src/openttd.cpp
author rubidium
Sat, 19 May 2007 09:40:18 +0000
changeset 6643 f81bee57bc09
parent 6629 eba0ac353e4d
child 6654 31d17823506f
permissions -rw-r--r--
(svn r9874) -Feature: advanced vehicle lists a.k.a. group interface. Now you can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.
/* $Id$ */

/** @file openttd.cpp */

#include "stdafx.h"
#define VARDEF
#include "string.h"
#include "table/strings.h"
#include "debug.h"
#include "driver.h"
#include "saveload.h"
#include "strings.h"
#include "map.h"
#include "tile.h"
#include "void_map.h"
#include "helpers.hpp"

#include "openttd.h"
#include "bridge_map.h"
#include "functions.h"
#include "mixer.h"
#include "spritecache.h"
#include "strings.h"
#include "gfx.h"
#include "gfxinit.h"
#include "gui.h"
#include "landscape.h"
#include "station.h"
#include "station_map.h"
#include "town_map.h"
#include "tunnel_map.h"
#include "vehicle.h"
#include "viewport.h"
#include "window.h"
#include "player.h"
#include "command.h"
#include "town.h"
#include "industry.h"
#include "news.h"
#include "engine.h"
#include "sound.h"
#include "economy.h"
#include "fileio.h"
#include "hal.h"
#include "airport.h"
#include "aircraft.h"
#include "console.h"
#include "screenshot.h"
#include "network/network.h"
#include "signs.h"
#include "depot.h"
#include "waypoint.h"
#include "ai/ai.h"
#include "train.h"
#include "yapf/yapf.h"
#include "settings.h"
#include "genworld.h"
#include "date.h"
#include "clear_map.h"
#include "fontcache.h"
#include "newgrf.h"
#include "newgrf_config.h"
#include "newgrf_house.h"
#include "newgrf_commons.h"
#include "player_face.h"
#include "group.h"

#include "bridge_map.h"
#include "clear_map.h"
#include "rail_map.h"
#include "road_map.h"
#include "water_map.h"
#include "industry_map.h"
#include "unmovable_map.h"

#include <stdarg.h>

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

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

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

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

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

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

	assert(0);
	exit(1);
}

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


void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize)
{
	FILE *in;
	byte *mem;
	size_t len;

	in = fopen(filename, "rb");
	if (in == NULL) return NULL;

	fseek(in, 0, SEEK_END);
	len = ftell(in);
	fseek(in, 0, SEEK_SET);
	if (len > maxsize || (mem = MallocT<byte>(len + 1)) == NULL) {
		fclose(in);
		return NULL;
	}
	mem[len] = 0;
	if (fread(mem, len, 1, in) != 1) {
		fclose(in);
		free(mem);
		return NULL;
	}
	fclose(in);

	*lenp = len;
	return mem;
}

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

	p = buf;

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

	p = GetDriverList(p, lastof(buf));

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


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

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

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

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

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

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


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

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

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


static void UnInitializeGame()
{
	UnInitWindowSystem();

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

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

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

	free(_config_file);
}

static void LoadIntroGame()
{
	char filename[256];

	_game_mode = GM_MENU;

	/* Clear transparency options */
	_transparent_opt = 0;

	_opt_ptr = &_opt_newgame;
	ResetGRFConfig(false);

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

	/* Generate a world. */
	snprintf(filename, lengthof(filename), "%sopntitle.dat",  _paths.data_dir);
#if defined SECOND_DATA_DIR
	if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
		snprintf(filename, lengthof(filename), "%sopntitle.dat",  _paths.second_data_dir);
	}
#endif
	if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
		GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
		WaitTillGeneratedWorld();
	}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	/* enumerate language files */
	InitializeLanguagePacks();

	/* initialize screenshot formats */
	InitializeScreenshotFormats();

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

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

	/* start the AI */
	AI_Initialize();

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

	/* Initialize FreeType */
	InitFreeType();

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

	/* Initialize game palette */
	GfxInitPalettes();

	DEBUG(driver, 1, "Loading drivers...");
	LoadDriver(SOUND_DRIVER, _ini_sounddriver);
	LoadDriver(MUSIC_DRIVER, _ini_musicdriver);
	LoadDriver(VIDEO_DRIVER, _ini_videodriver); // load video last, to prevent an empty window while sound and music loads
	_savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;

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

	NetworkStartUp(); // initialize network-core

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

		rport = NETWORK_DEFAULT_DEBUGLOG_PORT;

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

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

	ScanNewGRFFiles();

	_opt_ptr = &_opt_newgame;
	ResetGRFConfig(false);

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

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

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

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

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

			rport = NETWORK_DEFAULT_PORT;
			_network_playas = PLAYER_NEW_COMPANY;

			ParseConnectionString(&player, &port, network_conn);

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

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

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

	_video_driver->main_loop();

	WaitTillSaved();
	IConsoleFree();

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

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

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

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

	/* stop the AI */
	AI_Uninitialize();

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

	return 0;
}

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


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

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

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

	_message = msg;
}


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

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

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

}

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

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

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

	SettingsDisableElrail(_patches.disable_elrails);

	MarkWholeScreenDirty();
}

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

	ResetGRFConfig(true);
	_house_mngr.ResetMapping();

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

static void MakeNewEditorWorldDone()
{
	SetLocalPlayer(OWNER_NONE);

	MarkWholeScreenDirty();
}

static void MakeNewEditorWorld()
{
	_game_mode = GM_EDITOR;

	ResetGRFConfig(true);

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

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

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

	/* invalid type */
	if (_file_to_saveload.mode == SL_INVALID) {
		DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
		ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
		_game_mode = GM_MENU;
		return;
	}

	/* Reinitialize windows */
	ResetWindowSystem();

	SetupColorsAndInitialWindow();

	ResetGRFConfig(true);

	/* Load game */
	if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode) != SL_OK) {
		LoadIntroGame();
		ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
	}

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

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

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

	MarkWholeScreenDirty();
}

bool SafeSaveOrLoad(const char *filename, int mode, int newgm)
{
	byte ogm = _game_mode;

	_game_mode = newgm;
	switch (SaveOrLoad(filename, mode)) {
		case SL_OK: return true;

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

		default:
			_game_mode = ogm;
			return false;
	}
}

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

		/* If we are a server, we restart the server */
		if (_is_network_server) {
			/* But not if we are going to the menu */
			if (new_mode != SM_MENU) {
				NetworkServerStart();
			} else {
				/* This client no longer wants to be a network-server */
				_is_network_server = false;
			}
		}
	}
#endif /* ENABLE_NETWORK */

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

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

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

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

		if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
			LoadIntroGame();
			ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
		} else {
			/* Update the local player for a loaded game. It is either always
			 * player #1 (eg 0) or in the case of a dedicated server a spectator */
			SetLocalPlayer(_network_dedicated ? PLAYER_SPECTATOR : PLAYER_FIRST);
			DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog)
#ifdef ENABLE_NETWORK
			if (_network_server) {
				snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
			}
#endif /* ENABLE_NETWORK */
		}
		break;
	}

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

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

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

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

			SetLocalPlayer(OWNER_NONE);
			_patches_newgame.starting_year = _cur_year;
		} else {
			ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
		}
		break;
	}

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

	case SM_SAVE: /* Save game */
		if (SaveOrLoad(_file_to_saveload.name, SL_SAVE) != SL_OK) {
			ShowErrorMessage(INVALID_STRING_ID, STR_4007_GAME_SAVE_FAILED, 0, 0);
		} else {
			DeleteWindowById(WC_SAVELOAD, 0);
		}
		break;

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

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


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

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

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

		AI_RunGameLoop();

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

static void DoAutosave()
{
	char buf[200];

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

	if (_patches.keep_all_autosave && _local_player != PLAYER_SPECTATOR) {
		const Player *p = GetPlayer(_local_player);
		char* s = buf;

		s += snprintf(buf, lengthof(buf), "%s%s", _paths.autosave_dir, PATHSEP);

		SetDParam(0, p->name_1);
		SetDParam(1, p->name_2);
		SetDParam(2, _date);
		s = GetString(s, STR_4004, lastof(buf));
		strecpy(s, ".sav", lastof(buf));
	} else { // generate a savegame name and number according to _patches.max_num_autosaves
		snprintf(buf, lengthof(buf), "%s%sautosave%d.sav", _paths.autosave_dir, PATHSEP, _autosave_ctr);

		_autosave_ctr++;
		if (_autosave_ctr >= _patches.max_num_autosaves) {
			/* we reached the limit for numbers of autosaves. We will start over */
			_autosave_ctr = 0;
		}
	}

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

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

		WP(w,vp_d).scrollpos_x += ScaleByZoom(x, w->viewport->zoom);
		WP(w,vp_d).scrollpos_y += ScaleByZoom(y, w->viewport->zoom);
	}
}

static const int8 scrollamt[16][2] = {
	{ 0,  0},
	{-2,  0}, ///<  1 : left
	{ 0, -2}, ///<  2 : up
	{-2, -1}, ///<  3 : left + up
	{ 2,  0}, ///<  4 : right
	{ 0,  0}, ///<  5 : left + right
	{ 2, -1}, ///<  6 : right + up
	{ 0, -2}, ///<  7 : left + right + up = up
	{ 0  ,2}, ///<  8 : down
	{-2  ,1}, ///<  9 : down+left
	{ 0,  0}, ///< 10 : impossible
	{-2,  0}, ///< 11 : left + up + down = left
	{ 2,  1}, ///< 12 : down+right
	{ 0,  2}, ///< 13 : left + right + down = down
	{ 0, -2}, ///< 14 : left + right + up = up
	{ 0,  0}, ///< 15 : impossible
};

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

void GameLoop()
{
	ThreadMsg message;

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

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

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

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

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

	IncreaseSpriteLRU();
	InteractiveRandom();

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

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

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

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

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

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

	InputLoop();

	MusicLoop();
}

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

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

static void ConvertTownOwner()
{
	TileIndex tile;

	for (tile = 0; tile != MapSize(); tile++) {
		switch (GetTileType(tile)) {
			case MP_STREET:
				if (IsLevelCrossing(tile) && GetCrossingRoadOwner(tile) & 0x80) {
					SetCrossingRoadOwner(tile, OWNER_TOWN);
				}
				/* FALLTHROUGH */

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

			default: break;
		}
	}
}

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

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

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

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

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

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

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

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

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

/* since savegame version 6.0 each sign has an "owner", signs without owner (from old games are set to 255) */
static void UpdateSignOwner()
{
	Sign *si;

	FOR_ALL_SIGNS(si) si->owner = OWNER_NONE;
}

extern void UpdateOldAircraft();


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

bool AfterLoadGame()
{
	TileIndex map_size = MapSize();
	Window *w;
	ViewPort *vp;
	Player *p;

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

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

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

	/* from version 6.1 of the savegame, signs have an "owner" */
	if (CheckSavegameVersionOldStyle(6, 1)) UpdateSignOwner();

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

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

	/* Check if all NewGRFs are present, we are very strict in MP mode */
	GRFListCompatibility gcf_res = IsGoodGRFConfigList();
	if (_networking && gcf_res != GLC_ALL_GOOD) 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; break;
		default: break;
	}

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

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

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

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

	/* reinit the landscape variables (landscape might have changed) */
	InitializeLandscapeVariables(true);

	/* Update all vehicles */
	AfterLoadVehicles();

	/* Update all waypoints */
	if (CheckSavegameVersion(12)) FixOldWaypoints();

	UpdateAllWaypointSigns();

	/* in version 2.2 of the savegame, we have new airports */
	if (CheckSavegameVersionOldStyle(2, 2)) UpdateOldAircraft();

	UpdateAllStationVirtCoord();

	/* Setup town coords */
	AfterLoadTown();
	UpdateAllSignVirtCoords();

	/* make sure there is a town in the game */
	if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, (uint)-1)) {
		_error_message = STR_NO_TOWN_IN_SCENARIO;
		return false;
	}

	/* Initialize windows */
	ResetWindowSystem();
	SetupColorsAndInitialWindow();

	w = FindWindowById(WC_MAIN_WINDOW, 0);

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

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

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

	/* the void tiles on the southern border used to belong to a wrong class (pre 4.3). */
	if (CheckSavegameVersionOldStyle(4, 3)) UpdateVoidTiles();

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

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

	for (TileIndex t = 0; t < map_size; t++) {
		switch (GetTileType(t)) {
			case MP_STATION: {
				Station *st = GetStationByTile(t);

				st->rect.BeforeAddTile(t, StationRect::ADD_FORCE);

				switch (GetStationType(t)) {
					case STATION_TRUCK:
					case STATION_BUS:
						if (CheckSavegameVersion(6)) {
							/* From this version on there can be multiple road stops of the
							 * same type per station. Convert the existing stops to the new
							 * internal data structure. */
							RoadStop *rs = new RoadStop(t);
							if (rs == NULL) error("Too many road stops in savegame");

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

					case STATION_OILRIG: {
						/* Very old savegames sometimes have phantom oil rigs, i.e.
						 * an oil rig which got shut down, but not completly removed from
						 * the map
						 */
						TileIndex t1 = TILE_ADDXY(t, 1, 0);
						if (IsTileType(t1, MP_INDUSTRY) &&
								GetIndustryGfx(t1) == GFX_OILRIG_3) {
							/* The internal encoding of oil rigs was changed twice.
							 * It was 3 (till 2.2) and later 5 (till 5.1).
							 * Setting it unconditionally does not hurt.
							 */
							GetStationByTile(t)->airport_type = AT_OILRIG;
						} else {
							DeleteOilRig(t);
						}
						break;
					}

					default: break;
				}
				break;
			}

			default: break;
		}
	}

	/* In version 6.1 we put the town index in the map-array. To do this, we need
	 *  to use m2 (16bit big), so we need to clean m2, and that is where this is
	 *  all about ;) */
	if (CheckSavegameVersionOldStyle(6, 1)) {
		for (TileIndex t = 0; t < map_size; t++) {
			switch (GetTileType(t)) {
				case MP_HOUSE:
					_m[t].m4 = _m[t].m2;
					SetTownIndex(t, CalcClosestTownFromTile(t, (uint)-1)->index);
					break;

				case MP_STREET:
					_m[t].m4 |= (_m[t].m2 << 4);
					if (IsTileOwner(t, OWNER_TOWN)) {
						SetTownIndex(t, CalcClosestTownFromTile(t, (uint)-1)->index);
					} else {
						SetTownIndex(t, 0);
					}
					break;

				default: break;
			}
		}
	}

	/* From version 9.0, we update the max passengers of a town (was sometimes negative
	 *  before that. */
	if (CheckSavegameVersion(9)) {
		Town *t;
		FOR_ALL_TOWNS(t) UpdateTownMaxPass(t);
	}

	/* From version 16.0, we included autorenew on engines, which are now saved, but
	 *  of course, we do need to initialize them for older savegames. */
	if (CheckSavegameVersion(16)) {
		FOR_ALL_PLAYERS(p) {
			p->engine_renew_list   = NULL;
			p->engine_renew        = false;
			p->engine_renew_months = -6;
			p->engine_renew_money  = 100000;
		}

		/* When loading a game, _local_player is not yet set to the correct value.
		 * However, in a dedicated server we are a spectator, so nothing needs to
		 * happen. In case we are not a dedicated server, the local player always
		 * becomes player 0, unless we are in the scenario editor where all the
		 * players are 'invalid'.
		 */
		if (!_network_dedicated && IsValidPlayer(PLAYER_FIRST)) {
			p = GetPlayer(PLAYER_FIRST);
			p->engine_renew        = _patches.autorenew;
			p->engine_renew_months = _patches.autorenew_months;
			p->engine_renew_money  = _patches.autorenew_money;
		}
	}

	if (CheckSavegameVersion(42)) {
		Vehicle* v;

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

					if (HASBIT(_m[t].m5, 5)) { // transport route under bridge?
						if (GB(_m[t].m5, 3, 2) == TRANSPORT_RAIL) {
							MakeRailNormal(
								t,
								GetTileOwner(t),
								axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
								GetRailType(t)
							);
						} else {
							TownID town = IsTileOwner(t, OWNER_TOWN) ? ClosestTownFromTile(t, (uint)-1)->index : 0;

							MakeRoadNormal(
								t,
								GetTileOwner(t),
								axis == AXIS_X ? ROAD_Y : ROAD_X,
								town
							);
						}
					} else {
						if (GB(_m[t].m5, 3, 2) == 0) {
							MakeClear(t, CLEAR_GRASS, 3);
						} else {
							MakeCanal(t, GetTileOwner(t));
						}
					}
					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 = GetBridgeRampDirection(v->tile);

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

	if (CheckSavegameVersion(48)) {
		for (TileIndex t = 0; t < map_size; t++) {
			switch (GetTileType(t)) {
				case MP_RAILWAY:
					if (IsPlainRailTile(t)) {
						/* Swap ground type and signal type for plain rail tiles, so the
						 * ground type uses the same bits as for depots and waypoints. */
						uint tmp = GB(_m[t].m4, 0, 4);
						SB(_m[t].m4, 0, 4, GB(_m[t].m2, 0, 4));
						SB(_m[t].m2, 0, 4, tmp);
					} else if (HASBIT(_m[t].m5, 2)) {
						/* Split waypoint and depot rail type and remove the subtype. */
						CLRBIT(_m[t].m5, 2);
						CLRBIT(_m[t].m5, 6);
					}
					break;

				case MP_STREET:
					/* 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;
			}
		}
	}

	/* Elrails got added in rev 24 */
	if (CheckSavegameVersion(24)) {
		Vehicle *v;
		RailType min_rail = RAILTYPE_ELECTRIC;

		FOR_ALL_VEHICLES(v) {
			if (v->type == VEH_TRAIN) {
				RailType rt = RailVehInfo(v->engine_type)->railtype;

				v->u.rail.railtype = rt;
				if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
			}
		}

		/* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
		for (TileIndex t = 0; t < map_size; t++) {
			switch (GetTileType(t)) {
				case MP_RAILWAY:
					SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
					break;

				case MP_STREET:
					if (IsLevelCrossing(t)) {
						SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
					}
					break;

				case MP_STATION:
					if (IsRailwayStation(t)) {
						SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
					}
					break;

				case MP_TUNNELBRIDGE:
					if (IsTunnel(t)) {
						if (GetTunnelTransportType(t) == TRANSPORT_RAIL) {
							SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
						}
					} else {
						if (GetBridgeTransportType(t) == TRANSPORT_RAIL) {
							SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
						}
					}
					break;

				default:
					break;
			}
		}

		FOR_ALL_VEHICLES(v) {
			if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged(v);
		}

	}

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

	/* In version 17, ground type is moved from m2 to m4 for depots and
	 * waypoints to make way for storing the index in m2. The custom graphics
	 * id which was stored in m4 is now saved as a grf/id reference in the
	 * waypoint struct. */
	if (CheckSavegameVersion(17)) {
		Waypoint *wp;

		FOR_ALL_WAYPOINTS(wp) {
			if (wp->deleted == 0) {
				const StationSpec *statspec = NULL;

				if (HASBIT(_m[wp->xy].m3, 4))
					statspec = GetCustomStationSpec(STAT_CLASS_WAYP, _m[wp->xy].m4 + 1);

				if (statspec != NULL) {
					wp->stat_id = _m[wp->xy].m4 + 1;
					wp->grfid = statspec->grffile->grfid;
					wp->localidx = statspec->localidx;
				} else {
					/* No custom graphics set, so set to default. */
					wp->stat_id = 0;
					wp->grfid = 0;
					wp->localidx = 0;
				}

				/* Move ground type bits from m2 to m4. */
				_m[wp->xy].m4 = GB(_m[wp->xy].m2, 0, 4);
				/* Store waypoint index in the tile. */
				_m[wp->xy].m2 = wp->index;
			}
		}
	} else {
		/* As of version 17, we recalculate the custom graphic ID of waypoints
		 * from the GRF ID / station index. */
		AfterLoadWaypoints();
	}

	/* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making
	 *  room for PBS. Now in version 21 move it back :P. */
	if (CheckSavegameVersion(21) && !CheckSavegameVersion(15)) {
		for (TileIndex t = 0; t < map_size; t++) {
			switch (GetTileType(t)) {
				case MP_RAILWAY:
					if (HasSignals(t)) {
						/* convert PBS signals to combo-signals */
						if (HASBIT(_m[t].m2, 2)) SetSignalType(t, SIGTYPE_COMBO);

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

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

				case MP_STREET: /* Clear PBS reservation on crossing */
					if (IsLevelCrossing(t)) CLRBIT(_m[t].m5, 0);
					break;

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

				default: break;
			}
		}
	}

	if (CheckSavegameVersion(22))  UpdatePatches();

	if (CheckSavegameVersion(25)) {
		Vehicle *v;
		FOR_ALL_VEHICLES(v) {
			if (v->type == VEH_ROAD) {
				v->vehstatus &= ~0x40;
				v->u.road.slot = NULL;
				v->u.road.slot_age = 0;
			}
		}
	} else {
		Vehicle *v;
		FOR_ALL_VEHICLES(v) {
			if (v->type == VEH_ROAD && v->u.road.slot != NULL) v->u.road.slot->num_vehicles++;
		}
	}

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

	YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);

	if (CheckSavegameVersion(34)) FOR_ALL_PLAYERS(p) ResetPlayerLivery(p);

	FOR_ALL_PLAYERS(p) p->avail_railtypes = GetPlayerRailtypes(p->index);

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

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

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

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

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

		_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
		_cur_year += ORIGINAL_BASE_YEAR;

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

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

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

		for (TileIndex t = 0; t < map_size; t++) {
			if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) {
				MakeClear(t, CLEAR_GRASS, 3);
			}
		}

		FOR_ALL_INDUSTRIES(i) {
			uint j;

			if (i->type == IT_FARM || i->type == IT_FARM_2) {
				for (j = 0; j != 50; j++) PlantRandomFarmField(i);
			}
		}
	}

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

		FOR_ALL_ORDERS(order) {
			order->refit_cargo   = CT_NO_REFIT;
			order->refit_subtype = CT_NO_REFIT;
		}

		FOR_ALL_VEHICLES(v) {
			v->current_order.refit_cargo   = CT_NO_REFIT;
			v->current_order.refit_subtype = CT_NO_REFIT;
		}
	}

	if (CheckSavegameVersion(37)) {
		ConvertNameArray();
	}

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

	/* 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++) {
			_me[t].m7 = 0;

			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);
				}
			}
		}
	}

	/* Count the buildings after updating the map array. */
	AfterLoadCountBuildings();

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

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

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

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

	if (CheckSavegameVersion(44)) {
		Vehicle *v;
		/* If we remove a station while cargo from it is still enroute, payment calculation will assume
		 * 0, 0 to be the origin of the cargo, resulting in very high payments usually. v->cargo_source_xy
		 * stores the coordinates, preserving them even if the station is removed. However, if a game is loaded
		 * where this situation exists, the cargo-source information is lost. in this case, we set the origin
		 * to the current tile of the vehicle to prevent excessive profits
		 */
		FOR_ALL_VEHICLES(v) {
			v->cargo_source_xy = IsValidStationID(v->cargo_source) ? GetStation(v->cargo_source)->xy : v->tile;
		}

		/* Store position of the station where the goods come from, so there
		 * are no very high payments when stations get removed. However, if the
		 * station where the goods came from is already removed, the source
		 * information is lost. In that case we set it to the position of this
		 * station */
		Station *st;
		FOR_ALL_STATIONS(st) {
			for (CargoID c = 0; c < NUM_CARGO; c++) {
				GoodsEntry *ge = &st->goods[c];

				/* In old versions, enroute_from used 0xFF as INVALID_STATION */
				if (CheckSavegameVersion(7) && ge->enroute_from == 0xFF) {
					ge->enroute_from = INVALID_STATION;
				}

				ge->enroute_from_xy = IsValidStationID(ge->enroute_from) ? GetStation(ge->enroute_from)->xy : st->xy;
			}
		}
	}

	if (CheckSavegameVersion(45)) {
		Vehicle *v;
		/* Originally just the fact that some cargo had been paid for was
		 * stored to stop people cheating and cashing in several times. This
		 * wasn't enough though as it was cleared when the vehicle started
		 * loading again, even if it didn't actually load anything, so now the
		 * amount of cargo that has been paid for is stored. */
		FOR_ALL_VEHICLES(v) {
			if (HASBIT(v->vehicle_flags, 2)) {
				v->cargo_paid_for = v->cargo_count;
				CLRBIT(v->vehicle_flags, 2);
			} else {
				v->cargo_paid_for = 0;
			}
		}
	}

	/* Buoys do now store the owner of the previous water tile, which can never
	 * be OWNER_NONE. So replace OWNER_NONE with OWNER_WATER. */
	if (CheckSavegameVersion(46)) {
		Station *st;
		FOR_ALL_STATIONS(st) {
			if (st->IsBuoy() && IsTileOwner(st->xy, OWNER_NONE)) SetTileOwner(st->xy, OWNER_WATER);
		}
	}

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

	if (CheckSavegameVersion(49)) FOR_ALL_PLAYERS(p) p->face = ConvertFromOldPlayerFace(p->face);

	if (CheckSavegameVersion(52)) {
		for (TileIndex t = 0; t < map_size; t++) {
			if (IsStatueTile(t)) {
				_m[t].m2 = CalcClosestTownFromTile(t, (uint)-1)->index;
			}
		}
	}

	/* A patch option containing the proportion of towns that grow twice as
	 * fast was added in version 54. From version 56 this is now saved in the
	 * town as cities can be built specifically in the scenario editor. */
	if (CheckSavegameVersion(56)) {
		Town *t;

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

	if (CheckSavegameVersion(57)) {
		Vehicle *v;
		/* Added a FIFO queue of vehicles loading at stations */
		FOR_ALL_VEHICLES(v) {
			if ((v->type != VEH_TRAIN || IsFrontEngine(v)) &&  // for all locs
					!(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
					v->current_order.type == OT_LOADING) {         // loading
				GetStation(v->last_station_visited)->loading_vehicles.push_back(v);

				/* The loading finished flag is *only* set when actually completely
				 * finished. Because the vehicle is loading, it is not finished. */
				CLRBIT(v->vehicle_flags, VF_LOADING_FINISHED);
			}
		}
	}

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

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

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

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

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


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

HalMusicDriver *_music_driver;
HalSoundDriver *_sound_driver;
HalVideoDriver *_video_driver;