)) {
 | 
						|
		/* Recompute inflation based on old unround loan limit
 | 
						|
		 * Note: Max loan is 500000. With an inflation of 4% across 170 years
 | 
						|
		 *       that results in a max loan of about 0.7 * 2^31.
 | 
						|
		 *       So taking the 16 bit fractional part into account there are plenty of bits left
 | 
						|
		 *       for unmodified savegames ...
 | 
						|
		 */
 | 
						|
		uint64 aimed_inflation = (_economy.old_max_loan_unround << 16 | _economy.old_max_loan_unround_fract) / _settings_game.difficulty.max_loan;
 | 
						|
 | 
						|
		/* ... well, just clamp it then. */
 | 
						|
		if (aimed_inflation > MAX_INFLATION) aimed_inflation = MAX_INFLATION;
 | 
						|
 | 
						|
		/* Simulate the inflation, so we also get the payment inflation */
 | 
						|
		while (_economy.inflation_prices < aimed_inflation) {
 | 
						|
			AddInflation(false);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(127)) {
 | 
						|
		Station *st;
 | 
						|
		FOR_ALL_STATIONS(st) UpdateStationAcceptance(st, false);
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(128)) {
 | 
						|
		const Depot *d;
 | 
						|
		FOR_ALL_DEPOTS(d) {
 | 
						|
			_m[d->xy].m2 = d->index;
 | 
						|
			if (IsTileType(d->xy, MP_WATER)) _m[GetOtherShipDepotTile(d->xy)].m2 = d->index;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* The behaviour of force_proceed has been changed. Now
 | 
						|
	 * it counts signals instead of some random time out. */
 | 
						|
	if (IsSavegameVersionBefore(131)) {
 | 
						|
		Train *t;
 | 
						|
		FOR_ALL_TRAINS(t) {
 | 
						|
			if (t->force_proceed != TFP_NONE) {
 | 
						|
				t->force_proceed = TFP_STUCK;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* The bits for the tree ground and tree density have
 | 
						|
	 * been swapped (m2 bits 7..6 and 5..4. */
 | 
						|
	if (IsSavegameVersionBefore(135)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (IsTileType(t, MP_CLEAR)) {
 | 
						|
				if (GetRawClearGround(t) == CLEAR_SNOW) {
 | 
						|
					SetClearGroundDensity(t, CLEAR_GRASS, GetClearDensity(t));
 | 
						|
					SetBit(_m[t].m3, 4);
 | 
						|
				} else {
 | 
						|
					ClrBit(_m[t].m3, 4);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			if (IsTileType(t, MP_TREES)) {
 | 
						|
				uint density = GB(_m[t].m2, 6, 2);
 | 
						|
				uint ground = GB(_m[t].m2, 4, 2);
 | 
						|
				uint counter = GB(_m[t].m2, 0, 4);
 | 
						|
				_m[t].m2 = ground << 6 | density << 4 | counter;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* Wait counter and load/unload ticks got split. */
 | 
						|
	if (IsSavegameVersionBefore(136)) {
 | 
						|
		Aircraft *a;
 | 
						|
		FOR_ALL_AIRCRAFT(a) {
 | 
						|
			a->turn_counter = a->current_order.IsType(OT_LOADING) ? 0 : a->load_unload_ticks;
 | 
						|
		}
 | 
						|
 | 
						|
		Train *t;
 | 
						|
		FOR_ALL_TRAINS(t) {
 | 
						|
			t->wait_counter = t->current_order.IsType(OT_LOADING) ? 0 : t->load_unload_ticks;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* Airport tile animation uses animation frame instead of other graphics id */
 | 
						|
	if (IsSavegameVersionBefore(137)) {
 | 
						|
		struct AirportTileConversion {
 | 
						|
			byte old_start;
 | 
						|
			byte num_frames;
 | 
						|
		};
 | 
						|
		static const AirportTileConversion atc[] = {
 | 
						|
			{31,  12}, // APT_RADAR_GRASS_FENCE_SW
 | 
						|
			{50,   4}, // APT_GRASS_FENCE_NE_FLAG
 | 
						|
			{62,   2}, // 1 unused tile
 | 
						|
			{66,  12}, // APT_RADAR_FENCE_SW
 | 
						|
			{78,  12}, // APT_RADAR_FENCE_NE
 | 
						|
			{101, 10}, // 9 unused tiles
 | 
						|
			{111,  8}, // 7 unused tiles
 | 
						|
			{119, 15}, // 14 unused tiles (radar)
 | 
						|
			{140,  4}, // APT_GRASS_FENCE_NE_FLAG_2
 | 
						|
		};
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (IsAirportTile(t)) {
 | 
						|
				StationGfx old_gfx = GetStationGfx(t);
 | 
						|
				byte offset = 0;
 | 
						|
				for (uint i = 0; i < lengthof(atc); i++) {
 | 
						|
					if (old_gfx < atc[i].old_start) {
 | 
						|
						SetStationGfx(t, old_gfx - offset);
 | 
						|
						break;
 | 
						|
					}
 | 
						|
					if (old_gfx < atc[i].old_start + atc[i].num_frames) {
 | 
						|
						SetAnimationFrame(t, old_gfx - atc[i].old_start);
 | 
						|
						SetStationGfx(t, atc[i].old_start - offset);
 | 
						|
						break;
 | 
						|
					}
 | 
						|
					offset += atc[i].num_frames - 1;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(140)) {
 | 
						|
		Station *st;
 | 
						|
		FOR_ALL_STATIONS(st) {
 | 
						|
			if (st->airport.tile != INVALID_TILE) {
 | 
						|
				st->airport.w = st->airport.GetSpec()->size_x;
 | 
						|
				st->airport.h = st->airport.GetSpec()->size_y;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(141)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			/* Reset tropic zone for VOID tiles, they shall not have any. */
 | 
						|
			if (IsTileType(t, MP_VOID)) SetTropicZone(t, TROPICZONE_NORMAL);
 | 
						|
		}
 | 
						|
 | 
						|
		/* We need to properly number/name the depots.
 | 
						|
		 * The first step is making sure none of the depots uses the
 | 
						|
		 * 'default' names, after that we can assign the names. */
 | 
						|
		Depot *d;
 | 
						|
		FOR_ALL_DEPOTS(d) d->town_cn = UINT16_MAX;
 | 
						|
 | 
						|
		FOR_ALL_DEPOTS(d) MakeDefaultName(d);
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(142)) {
 | 
						|
		Depot *d;
 | 
						|
		FOR_ALL_DEPOTS(d) d->build_date = _date;
 | 
						|
	}
 | 
						|
 | 
						|
	/* In old versions it was possible to remove an airport while a plane was
 | 
						|
	 * taking off or landing. This gives all kind of problems when building
 | 
						|
	 * another airport in the same station so we don't allow that anymore.
 | 
						|
	 * For old savegames with such aircraft we just throw them in the air and
 | 
						|
	 * treat the aircraft like they were flying already. */
 | 
						|
	if (IsSavegameVersionBefore(146)) {
 | 
						|
		Aircraft *v;
 | 
						|
		FOR_ALL_AIRCRAFT(v) {
 | 
						|
			if (!v->IsNormalAircraft()) continue;
 | 
						|
			Station *st = GetTargetAirportIfValid(v);
 | 
						|
			if (st == NULL && v->state != FLYING) {
 | 
						|
				v->state = FLYING;
 | 
						|
				UpdateAircraftCache(v);
 | 
						|
				AircraftNextAirportPos_and_Order(v);
 | 
						|
				/* get aircraft back on running altitude */
 | 
						|
				if ((v->vehstatus & VS_CRASHED) == 0) SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlyingAltitude(v));
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* Move the animation frame to the same location (m7) for all objects. */
 | 
						|
	if (IsSavegameVersionBefore(147)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			switch (GetTileType(t)) {
 | 
						|
				case MP_HOUSE:
 | 
						|
					if (GetHouseType(t) >= NEW_HOUSE_OFFSET) {
 | 
						|
						uint per_proc = _me[t].m7;
 | 
						|
						_me[t].m7 = GB(_m[t].m6, 2, 6) | (GB(_m[t].m3, 5, 1) << 6);
 | 
						|
						SB(_m[t].m3, 5, 1, 0);
 | 
						|
						SB(_m[t].m6, 2, 6, min(per_proc, 63));
 | 
						|
					}
 | 
						|
					break;
 | 
						|
 | 
						|
				case MP_INDUSTRY: {
 | 
						|
					uint rand = _me[t].m7;
 | 
						|
					_me[t].m7 = _m[t].m3;
 | 
						|
					_m[t].m3 = rand;
 | 
						|
					break;
 | 
						|
				}
 | 
						|
 | 
						|
				case MP_OBJECT:
 | 
						|
					_me[t].m7 = _m[t].m3;
 | 
						|
					_m[t].m3 = 0;
 | 
						|
					break;
 | 
						|
 | 
						|
				default:
 | 
						|
					/* For stations/airports it's already at m7 */
 | 
						|
					break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* Add (random) colour to all objects. */
 | 
						|
	if (IsSavegameVersionBefore(148)) {
 | 
						|
		Object *o;
 | 
						|
		FOR_ALL_OBJECTS(o) {
 | 
						|
			Owner owner = GetTileOwner(o->location.tile);
 | 
						|
			o->colour = (owner == OWNER_NONE) ? Random() & 0xF : Company::Get(owner)->livery->colour1;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(149)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (!IsTileType(t, MP_STATION)) continue;
 | 
						|
			if (!IsBuoy(t) && !IsOilRig(t) && !(IsDock(t) && GetTileSlope(t) == SLOPE_FLAT)) {
 | 
						|
				SetWaterClass(t, WATER_CLASS_INVALID);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* Waypoints with custom name may have a non-unique town_cn,
 | 
						|
		 * renumber those. First set all affected waypoints to the
 | 
						|
		 * highest possible number to get them numbered in the
 | 
						|
		 * order they have in the pool. */
 | 
						|
		Waypoint *wp;
 | 
						|
		FOR_ALL_WAYPOINTS(wp) {
 | 
						|
			if (wp->name != NULL) wp->town_cn = UINT16_MAX;
 | 
						|
		}
 | 
						|
 | 
						|
		FOR_ALL_WAYPOINTS(wp) {
 | 
						|
			if (wp->name != NULL) MakeDefaultName(wp);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(152)) {
 | 
						|
		_industry_builder.Reset(); // Initialize industry build data.
 | 
						|
 | 
						|
		/* The moment vehicles go from hidden to visible changed. This means
 | 
						|
		 * that vehicles don't always get visible anymore causing things to
 | 
						|
		 * get messed up just after loading the savegame. This fixes that. */
 | 
						|
		Vehicle *v;
 | 
						|
		FOR_ALL_VEHICLES(v) {
 | 
						|
			/* Not all vehicle types can be inside a tunnel. Furthermore,
 | 
						|
			 * testing IsTunnelTile() for invalid tiles causes a crash. */
 | 
						|
			if (!v->IsGroundVehicle()) continue;
 | 
						|
 | 
						|
			/* Is the vehicle in a tunnel? */
 | 
						|
			if (!IsTunnelTile(v->tile)) continue;
 | 
						|
 | 
						|
			/* Is the vehicle actually at a tunnel entrance/exit? */
 | 
						|
			TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
 | 
						|
			if (!IsTunnelTile(vtile)) continue;
 | 
						|
 | 
						|
			/* Are we actually in this tunnel? Or maybe a lower tunnel? */
 | 
						|
			if (GetSlopePixelZ(v->x_pos, v->y_pos) != v->z_pos) continue;
 | 
						|
 | 
						|
			/* What way are we going? */
 | 
						|
			const DiagDirection dir = GetTunnelBridgeDirection(vtile);
 | 
						|
			const DiagDirection vdir = DirToDiagDir(v->direction);
 | 
						|
 | 
						|
			/* Have we passed the visibility "switch" state already? */
 | 
						|
			byte pos = (DiagDirToAxis(vdir) == AXIS_X ? v->x_pos : v->y_pos) & TILE_UNIT_MASK;
 | 
						|
			byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
 | 
						|
			extern const byte _tunnel_visibility_frame[DIAGDIR_END];
 | 
						|
 | 
						|
			/* Should the vehicle be hidden or not? */
 | 
						|
			bool hidden;
 | 
						|
			if (dir == vdir) { // Entering tunnel
 | 
						|
				hidden = frame >= _tunnel_visibility_frame[dir];
 | 
						|
				v->tile = vtile;
 | 
						|
			} else if (dir == ReverseDiagDir(vdir)) { // Leaving tunnel
 | 
						|
				hidden = frame < TILE_SIZE - _tunnel_visibility_frame[dir];
 | 
						|
				/* v->tile changes at the moment when the vehicle leaves the tunnel. */
 | 
						|
				v->tile = hidden ? GetOtherTunnelBridgeEnd(vtile) : vtile;
 | 
						|
			} else {
 | 
						|
				/* We could get here in two cases:
 | 
						|
				 * - for road vehicles, it is reversing at the end of the tunnel
 | 
						|
				 * - it is crashed in the tunnel entry (both train or RV destroyed by UFO)
 | 
						|
				 * Whatever case it is, do not change anything and use the old values.
 | 
						|
				 * Especially changing RV's state would break its reversing in the middle. */
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
 | 
						|
			if (hidden) {
 | 
						|
				v->vehstatus |= VS_HIDDEN;
 | 
						|
 | 
						|
				switch (v->type) {
 | 
						|
					case VEH_TRAIN: Train::From(v)->track       = TRACK_BIT_WORMHOLE; break;
 | 
						|
					case VEH_ROAD:  RoadVehicle::From(v)->state = RVSB_WORMHOLE;      break;
 | 
						|
					default: NOT_REACHED();
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				v->vehstatus &= ~VS_HIDDEN;
 | 
						|
 | 
						|
				switch (v->type) {
 | 
						|
					case VEH_TRAIN: Train::From(v)->track       = DiagDirToDiagTrackBits(vdir); break;
 | 
						|
					case VEH_ROAD:  RoadVehicle::From(v)->state = DiagDirToDiagTrackdir(vdir); RoadVehicle::From(v)->frame = frame; break;
 | 
						|
					default: NOT_REACHED();
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(153)) {
 | 
						|
		RoadVehicle *rv;
 | 
						|
		FOR_ALL_ROADVEHICLES(rv) {
 | 
						|
			if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) continue;
 | 
						|
 | 
						|
			bool loading = rv->current_order.IsType(OT_LOADING) || rv->current_order.IsType(OT_LEAVESTATION);
 | 
						|
			if (HasBit(rv->state, RVS_IN_ROAD_STOP)) {
 | 
						|
				extern const byte _road_stop_stop_frame[];
 | 
						|
				SB(rv->state, RVS_ENTERED_STOP, 1, loading || rv->frame > _road_stop_stop_frame[rv->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)]);
 | 
						|
			} else if (HasBit(rv->state, RVS_IN_DT_ROAD_STOP)) {
 | 
						|
				SB(rv->state, RVS_ENTERED_STOP, 1, loading || rv->frame > RVC_DRIVE_THROUGH_STOP_FRAME);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(156)) {
 | 
						|
		/* The train's pathfinder lost flag got moved. */
 | 
						|
		Train *t;
 | 
						|
		FOR_ALL_TRAINS(t) {
 | 
						|
			if (!HasBit(t->flags, 5)) continue;
 | 
						|
 | 
						|
			ClrBit(t->flags, 5);
 | 
						|
			SetBit(t->vehicle_flags, VF_PATHFINDER_LOST);
 | 
						|
		}
 | 
						|
 | 
						|
		/* Introduced terraform/clear limits. */
 | 
						|
		Company *c;
 | 
						|
		FOR_ALL_COMPANIES(c) {
 | 
						|
			c->terraform_limit = _settings_game.construction.terraform_frame_burst << 16;
 | 
						|
			c->clear_limit     = _settings_game.construction.clear_frame_burst << 16;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(158)) {
 | 
						|
		Vehicle *v;
 | 
						|
		FOR_ALL_VEHICLES(v) {
 | 
						|
			switch (v->type) {
 | 
						|
				case VEH_TRAIN: {
 | 
						|
					Train *t = Train::From(v);
 | 
						|
 | 
						|
					/* Clear old GOINGUP / GOINGDOWN flags.
 | 
						|
					 * It was changed in savegame version 139, but savegame
 | 
						|
					 * version 158 doesn't use these bits, so it doesn't hurt
 | 
						|
					 * to clear them unconditionally. */
 | 
						|
					ClrBit(t->flags, 1);
 | 
						|
					ClrBit(t->flags, 2);
 | 
						|
 | 
						|
					/* Clear both bits first. */
 | 
						|
					ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
 | 
						|
					ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
 | 
						|
 | 
						|
					/* Crashed vehicles can't be going up/down. */
 | 
						|
					if (t->vehstatus & VS_CRASHED) break;
 | 
						|
 | 
						|
					/* Only X/Y tracks can be sloped. */
 | 
						|
					if (t->track != TRACK_BIT_X && t->track != TRACK_BIT_Y) break;
 | 
						|
 | 
						|
					t->gv_flags |= FixVehicleInclination(t, t->direction);
 | 
						|
					break;
 | 
						|
				}
 | 
						|
				case VEH_ROAD: {
 | 
						|
					RoadVehicle *rv = RoadVehicle::From(v);
 | 
						|
					ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
 | 
						|
					ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
 | 
						|
 | 
						|
					/* Crashed vehicles can't be going up/down. */
 | 
						|
					if (rv->vehstatus & VS_CRASHED) break;
 | 
						|
 | 
						|
					if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) break;
 | 
						|
 | 
						|
					TrackStatus ts = GetTileTrackStatus(rv->tile, TRANSPORT_ROAD, rv->compatible_roadtypes);
 | 
						|
					TrackBits trackbits = TrackStatusToTrackBits(ts);
 | 
						|
 | 
						|
					/* Only X/Y tracks can be sloped. */
 | 
						|
					if (trackbits != TRACK_BIT_X && trackbits != TRACK_BIT_Y) break;
 | 
						|
 | 
						|
					Direction dir = rv->direction;
 | 
						|
 | 
						|
					/* Test if we are reversing. */
 | 
						|
					Axis a = trackbits == TRACK_BIT_X ? AXIS_X : AXIS_Y;
 | 
						|
					if (AxisToDirection(a) != dir &&
 | 
						|
							AxisToDirection(a) != ReverseDir(dir)) {
 | 
						|
						/* When reversing, the road vehicle is on the edge of the tile,
 | 
						|
						 * so it can be safely compared to the middle of the tile. */
 | 
						|
						dir = INVALID_DIR;
 | 
						|
					}
 | 
						|
 | 
						|
					rv->gv_flags |= FixVehicleInclination(rv, dir);
 | 
						|
					break;
 | 
						|
				}
 | 
						|
				case VEH_SHIP:
 | 
						|
					break;
 | 
						|
 | 
						|
				default:
 | 
						|
					continue;
 | 
						|
			}
 | 
						|
 | 
						|
			if (IsBridgeTile(v->tile) && TileVirtXY(v->x_pos, v->y_pos) == v->tile) {
 | 
						|
				/* In old versions, z_pos was 1 unit lower on bridge heads.
 | 
						|
				 * However, this invalid state could be converted to new savegames
 | 
						|
				 * by loading and saving the game in a new version. */
 | 
						|
				v->z_pos = GetSlopePixelZ(v->x_pos, v->y_pos);
 | 
						|
				DiagDirection dir = GetTunnelBridgeDirection(v->tile);
 | 
						|
				if (v->type == VEH_TRAIN && !(v->vehstatus & VS_CRASHED) &&
 | 
						|
						v->direction != DiagDirToDir(dir)) {
 | 
						|
					/* If the train has left the bridge, it shouldn't have
 | 
						|
					 * track == TRACK_BIT_WORMHOLE - this could happen
 | 
						|
					 * when the train was reversed while on the last "tick"
 | 
						|
					 * on the ramp before leaving the ramp to the bridge. */
 | 
						|
					Train::From(v)->track = DiagDirToDiagTrackBits(dir);
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			/* If the vehicle is really above v->tile (not in a wormhole),
 | 
						|
			 * it should have set v->z_pos correctly. */
 | 
						|
			assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopePixelZ(v->x_pos, v->y_pos));
 | 
						|
		}
 | 
						|
 | 
						|
		/* Fill Vehicle::cur_real_order_index */
 | 
						|
		FOR_ALL_VEHICLES(v) {
 | 
						|
			if (!v->IsPrimaryVehicle()) continue;
 | 
						|
 | 
						|
			/* Older versions are less strict with indices being in range and fix them on the fly */
 | 
						|
			if (v->cur_implicit_order_index >= v->GetNumOrders()) v->cur_implicit_order_index = 0;
 | 
						|
 | 
						|
			v->cur_real_order_index = v->cur_implicit_order_index;
 | 
						|
			v->UpdateRealOrderIndex();
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(159)) {
 | 
						|
		/* If the savegame is old (before version 100), then the value of 255
 | 
						|
		 * for these settings did not mean "disabled". As such everything
 | 
						|
		 * before then did reverse.
 | 
						|
		 * To simplify stuff we disable all turning around or we do not
 | 
						|
		 * disable anything at all. So, if some reversing was disabled we
 | 
						|
		 * will keep reversing disabled, otherwise it'll be turned on. */
 | 
						|
		_settings_game.pf.reverse_at_signals = IsSavegameVersionBefore(100) || (_settings_game.pf.wait_oneway_signal != 255 && _settings_game.pf.wait_twoway_signal != 255 && _settings_game.pf.wait_for_pbs_path != 255);
 | 
						|
 | 
						|
		Train *t;
 | 
						|
		FOR_ALL_TRAINS(t) {
 | 
						|
			_settings_game.vehicle.max_train_length = max<uint8>(_settings_game.vehicle.max_train_length, CeilDiv(t->gcache.cached_total_length, TILE_SIZE));
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(160)) {
 | 
						|
		/* Setting difficulty industry_density other than zero get bumped to +1
 | 
						|
		 * since a new option (minimal at position 1) has been added */
 | 
						|
		if (_settings_game.difficulty.industry_density > 0) {
 | 
						|
			_settings_game.difficulty.industry_density++;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(161)) {
 | 
						|
		/* Before savegame version 161, persistent storages were not stored in a pool. */
 | 
						|
 | 
						|
		if (!IsSavegameVersionBefore(76)) {
 | 
						|
			Industry *ind;
 | 
						|
			FOR_ALL_INDUSTRIES(ind) {
 | 
						|
				assert(ind->psa != NULL);
 | 
						|
 | 
						|
				/* Check if the old storage was empty. */
 | 
						|
				bool is_empty = true;
 | 
						|
				for (uint i = 0; i < sizeof(ind->psa->storage); i++) {
 | 
						|
					if (ind->psa->GetValue(i) != 0) {
 | 
						|
						is_empty = false;
 | 
						|
						break;
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				if (!is_empty) {
 | 
						|
					ind->psa->grfid = _industry_mngr.GetGRFID(ind->type);
 | 
						|
				} else {
 | 
						|
					delete ind->psa;
 | 
						|
					ind->psa = NULL;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (!IsSavegameVersionBefore(145)) {
 | 
						|
			Station *st;
 | 
						|
			FOR_ALL_STATIONS(st) {
 | 
						|
				if (!(st->facilities & FACIL_AIRPORT)) continue;
 | 
						|
				assert(st->airport.psa != NULL);
 | 
						|
 | 
						|
				/* Check if the old storage was empty. */
 | 
						|
				bool is_empty = true;
 | 
						|
				for (uint i = 0; i < sizeof(st->airport.psa->storage); i++) {
 | 
						|
					if (st->airport.psa->GetValue(i) != 0) {
 | 
						|
						is_empty = false;
 | 
						|
						break;
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				if (!is_empty) {
 | 
						|
					st->airport.psa->grfid = _airport_mngr.GetGRFID(st->airport.type);
 | 
						|
				} else {
 | 
						|
					delete st->airport.psa;
 | 
						|
					st->airport.psa = NULL;
 | 
						|
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* This triggers only when old snow_lines were copied into the snow_line_height. */
 | 
						|
	if (IsSavegameVersionBefore(164) && _settings_game.game_creation.snow_line_height >= MIN_SNOWLINE_HEIGHT * TILE_HEIGHT) {
 | 
						|
		_settings_game.game_creation.snow_line_height /= TILE_HEIGHT;
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(164) && !IsSavegameVersionBefore(32)) {
 | 
						|
		/* We store 4 fences in the field tiles instead of only SE and SW. */
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (!IsTileType(t, MP_CLEAR) && !IsTileType(t, MP_TREES)) continue;
 | 
						|
			if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) continue;
 | 
						|
			uint fence = GB(_m[t].m4, 5, 3);
 | 
						|
			if (fence != 0 && IsTileType(TILE_ADDXY(t, 1, 0), MP_CLEAR) && IsClearGround(TILE_ADDXY(t, 1, 0), CLEAR_FIELDS)) {
 | 
						|
				SetFenceNE(TILE_ADDXY(t, 1, 0), fence);
 | 
						|
			}
 | 
						|
			fence = GB(_m[t].m4, 2, 3);
 | 
						|
			if (fence != 0 && IsTileType(TILE_ADDXY(t, 0, 1), MP_CLEAR) && IsClearGround(TILE_ADDXY(t, 0, 1), CLEAR_FIELDS)) {
 | 
						|
				SetFenceNW(TILE_ADDXY(t, 0, 1), fence);
 | 
						|
			}
 | 
						|
			SB(_m[t].m4, 2, 3, 0);
 | 
						|
			SB(_m[t].m4, 5, 3, 0);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* The center of train vehicles was changed, fix up spacing. */
 | 
						|
	if (IsSavegameVersionBefore(164)) FixupTrainLengths();
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(165)) {
 | 
						|
		Town *t;
 | 
						|
 | 
						|
		FOR_ALL_TOWNS(t) {
 | 
						|
			/* Set the default cargo requirement for town growth */
 | 
						|
			switch (_settings_game.game_creation.landscape) {
 | 
						|
				case LT_ARCTIC:
 | 
						|
					if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
 | 
						|
					break;
 | 
						|
 | 
						|
				case LT_TROPIC:
 | 
						|
					if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
 | 
						|
					if (FindFirstCargoWithTownEffect(TE_WATER) != NULL) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
 | 
						|
					break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(165)) {
 | 
						|
		/* Adjust zoom level to account for new levels */
 | 
						|
		_saved_scrollpos_zoom = _saved_scrollpos_zoom + ZOOM_LVL_SHIFT;
 | 
						|
		_saved_scrollpos_x *= ZOOM_LVL_BASE;
 | 
						|
		_saved_scrollpos_y *= ZOOM_LVL_BASE;
 | 
						|
	}
 | 
						|
 | 
						|
	/* When any NewGRF has been changed the availability of some vehicles might
 | 
						|
	 * have been changed too. e->company_avail must be set to 0 in that case
 | 
						|
	 * which is done by StartupEngines(). */
 | 
						|
	if (gcf_res != GLC_ALL_GOOD) StartupEngines();
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(166)) {
 | 
						|
		/* Update cargo acceptance map of towns. */
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (!IsTileType(t, MP_HOUSE)) continue;
 | 
						|
			Town::Get(GetTownIndex(t))->cargo_accepted.Add(t);
 | 
						|
		}
 | 
						|
 | 
						|
		Town *town;
 | 
						|
		FOR_ALL_TOWNS(town) {
 | 
						|
			UpdateTownCargoes(town);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* The road owner of standard road stops was not properly accounted for. */
 | 
						|
	if (IsSavegameVersionBefore(172)) {
 | 
						|
		for (TileIndex t = 0; t < map_size; t++) {
 | 
						|
			if (!IsStandardRoadStopTile(t)) continue;
 | 
						|
			Owner o = GetTileOwner(t);
 | 
						|
			SetRoadOwner(t, ROADTYPE_ROAD, o);
 | 
						|
			SetRoadOwner(t, ROADTYPE_TRAM, o);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsSavegameVersionBefore(175)) {
 | 
						|
		/* Introduced tree planting limit. */
 | 
						|
		Company *c;
 | 
						|
		FOR_ALL_COMPANIES(c) c->tree_limit = _settings_game.construction.tree_frame_burst << 16;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Road stops is 'only' updating some caches */
 | 
						|
	AfterLoadRoadStops();
 | 
						|
	AfterLoadLabelMaps();
 | 
						|
	AfterLoadCompanyStats();
 | 
						|
 | 
						|
	GamelogPrintDebug(1);
 | 
						|
 | 
						|
	InitializeWindowsAndCaches();
 | 
						|
	/* Restore the signals */
 | 
						|
	ResetSignalHandlers();
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * 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();
 | 
						|
	RecomputePrices();
 | 
						|
	/* reload vehicles */
 | 
						|
	ResetVehicleHash();
 | 
						|
	AfterLoadVehicles(false);
 | 
						|
	StartupEngines();
 | 
						|
	GroupStatistics::UpdateAfterLoad();
 | 
						|
	/* update station graphics */
 | 
						|
	AfterLoadStations();
 | 
						|
	/* Update company statistics. */
 | 
						|
	AfterLoadCompanyStats();
 | 
						|
	/* Check and update house and town values */
 | 
						|
	UpdateHousesAndTowns();
 | 
						|
	/* Delete news referring to no longer existing entities */
 | 
						|
	DeleteInvalidEngineNews();
 | 
						|
	/* Update livery selection windows */
 | 
						|
	for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) InvalidateWindowData(WC_COMPANY_COLOUR, i);
 | 
						|
	/* Update company infrastructure counts. */
 | 
						|
	InvalidateWindowClassesData(WC_COMPANY_INFRASTRUCTURE);
 | 
						|
	/* redraw the whole screen */
 | 
						|
	MarkWholeScreenDirty();
 | 
						|
	CheckTrainsLengths();
 | 
						|
}
 |