Files @ r13865:208a75ffd2fd
Branch filter:

Location: cpp/openttd-patchpack/source/src/saveload/afterload.cpp

rubidium
(svn r18404) -Codechange: link drive through stops better together
-Feature: make penalty for road stop occupancy user configurable
-Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty
-Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it
-Change: improve the throughput of the drive through road stops by letting them stop closer together
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * 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.
 * 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.
 * 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/>.
 */

/** @file afterload.cpp Code updating data after game load */

#include "../stdafx.h"
#include "../void_map.h"
#include "../signs_base.h"
#include "../depot_base.h"
#include "../window_func.h"
#include "../fios.h"
#include "../gamelog.h"
#include "../gamelog_internal.h"
#include "../network/network.h"
#include "../gfxinit.h"
#include "../functions.h"
#include "../industry.h"
#include "../clear_map.h"
#include "../vehicle_func.h"
#include "../newgrf_station.h"
#include "../openttd.h"
#include "../debug.h"
#include "../string_func.h"
#include "../date_func.h"
#include "../roadveh.h"
#include "../train.h"
#include "../station_base.h"
#include "../waypoint_base.h"
#include "../roadstop_base.h"
#include "../tunnelbridge_map.h"
#include "../landscape.h"
#include "../pathfinder/yapf/yapf_cache.h"
#include "../elrail_func.h"
#include "../signs_func.h"
#include "../aircraft.h"
#include "../unmovable_map.h"
#include "../tree_map.h"
#include "../company_func.h"
#include "../road_cmd.h"
#include "../ai/ai.hpp"
#include "../town.h"
#include "../economy_base.h"
#include "../animated_tile_func.h"
#include "../subsidy_base.h"
#include "../subsidy_func.h"

#include "table/strings.h"

#include "saveload_internal.h"

#include <signal.h>

extern StringID _switch_mode_errorstr;
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
extern void InitializeRailGUI();

/**
 * Makes a tile canal or water depending on the surroundings.
 *
 * Must only be used for converting old savegames. Use WaterClass now.
 *
 * This as for example docks and shipdepots do not store
 * whether the tile used to be canal or 'normal' water.
 * @param t the tile to change.
 * @param include_invalid_water_class Also consider WATER_CLASS_INVALID, i.e. industry tiles on land
 */
void SetWaterClassDependingOnSurroundings(TileIndex t, bool include_invalid_water_class)
{
	/* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
	 * Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
	if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
		if (include_invalid_water_class) {
			SetWaterClass(t, WATER_CLASS_INVALID);
			return;
		} else {
			NOT_REACHED();
		}
	}

	/* Mark tile dirty in all cases */
	MarkTileDirtyByTile(t);

	if (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1) {
		/* tiles at map borders are always WATER_CLASS_SEA */
		SetWaterClass(t, WATER_CLASS_SEA);
		return;
	}

	bool has_water = false;
	bool has_canal = false;
	bool has_river = false;

	for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
		TileIndex neighbour = TileAddByDiagDir(t, dir);
		switch (GetTileType(neighbour)) {
			case MP_WATER:
				/* clear water and shipdepots have already a WaterClass associated */
				if (IsCoast(neighbour)) {
					has_water = true;
				} else if (!IsLock(neighbour)) {
					switch (GetWaterClass(neighbour)) {
						case WATER_CLASS_SEA:   has_water = true; break;
						case WATER_CLASS_CANAL: has_canal = true; break;
						case WATER_CLASS_RIVER: has_river = true; break;
						default: NOT_REACHED();
					}
				}
				break;

			case MP_RAILWAY:
				/* Shore or flooded halftile */
				has_water |= (GetRailGroundType(neighbour) == RAIL_GROUND_WATER);
				break;

			case MP_TREES:
				/* trees on shore */
				has_water |= (GetTreeGround(neighbour) == TREE_GROUND_SHORE);
				break;

			default: break;
		}
	}

	if (!has_water && !has_canal && !has_river && include_invalid_water_class) {
		SetWaterClass(t, WATER_CLASS_INVALID);
		return;
	}

	if (has_river && !has_canal) {
		SetWaterClass(t, WATER_CLASS_RIVER);
	} else if (has_canal || !has_water) {
		SetWaterClass(t, WATER_CLASS_CANAL);
	} else {
		SetWaterClass(t, WATER_CLASS_SEA);
	}
}

static void ConvertTownOwner()
{
	for (TileIndex tile = 0; tile != MapSize(); tile++) {
		switch (GetTileType(tile)) {
			case MP_ROAD:
				if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m3, 7)) {
					_m[tile].m3 = OWNER_TOWN;
				}
				/* FALLTHROUGH */

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

			default: break;
		}
	}
}

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

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

	/* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
	 *   could be implemented this way:
	 * 1.) Go through all stations
	 *     Build an array town_blocked[ town_id ][ company_id ]
	 *     that stores if at least one station in that town is blocked for a company
	 * 2.) Go through that array, if you find a town that is not blocked for
	 *     one company, but for all others, then give him exclusivity.
	 */
}

static const byte convert_currency[] = {
	 0,  1, 12,  8,  3,
	10, 14, 19,  4,  5,
	 9, 11, 13,  6, 17,
	16, 22, 21,  7, 15,
	18,  2, 20,
};

/* since savegame version 4.2 the currencies are arranged differently */
static void UpdateCurrencies()
{
	_settings_game.locale.currency = convert_currency[_settings_game.locale.currency];
}

/* Up to revision 1413 the invisible tiles at the southern border have not been
 * MP_VOID, even though they should have. This is fixed by this function
 */
static void UpdateVoidTiles()
{
	uint i;

	for (i = 0; i < MapMaxY(); ++i) MakeVoid(i * MapSizeX() + MapMaxX());
	for (i = 0; i < MapSizeX(); ++i) MakeVoid(MapSizeX() * MapMaxY() + i);
}

static inline RailType UpdateRailType(RailType rt, RailType min)
{
	return rt >= min ? (RailType)(rt + 1): rt;
}

/**
 * Initialization of the windows and several kinds of caches.
 * This is not done directly in AfterLoadGame because these
 * functions require that all saveload conversions have been
 * done. As people tend to add savegame conversion stuff after
 * the intialization of the windows and caches quite some bugs
 * had been made.
 * Moving this out of there is both cleaner and less bug-prone.
 */
static void InitializeWindowsAndCaches()
{
	/* Initialize windows */
	ResetWindowSystem();
	SetupColoursAndInitialWindow();

	ResetViewportAfterLoadGame();

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

	Company *c;
	FOR_ALL_COMPANIES(c) {
		/* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
		 * accordingly if it is not the case.  No need to set it on companies that are not been used already,
		 * thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
		if (_file_to_saveload.filetype == FT_SCENARIO && c->inaugurated_year != MIN_YEAR) {
			c->inaugurated_year = _cur_year;
		}
	}

	RecomputePrices();

	SetCachedEngineCounts();

	Station::RecomputeIndustriesNearForAll();
	RebuildSubsidisedSourceAndDestinationCache();

	/* Towns have a noise controlled number of airports system
	 * So each airport's noise value must be added to the town->noise_reached value
	 * Reset each town's noise_reached value to '0' before. */
	UpdateAirportsNoise();

	CheckTrainsLengths();
}

typedef void (CDECL *SignalHandlerPointer)(int);
static SignalHandlerPointer _prev_segfault = NULL;
static SignalHandlerPointer _prev_abort    = NULL;
static SignalHandlerPointer _prev_fpe      = NULL;

static void CDECL HandleSavegameLoadCrash(int signum);

/**
 * Replaces signal handlers of SIGSEGV and SIGABRT
 * and stores pointers to original handlers in memory.
 */
static void SetSignalHandlers()
{
	_prev_segfault = signal(SIGSEGV, HandleSavegameLoadCrash);
	_prev_abort    = signal(SIGABRT, HandleSavegameLoadCrash);
	_prev_fpe      = signal(SIGFPE,  HandleSavegameLoadCrash);
}

/**
 * Resets signal handlers back to original handlers.
 */
static void ResetSignalHandlers()
{
	signal(SIGSEGV, _prev_segfault);
	signal(SIGABRT, _prev_abort);
	signal(SIGFPE,  _prev_fpe);
}

/**
 * Try to find the overridden GRF identifier of the given GRF.
 * @param c the GRF to get the 'previous' version of.
 * @return the GRF identifier or \a c if none could be found.
 */
static const GRFIdentifier *GetOverriddenIdentifier(const GRFConfig *c)
{
	const LoggedAction *la = &_gamelog_action[_gamelog_actions - 1];
	if (la->at != GLAT_LOAD) return c;

	const LoggedChange *lcend = &la->change[la->changes];
	for (const LoggedChange *lc = la->change; lc != lcend; lc++) {
		if (lc->ct == GLCT_GRFCOMPAT && lc->grfcompat.grfid == c->grfid) return &lc->grfcompat;
	}

	return c;
}

/**
 * Signal handler used to give a user a more useful report for crashes during
 * the savegame loading process; especially when there's problems with the
 * NewGRFs that are required by the savegame.
 * @param signum received signal
 */
static void CDECL HandleSavegameLoadCrash(int signum)
{
	ResetSignalHandlers();

	char buffer[8192];
	char *p = buffer;
	p += seprintf(p, lastof(buffer),
			"Loading your savegame caused OpenTTD to crash.\n"
			"This is most likely caused by a missing NewGRF or a NewGRF that has been\n"
			"loaded as replacement for a missing NewGRF. OpenTTD cannot easily\n"
			"determine whether a replacement NewGRF is of a newer or older version.\n"
			"It will load a NewGRF with the same GRF ID as the missing NewGRF. This\n"
			"means that if the author makes incompatible NewGRFs with the same GRF ID\n"
			"OpenTTD cannot magically do the right thing. In most cases OpenTTD will\n"
			"load the savegame and not crash, but this is an exception.\n"
			"Please load the savegame with the appropriate NewGRFs. When loading a\n"
			"savegame still crashes when all NewGRFs are found you should file a\n"
			"bug report. The missing NewGRFs are:\n");

	for (const GRFConfig *c = _grfconfig; c != NULL; c = c->next) {
		if (HasBit(c->flags, GCF_COMPATIBLE)) {
			const GRFIdentifier *replaced = GetOverriddenIdentifier(c);
			char buf[40];
			md5sumToString(buf, lastof(buf), replaced->md5sum);
			p += seprintf(p, lastof(buffer), "NewGRF %08X (checksum %s) not found.\n  Loaded NewGRF \"%s\" with same GRF ID instead.\n", BSWAP32(c->grfid), buf, c->filename);
		}
		if (c->status == GCS_NOT_FOUND) {
			char buf[40];
			md5sumToString(buf, lastof(buf), c->md5sum);
			p += seprintf(p, lastof(buffer), "NewGRF %08X (%s) not found; checksum %s.\n", BSWAP32(c->grfid), c->filename, buf);
		}
	}

	ShowInfo(buffer);

	SignalHandlerPointer call = NULL;
	switch (signum) {
		case SIGSEGV: call = _prev_segfault; break;
		case SIGABRT: call = _prev_abort; break;
		case SIGFPE:  call = _prev_fpe; break;
		default: NOT_REACHED();
	}
	if (call != NULL) call(signum);
}

/**
 * Tries to change owner of this rail tile to a valid owner. In very old versions it could happen that
 * a rail track had an invalid owner. When conversion isn't possible, track is removed.
 * @param t tile to update
 */
static void FixOwnerOfRailTrack(TileIndex t)
{
	assert(!Company::IsValidID(GetTileOwner(t)) && (IsLevelCrossingTile(t) || IsPlainRailTile(t)));

	/* remove leftover rail piece from crossing (from very old savegames) */
	Train *v = NULL, *w;
	FOR_ALL_TRAINS(w) {
		if (w->tile == t) {
			v = w;
			break;
		}
	}

	if (v != NULL) {
		/* 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);
}

bool AfterLoadGame()
{
	SetSignalHandlers();

	TileIndex map_size = MapSize();
	Company *c;

	if (CheckSavegameVersion(98)) GamelogOldver();

	GamelogTestRevision();
	GamelogTestMode();

	if (CheckSavegameVersion(98)) GamelogGRFAddList(_grfconfig);

	if (CheckSavegameVersion(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 */
	if (CheckSavegameVersion(2)) {
		Station *st;
		FOR_ALL_STATIONS(st) {
			if (st->train_station.tile != 0 && st->train_station.h == 0) {
				uint n = _savegame_type == SGT_OTTD ? 4 : 3; // OTTD uses 4 bits per dimensions, TTD 3 bits
				uint w = GB(st->train_station.w, n, n);
				uint h = GB(st->train_station.w, 0, n);

				if (GetRailStationAxis(st->train_station.tile) != AXIS_X) Swap(w, h);

				st->train_station.w = w;
				st->train_station.h = h;

				assert(GetStationIndex(st->train_station.tile + TileDiffXY(w - 1, h - 1)) == st->index);
			}
		}
	}

	/* in version 2.1 of the savegame, town owner was unified. */
	if (CheckSavegameVersionOldStyle(2, 1)) ConvertTownOwner();

	/* from version 4.1 of the savegame, exclusive rights are stored at towns */
	if (CheckSavegameVersionOldStyle(4, 1)) UpdateExclusiveRights();

	/* from version 4.2 of the savegame, currencies are in a different order */
	if (CheckSavegameVersionOldStyle(4, 2)) UpdateCurrencies();

	/* In old version there seems to be a problem that water is owned by
	 * OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
	 * (4.3) version, so I just check when versions are older, and then
	 * walk through the whole map.. */
	if (CheckSavegameVersionOldStyle(4, 3)) {
		for (TileIndex t = 0; t < map_size; t++) {
			if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_COMPANIES) {
				SetTileOwner(t, OWNER_WATER);
			}
		}
	}

	if (CheckSavegameVersion(84)) {
		FOR_ALL_COMPANIES(c) {
			c->name = CopyFromOldName(c->name_1);
			if (c->name != NULL) c->name_1 = STR_SV_UNNAMED;
			c->president_name = CopyFromOldName(c->president_name_1);
			if (c->president_name != NULL) c->president_name_1 = SPECSTR_PRESIDENT_NAME;
		}

		Station *st;
		FOR_ALL_STATIONS(st) {
			st->name = CopyFromOldName(st->string_id);
			/* generating new name would be too much work for little effect, use the station name fallback */
			if (st->name != NULL) st->string_id = STR_SV_STNAME_FALLBACK;
		}

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

	/* From this point the old names array is cleared. */
	ResetOldNames();

	if (CheckSavegameVersion(106)) {
		/* no station is determined by 'tile == INVALID_TILE' now (instead of '0') */
		Station *st;
		FOR_ALL_STATIONS(st) {
			if (st->airport_tile       == 0) st->airport_tile = INVALID_TILE;
			if (st->dock_tile          == 0) st->dock_tile    = INVALID_TILE;
			if (st->train_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 || (CheckSavegameVersion(4) && c->location_of_HQ == 0xFFFF)) {
				c->location_of_HQ = INVALID_TILE;
			}
		}
	}

	/* convert road side to my format. */
	if (_settings_game.vehicle.road_side) _settings_game.vehicle.road_side = 1;

	/* Check if all NewGRFs are present, we are very strict in MP mode */
	GRFListCompatibility gcf_res = IsGoodGRFConfigList();
	if (_networking && gcf_res != GLC_ALL_GOOD) {
		SetSaveLoadError(STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH);
		/* Restore the signals */
		ResetSignalHandlers();
		return false;
	}

	switch (gcf_res) {
		case GLC_COMPATIBLE: _switch_mode_errorstr = STR_NEWGRF_COMPATIBLE_LOAD_WARNING; break;
		case GLC_NOT_FOUND:  _switch_mode_errorstr = STR_NEWGRF_DISABLED_WARNING; _pause_mode = PM_PAUSED_ERROR; break;
		default: break;
	}

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

	/* Force dynamic engines off when loading older savegames */
	if (CheckSavegameVersion(95)) _settings_game.vehicle.dynamic_engines = 0;

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

	/* Copy temporary data to Engine pool */
	CopyTempEngineData();

	/* Connect front and rear engines of multiheaded trains and converts
	 * subtype to the new format */
	if (CheckSavegameVersionOldStyle(17, 1)) ConvertOldMultiheadToNew();

	/* Connect front and rear engines of multiheaded trains */
	ConnectMultiheadedTrains();

	/* 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();

	/* 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 && !ClosestTownFromTile(0, UINT_MAX)) {
		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 (CheckSavegameVersion(87)) UpdateVoidTiles();

	/* If Load Scenario / New (Scenario) Game is used,
	 *  a company does not exist yet. So create one here.
	 * 1 exeption: network-games. Those can have 0 companies
	 *   But this exeption is not true for non dedicated network_servers! */
	if (!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 (CheckSavegameVersion(72)) {
		/* Locks/shiplifts in very old savegames had OWNER_WATER as owner */
		for (TileIndex t = 0; t < MapSize(); t++) {
			switch (GetTileType(t)) {
				default: break;

				case MP_WATER:
					if (GetWaterTileType(t) == WATER_TILE_LOCK && GetTileOwner(t) == OWNER_WATER) SetTileOwner(t, OWNER_NONE);
					break;

				case MP_STATION: {
					if (HasBit(_m[t].m6, 3)) SetBit(_m[t].m6, 2);
					StationGfx gfx = GetStationGfx(t);
					StationType st;
					if (       IsInsideMM(gfx,   0,   8)) { // 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 (CheckSavegameVersion(6)) {
							/* From this version on there can be multiple road stops of the
							 * same type per station. Convert the existing stops to the new
							 * internal data structure. */
							RoadStop *rs = new RoadStop(t);
							if (rs == NULL) error("Too many road stops in savegame");

							RoadStop **head =
								IsTruckStop(t) ? &st->truck_stops : &st->bus_stops;
							*head = rs;
						}
						break;

					case STATION_OILRIG: {
						/* Very old savegames sometimes have phantom oil rigs, i.e.
						 * an oil rig which got shut down, but not completly removed from
						 * the map
						 */
						TileIndex t1 = TILE_ADDXY(t, 0, 1);
						if (IsTileType(t1, MP_INDUSTRY) &&
								GetIndustryGfx(t1) == GFX_OILRIG_1) {
							/* The internal encoding of oil rigs was changed twice.
							 * It was 3 (till 2.2) and later 5 (till 5.1).
							 * Setting it unconditionally does not hurt.
							 */
							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 (CheckSavegameVersionOldStyle(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 (CheckSavegameVersionOldStyle(6, 1)) {
		for (TileIndex t = 0; t < map_size; t++) {
			switch (GetTileType(t)) {
				case MP_HOUSE:
					_m[t].m4 = _m[t].m2;
					SetTownIndex(t, CalcClosestTownFromTile(t)->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 (CheckSavegameVersion(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 (CheckSavegameVersion(9)) {
		Town *t;
		FOR_ALL_TOWNS(t) UpdateTownMaxPass(t);
	}

	/* From version 16.0, we included autorenew on engines, which are now saved, but
	 *  of course, we do need to initialize them for older savegames. */
	if (CheckSavegameVersion(16)) {
		FOR_ALL_COMPANIES(c) {
			c->engine_renew_list            = NULL;
			c->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 (CheckSavegameVersion(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 (CheckSavegameVersion(61)) {
		/* Added the RoadType */
		bool old_bridge = CheckSavegameVersion(42);
		for (TileIndex t = 0; t < map_size; t++) {
			switch (GetTileType(t)) {
				case MP_ROAD:
					SB(_m[t].m5, 6, 2, GB(_m[t].m5, 4, 2));
					switch (GetRoadTileType(t)) {
						default: NOT_REACHED();
						case ROAD_TILE_NORMAL:
							SB(_m[t].m4, 0, 4, GB(_m[t].m5, 0, 4));
							SB(_m[t].m4, 4, 4, 0);
							SB(_m[t].m6, 2, 4, 0);
							break;
						case ROAD_TILE_CROSSING:
							SB(_m[t].m4, 5, 2, GB(_m[t].m5, 2, 2));
							break;
						case ROAD_TILE_DEPOT:    break;
					}
					SetRoadTypes(t, ROADTYPES_ROAD);
					break;

				case MP_STATION:
					if (IsRoadStop(t)) SetRoadTypes(t, ROADTYPES_ROAD);
					break;

				case MP_TUNNELBRIDGE:
					/* Middle part of "old" bridges */
					if (old_bridge && IsBridge(t) && HasBit(_m[t].m5, 6)) break;
					if (((old_bridge && IsBridge(t)) ? (TransportType)GB(_m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
						SetRoadTypes(t, ROADTYPES_ROAD);
					}
					break;

				default: break;
			}
		}
	}

	if (CheckSavegameVersion(114)) {
		bool fix_roadtypes = !CheckSavegameVersion(61);
		bool old_bridge = CheckSavegameVersion(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: NOT_REACHED();
						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 (CheckSavegameVersion(42)) {
		Vehicle *v;

		for (TileIndex t = 0; t < map_size; t++) {
			if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t);
			if (IsBridgeTile(t)) {
				if (HasBit(_m[t].m5, 6)) { // middle part
					Axis axis = (Axis)GB(_m[t].m5, 0, 1);

					if (HasBit(_m[t].m5, 5)) { // transport route under bridge?
						if (GB(_m[t].m5, 3, 2) == TRANSPORT_RAIL) {
							MakeRailNormal(
								t,
								GetTileOwner(t),
								axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
								GetRailType(t)
							);
						} else {
							TownID town = IsTileOwner(t, OWNER_TOWN) ? ClosestTownFromTile(t, UINT_MAX)->index : 0;

							MakeRoadNormal(
								t,
								axis == AXIS_X ? ROAD_Y : ROAD_X,
								ROADTYPES_ROAD,
								town,
								GetTileOwner(t), OWNER_NONE
							);
						}
					} else {
						if (GB(_m[t].m5, 3, 2) == 0) {
							MakeClear(t, CLEAR_GRASS, 3);
						} else {
							if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
								MakeShore(t);
							} else {
								if (GetTileOwner(t) == OWNER_WATER) {
									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->type != VEH_TRAIN && v->type != VEH_ROAD) continue;
			if (IsBridgeTile(v->tile)) {
				DiagDirection dir = GetTunnelBridgeDirection(v->tile);

				if (dir != DirToDiagDir(v->direction)) continue;
				switch (dir) {
					default: NOT_REACHED();
					case DIAGDIR_NE: if ((v->x_pos & 0xF) !=  0)            continue; break;
					case DIAGDIR_SE: if ((v->y_pos & 0xF) != TILE_SIZE - 1) continue; break;
					case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break;
					case DIAGDIR_NW: if ((v->y_pos & 0xF) !=  0)            continue; break;
				}
			} else if (v->z_pos > GetSlopeZ(v->x_pos, v->y_pos)) {
				v->tile = GetNorthernBridgeEnd(v->tile);
			} else {
				continue;
			}
			if (v->type == VEH_TRAIN) {
				Train::From(v)->track = TRACK_BIT_WORMHOLE;
			} else {
				RoadVehicle::From(v)->state = RVSB_WORMHOLE;
			}
		}
	}

	/* Elrails got added in rev 24 */
	if (CheckSavegameVersion(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()) TrainConsistChanged(v, true);
		}

	}

	/* In version 16.1 of the savegame a company can decide if trains, which get
	 * replaced, shall keep their old length. In all prior versions, just default
	 * to false */
	if (CheckSavegameVersionOldStyle(16, 1)) {
		FOR_ALL_COMPANIES(c) c->settings.renew_keep_length = false;
	}

	if (CheckSavegameVersion(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 (CheckSavegameVersion(21) && !CheckSavegameVersion(15)) {
		for (TileIndex t = 0; t < map_size; t++) {
			switch (GetTileType(t)) {
				case MP_RAILWAY:
					if (HasSignals(t)) {
						/* convert PBS signals to combo-signals */
						if (HasBit(_m[t].m2, 2)) SetSignalType(t, TRACK_X, SIGTYPE_COMBO);

						/* move the signal variant back */
						SetSignalVariant(t, TRACK_X, HasBit(_m[t].m2, 3) ? SIG_SEMAPHORE : SIG_ELECTRIC);
						ClrBit(_m[t].m2, 3);
					}

					/* Clear PBS reservation on track */
					if (!IsRailDepotTile(t)) {
						SB(_m[t].m4, 4, 4, 0);
					} else {
						ClrBit(_m[t].m3, 6);
					}
					break;

				case MP_STATION: // Clear PBS reservation on station
					ClrBit(_m[t].m3, 6);
					break;

				default: break;
			}
		}
	}

	if (CheckSavegameVersion(25)) {
		RoadVehicle *rv;
		FOR_ALL_ROADVEHICLES(rv) {
			rv->vehstatus &= ~0x40;
		}
	}

	if (CheckSavegameVersion(26)) {
		Station *st;
		FOR_ALL_STATIONS(st) {
			st->last_vehicle_type = VEH_INVALID;
		}
	}

	YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);

	if (CheckSavegameVersion(34)) FOR_ALL_COMPANIES(c) ResetCompanyLivery(c);

	FOR_ALL_COMPANIES(c) {
		c->avail_railtypes = GetCompanyRailtypes(c->index);
		c->avail_roadtypes = GetCompanyRoadtypes(c->index);
	}

	if (!CheckSavegameVersion(27)) AfterLoadStations();

	/* Time starts at 0 instead of 1920.
	 * Account for this in older games by adding an offset */
	if (CheckSavegameVersion(31)) {
		Station *st;
		Waypoint *wp;
		Engine *e;
		Industry *i;
		Vehicle *v;

		_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
		_cur_year += ORIGINAL_BASE_YEAR;

		FOR_ALL_STATIONS(st)  st->build_date      += DAYS_TILL_ORIGINAL_BASE_YEAR;
		FOR_ALL_WAYPOINTS(wp) wp->build_date      += DAYS_TILL_ORIGINAL_BASE_YEAR;
		FOR_ALL_ENGINES(e)    e->intro_date       += DAYS_TILL_ORIGINAL_BASE_YEAR;
		FOR_ALL_COMPANIES(c)  c->inaugurated_year += ORIGINAL_BASE_YEAR;
		FOR_ALL_INDUSTRIES(i) i->last_prod_year   += ORIGINAL_BASE_YEAR;

		FOR_ALL_VEHICLES(v) {
			v->date_of_last_service += DAYS_TILL_ORIGINAL_BASE_YEAR;
			v->build_year += ORIGINAL_BASE_YEAR;
		}
	}

	/* From 32 on we save the industry who made the farmland.
	 *  To give this prettyness to old savegames, we remove all farmfields and
	 *  plant new ones. */
	if (CheckSavegameVersion(32)) {
		Industry *i;

		for (TileIndex t = 0; t < map_size; t++) {
			if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) {
				/* remove fields */
				MakeClear(t, CLEAR_GRASS, 3);
			} else if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) {
				/* remove fences around fields */
				SetFenceSE(t, 0);
				SetFenceSW(t, 0);
			}
		}

		FOR_ALL_INDUSTRIES(i) {
			uint j;

			if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
				for (j = 0; j != 50; j++) PlantRandomFarmField(i);
			}
		}
	}

	/* Setting no refit flags to all orders in savegames from before refit in orders were added */
	if (CheckSavegameVersion(36)) {
		Order *order;
		Vehicle *v;

		FOR_ALL_ORDERS(order) {
			order->SetRefit(CT_NO_REFIT);
		}

		FOR_ALL_VEHICLES(v) {
			v->current_order.SetRefit(CT_NO_REFIT);
		}
	}

	/* from version 38 we have optional elrails, since we cannot know the
	 * preference of a user, let elrails enabled; it can be disabled manually */
	if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
	/* do the same as when elrails were enabled/disabled manually just now */
	SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
	InitializeRailGUI();

	/* From version 53, the map array was changed for house tiles to allow
	 * space for newhouses grf features. A new byte, m7, was also added. */
	if (CheckSavegameVersion(53)) {
		for (TileIndex t = 0; t < map_size; t++) {
			if (IsTileType(t, MP_HOUSE)) {
				if (GB(_m[t].m3, 6, 2) != TOWN_HOUSE_COMPLETED) {
					/* Move the construction stage from m3[7..6] to m5[5..4].
					 * The construction counter does not have to move. */
					SB(_m[t].m5, 3, 2, GB(_m[t].m3, 6, 2));
					SB(_m[t].m3, 6, 2, 0);

					/* The "house is completed" bit is now in m6[2]. */
					SetHouseCompleted(t, false);
				} else {
					/* The "lift has destination" bit has been moved from
					 * m5[7] to m7[0]. */
					SB(_me[t].m7, 0, 1, HasBit(_m[t].m5, 7));
					ClrBit(_m[t].m5, 7);

					/* The "lift is moving" bit has been removed, as it does
					 * the same job as the "lift has destination" bit. */
					ClrBit(_m[t].m1, 7);

					/* The position of the lift goes from m1[7..0] to m6[7..2],
					 * making m1 totally free, now. The lift position does not
					 * have to be a full byte since the maximum value is 36. */
					SetLiftPosition(t, GB(_m[t].m1, 0, 6 ));

					_m[t].m1 = 0;
					_m[t].m3 = 0;
					SetHouseCompleted(t, true);
				}
			}
		}
	}

	/* Check and update house and town values */
	UpdateHousesAndTowns();

	if (CheckSavegameVersion(43)) {
		for (TileIndex t = 0; t < map_size; t++) {
			if (IsTileType(t, MP_INDUSTRY)) {
				switch (GetIndustryGfx(t)) {
					case GFX_POWERPLANT_SPARKS:
						SetIndustryAnimationState(t, GB(_m[t].m1, 2, 5));
						break;

					case GFX_OILWELL_ANIMATED_1:
					case GFX_OILWELL_ANIMATED_2:
					case GFX_OILWELL_ANIMATED_3:
						SetIndustryAnimationState(t, GB(_m[t].m1, 0, 2));
						break;

					case GFX_COAL_MINE_TOWER_ANIMATED:
					case GFX_COPPER_MINE_TOWER_ANIMATED:
					case GFX_GOLD_MINE_TOWER_ANIMATED:
						 SetIndustryAnimationState(t, _m[t].m1);
						 break;

					default: // No animation states to change
						break;
				}
			}
		}
	}

	if (CheckSavegameVersion(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 (CheckSavegameVersion(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 (CheckSavegameVersion(50)) {
		Aircraft *v;
		/* Aircraft units changed from 8 mph to 1 km/h */
		FOR_ALL_AIRCRAFT(v) {
			if (v->subtype <= AIR_AIRCRAFT) {
				const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
				v->cur_speed *= 129;
				v->cur_speed /= 10;
				v->max_speed = avi->max_speed;
				v->acceleration = avi->acceleration;
			}
		}
	}

	if (CheckSavegameVersion(49)) FOR_ALL_COMPANIES(c) c->face = ConvertFromOldCompanyManagerFace(c->face);

	if (CheckSavegameVersion(52)) {
		for (TileIndex t = 0; t < map_size; t++) {
			if (IsStatueTile(t)) {
				_m[t].m2 = CalcClosestTownFromTile(t)->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 (CheckSavegameVersion(56)) {
		Town *t;

		FOR_ALL_TOWNS(t) {
			if (_settings_game.economy.larger_towns != 0 && (t->index % _settings_game.economy.larger_towns) == 0) {
				t->larger_town = true;
			}
		}
	}

	if (CheckSavegameVersion(57)) {
		Vehicle *v;
		/* Added a FIFO queue of vehicles loading at stations */
		FOR_ALL_VEHICLES(v) {
			if ((v->type != VEH_TRAIN || 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 (CheckSavegameVersion(59)) {
		/* For some reason non-loading vehicles could be in the station's loading vehicle list */

		Station *st;
		FOR_ALL_STATIONS(st) {
			std::list<Vehicle *>::iterator iter;
			for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end();) {
				Vehicle *v = *iter;
				iter++;
				if (!v->current_order.IsType(OT_LOADING)) st->loading_vehicles.remove(v);
			}
		}
	}

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

		/* Same goes for number of towns, although no test is needed, just an increment */
		_settings_game.difficulty.number_towns++;
	}

	if (CheckSavegameVersion(64)) {
		/* copy the signal type/variant and move signal states bits */
		for (TileIndex t = 0; t < map_size; t++) {
			if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) {
				SetSignalStates(t, GB(_m[t].m2, 4, 4));
				SetSignalVariant(t, INVALID_TRACK, GetSignalVariant(t, TRACK_X));
				SetSignalType(t, INVALID_TRACK, GetSignalType(t, TRACK_X));
				ClrBit(_m[t].m2, 7);
			}
		}
	}

	if (CheckSavegameVersion(69)) {
		/* In some old savegames a bit was cleared when it should not be cleared */
		RoadVehicle *rv;
		FOR_ALL_ROADVEHICLES(rv) {
			if (rv->state == 250 || rv->state == 251) {
				SetBit(rv->state, 2);
			}
		}
	}

	if (CheckSavegameVersion(70)) {
		/* Added variables to support newindustries */
		Industry *i;
		FOR_ALL_INDUSTRIES(i) i->founder = OWNER_NONE;
	}

	/* From version 82, old style canals (above sealevel (0), WATER owner) are no longer supported.
	    Replace the owner for those by OWNER_NONE. */
	if (CheckSavegameVersion(82)) {
		for (TileIndex t = 0; t < map_size; t++) {
			if (IsTileType(t, MP_WATER) &&
					GetWaterTileType(t) == WATER_TILE_CLEAR &&
					GetTileOwner(t) == OWNER_WATER &&
					TileHeight(t) != 0) {
				SetTileOwner(t, OWNER_NONE);
			}
		}
	}

	/*
	 * Add the 'previous' owner to the ship depots so we can reset it with
	 * the correct values when it gets destroyed. This prevents that
	 * someone can remove canals owned by somebody else and it prevents
	 * making floods using the removal of ship depots.
	 */
	if (CheckSavegameVersion(83)) {
		for (TileIndex t = 0; t < map_size; t++) {
			if (IsTileType(t, MP_WATER) && IsShipDepot(t)) {
				_m[t].m4 = (TileHeight(t) == 0) ? OWNER_WATER : OWNER_NONE;
			}
		}
	}

	if (CheckSavegameVersion(74)) {
		Station *st;
		FOR_ALL_STATIONS(st) {
			for (CargoID c = 0; c < NUM_CARGO; c++) {
				st->goods[c].last_speed = 0;
				if (st->goods[c].cargo.Count() != 0) SetBit(st->goods[c].acceptance_pickup, GoodsEntry::PICKUP);
			}
		}
	}

	if (CheckSavegameVersion(78)) {
		Industry *i;
		uint j;
		FOR_ALL_INDUSTRIES(i) {
			const IndustrySpec *indsp = GetIndustrySpec(i->type);
			for (j = 0; j < lengthof(i->produced_cargo); j++) {
				i->produced_cargo[j] = indsp->produced_cargo[j];
			}
			for (j = 0; j < lengthof(i->accepts_cargo); j++) {
				i->accepts_cargo[j] = indsp->accepts_cargo[j];
			}
		}
	}

	/* Before version 81, the density of grass was always stored as zero, and
	 * grassy trees were always drawn fully grassy. Furthermore, trees on rough
	 * land used to have zero density, now they have full density. Therefore,
	 * make all grassy/rough land trees have a density of 3. */
	if (CheckSavegameVersion(81)) {
		for (TileIndex t = 0; t < map_size; t++) {
			if (GetTileType(t) == MP_TREES) {
				TreeGround groundType = GetTreeGround(t);
				if (groundType != TREE_GROUND_SNOW_DESERT) SetTreeGroundDensity(t, groundType, 3);
			}
		}
	}


	if (CheckSavegameVersion(93)) {
		/* Rework of orders. */
		Order *order;
		FOR_ALL_ORDERS(order) order->ConvertFromOldSavegame();

		Vehicle *v;
		FOR_ALL_VEHICLES(v) {
			if (v->orders.list != NULL && v->orders.list->GetFirstOrder() != NULL && v->orders.list->GetFirstOrder()->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 (CheckSavegameVersion(94)) {
		/* Unload and transfer are now mutual exclusive. */
		Order *order;
		FOR_ALL_ORDERS(order) {
			if ((order->GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
				order->SetUnloadType(OUFB_TRANSFER);
				order->SetLoadType(OLFB_NO_LOAD);
			}
		}

		Vehicle *v;
		FOR_ALL_VEHICLES(v) {
			if ((v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
				v->current_order.SetUnloadType(OUFB_TRANSFER);
				v->current_order.SetLoadType(OLFB_NO_LOAD);
			}
		}
	}

	if (CheckSavegameVersion(84)) {
		/* 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;
			}
		}
	}

	if (CheckSavegameVersion(86)) {
		for (TileIndex t = 0; t < map_size; t++) {
			/* Move river flag and update canals to use water class */
			if (IsTileType(t, MP_WATER)) {
				if (GetWaterClass(t) != WATER_CLASS_RIVER) {
					if (IsWater(t)) {
						Owner o = GetTileOwner(t);
						if (o == OWNER_WATER) {
							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, NULL) != SLOPE_FLAT) continue;

			if (IsTileType(t, MP_WATER) && IsLock(t)) SetWaterClassDependingOnSurroundings(t, false);
			if (IsTileType(t, MP_STATION) && (IsDock(t) || IsBuoy(t))) SetWaterClassDependingOnSurroundings(t, false);
		}
	}

	if (CheckSavegameVersion(87)) {
		for (TileIndex t = 0; t < map_size; t++) {
			/* skip oil rigs at borders! */
			if ((IsTileType(t, MP_WATER) || IsBuoyTile(t)) &&
					(TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1)) {
				/* Some version 86 savegames have wrong water class at map borders (under buoy, or after removing buoy).
				 * This conversion has to be done before buoys with invalid owner are removed. */
				SetWaterClass(t, WATER_CLASS_SEA);
			}

			if (IsBuoyTile(t) || IsDriveThroughStopTile(t) || IsTileType(t, MP_WATER)) {
				Owner o = GetTileOwner(t);
				if (o < MAX_COMPANIES && !Company::IsValidID(o)) {
					_current_company = o;
					ChangeTileOwner(t, o, INVALID_OWNER);
				}
				if (IsBuoyTile(t)) {
					/* reset buoy owner to OWNER_NONE in the station struct
					 * (even if it is owned by active company) */
					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 || CheckSavegameVersion(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 || CheckSavegameVersion(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 (CheckSavegameVersion(88)) {
		/* Profits are now with 8 bit fract */
		Vehicle *v;
		FOR_ALL_VEHICLES(v) {
			v->profit_this_year <<= 8;
			v->profit_last_year <<= 8;
			v->running_ticks = 0;
		}
	}

	if (CheckSavegameVersion(91)) {
		/* Increase HouseAnimationFrame from 5 to 7 bits */
		for (TileIndex t = 0; t < map_size; t++) {
			if (IsTileType(t, MP_HOUSE) && GetHouseType(t) >= NEW_HOUSE_OFFSET) {
				SetHouseAnimationFrame(t, GB(_m[t].m6, 3, 5));
			}
		}
	}

	if (CheckSavegameVersion(62)) {
		/* Remove all trams from savegames without tram support.
		 * There would be trams without tram track under causing crashes sooner or later. */
		RoadVehicle *v;
		FOR_ALL_ROADVEHICLES(v) {
			if (v->First() == v && HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM)) {
				if (_switch_mode_errorstr == INVALID_STRING_ID || _switch_mode_errorstr == STR_NEWGRF_COMPATIBLE_LOAD_WARNING) {
					_switch_mode_errorstr = STR_WARNING_LOADGAME_REMOVED_TRAMS;
				}
				delete v;
			}
		}
	}

	if (CheckSavegameVersion(99)) {
		for (TileIndex t = 0; t < map_size; t++) {
			/* Set newly introduced WaterClass of industry tiles */
			if (IsTileType(t, MP_STATION) && IsOilRig(t)) {
				SetWaterClassDependingOnSurroundings(t, true);
			}
			if (IsTileType(t, MP_INDUSTRY)) {
				if ((GetIndustrySpec(GetIndustryType(t))->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) {
					SetWaterClassDependingOnSurroundings(t, true);
				} else {
					SetWaterClass(t, WATER_CLASS_INVALID);
				}
			}

			/* Replace "house construction year" with "house age" */
			if (IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)) {
				_m[t].m5 = Clamp(_cur_year - (_m[t].m5 + ORIGINAL_BASE_YEAR), 0, 0xFF);
			}
		}
	}

	/* Move the signal variant back up one bit for PBS. We don't convert the old PBS
	 * format here, as an old layout wouldn't work properly anyway. To be safe, we
	 * clear any possible PBS reservations as well. */
	if (CheckSavegameVersion(100)) {
		for (TileIndex t = 0; t < map_size; t++) {
			switch (GetTileType(t)) {
				case MP_RAILWAY:
					if (HasSignals(t)) {
						/* move the signal variant */
						SetSignalVariant(t, TRACK_UPPER, HasBit(_m[t].m2, 2) ? SIG_SEMAPHORE : SIG_ELECTRIC);
						SetSignalVariant(t, TRACK_LOWER, HasBit(_m[t].m2, 6) ? SIG_SEMAPHORE : SIG_ELECTRIC);
						ClrBit(_m[t].m2, 2);
						ClrBit(_m[t].m2, 6);
					}

					/* Clear PBS reservation on track */
					if (IsRailDepot(t)) {
						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 (CheckSavegameVersion(101)) {
		const Train *t;
		FOR_ALL_TRAINS(t) {
			if (t->First() == t) t->ReserveTrackUnderConsist();
		}
	}

	if (CheckSavegameVersion(102)) {
		for (TileIndex t = 0; t < map_size; t++) {
			/* Now all crossings should be in correct state */
			if (IsLevelCrossingTile(t)) UpdateLevelCrossing(t, false);
		}
	}

	if (CheckSavegameVersion(103)) {
		/* Non-town-owned roads now store the closest town */
		UpdateNearestTownForRoadTiles(false);

		/* signs with invalid owner left from older savegames */
		Sign *si;
		FOR_ALL_SIGNS(si) {
			if (si->owner != OWNER_NONE && !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 (CheckSavegameVersion(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 (CheckSavegameVersion(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_UNMOVABLE) && HasBit(_m[t].m5, 7)) {
				/* Move size and part identification of HQ out of the m5 attribute,
				 * on new locations */
				uint8 old_m5 = _m[t].m5;
				_m[t].m5 = UNMOVABLE_HQ;
				SetCompanyHQSize(t, GB(old_m5, 2, 3));
				SetCompanyHQSection(t, GB(old_m5, 0, 2));
			}
		}
	}

	if (CheckSavegameVersion(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 (CheckSavegameVersion(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 (CheckSavegameVersion(117)) {
		Order *o;
		FOR_ALL_ORDERS(o) {
			if (o->IsType(OT_GOTO_STATION)) o->SetStopLocation(OSL_PLATFORM_FAR_END);
		}
	}

	if (CheckSavegameVersion(120)) {
		extern VehicleDefaultSettings _old_vds;
		Company *c;
		FOR_ALL_COMPANIES(c) {
			c->settings.vehicle = _old_vds;
		}
	}

	if (CheckSavegameVersion(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)->IsRoadVehFront()) {
					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) {
				Vehicle *v = *iter;
				if (v->cargo_payment == NULL) v->cargo_payment = new CargoPayment(v);
			}
		}
	}

	if (CheckSavegameVersion(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 (CheckSavegameVersion(124)) {
		/* The train station tile area was added */
		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 (CheckSavegameVersion(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 (CheckSavegameVersion(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 (CheckSavegameVersion(127)) {
		Station *st;
		FOR_ALL_STATIONS(st) UpdateStationAcceptance(st, false);
	}

	if (CheckSavegameVersion(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;
		}
	}

	/* Road stops is 'only' updating some caches */
	AfterLoadRoadStops();
	AfterLoadLabelMaps();

	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 */
	ResetVehiclePosHash();
	AfterLoadVehicles(false);
	StartupEngines();
	SetCachedEngineCounts();
	/* update station graphics */
	AfterLoadStations();
	/* Check and update house and town values */
	UpdateHousesAndTowns();
	/* Update livery selection windows */
	for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) InvalidateWindowData(WC_COMPANY_COLOUR, i);
	/* redraw the whole screen */
	MarkWholeScreenDirty();
	CheckTrainsLengths();
}