diff --git a/src/oldloader.cpp b/src/oldloader.cpp --- a/src/oldloader.cpp +++ b/src/oldloader.cpp @@ -339,6 +339,18 @@ static void FixOldVehicles() ClrBit(v->u.road.state, RVS_IS_STOPPING); } + /* The subtype should be 0, but it sometimes isn't :( */ + if (v->type == VEH_ROAD) v->subtype = 0; + + /* Sometimes primary vehicles would have a nothing (invalid) order + * or vehicles that could not have an order would still have a + * (loading) order which causes assertions and the like later on. + */ + if (!IsPlayerBuildableVehicleType(v) || + (v->IsPrimaryVehicle() && v->current_order.type == OT_NOTHING)) { + v->current_order.type = OT_DUMMY; + } + FOR_ALL_VEHICLES_FROM(u, v->index + 1) { /* If a vehicle has the same orders, add the link to eachother * in both vehicles */ @@ -1223,7 +1235,12 @@ bool LoadOldVehicle(LoadgameState *ls, i } if (_old_order_ptr != 0 && _old_order_ptr != 0xFFFFFFFF) { - v->orders = GetOrder(REMAP_ORDER_IDX(_old_order_ptr)); + uint old_id = REMAP_ORDER_IDX(_old_order_ptr); + /* There is a maximum of 5000 orders in old savegames, so *if* + * we go over that limit something is very wrong. In that case + * we just assume there are no orders for the vehicle. + */ + if (old_id < 5000) v->orders = GetOrder(old_id); } AssignOrder(&v->current_order, UnpackOldOrder(_old_order));