src/openttd.cpp
branchcustombridgeheads
changeset 5649 55c8267c933f
parent 5648 1608018c5ff2
child 5650 aefc131bf5ce
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/openttd.cpp	Thu Jan 11 13:41:16 2007 +0000
@@ -0,0 +1,1734 @@
+/* $Id$ */
+
+#include "stdafx.h"
+#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"
+
+#define VARDEF
+#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 "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 "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_config.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 <stdarg.h>
+
+void CallLandscapeTick(void);
+void IncreaseDate(void);
+void DoPaletteAnimations(void);
+void MusicLoop(void);
+void ResetMusic(void);
+void InitializeStations(void);
+void DeleteAllPlayerStations(void);
+
+extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
+extern void 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 = malloc(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;
+}
+
+static void showhelp(void)
+{
+	extern const char _openttd_revision[];
+	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)\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"
+		"  -n [ip:port#player] = Start networkgame\n"
+		"  -D [ip][:port]      = Start dedicated server\n"
+#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
+		"  -f                  = Fork into the background (dedicated only)\n"
+#endif
+		"  -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(buf);
+}
+
+
+typedef struct {
+	char *opt;
+	int numleft;
+	char **argv;
+	const char *options;
+	char *cont;
+} MyGetOptData;
+
+static void MyGetOptInit(MyGetOptData *md, int argc, char **argv, const char *options)
+{
+	md->cont = NULL;
+	md->numleft = argc;
+	md->argv = argv;
+	md->options = options;
+}
+
+static int MyGetOpt(MyGetOptData *md)
+{
+	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 = 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)
+{
+	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(void)
+{
+	/* Dynamic stuff needs to be initialized somewhere... */
+	_town_sort     = NULL;
+	_industry_sort = NULL;
+}
+
+static void UnInitializeDynamicVariables(void)
+{
+	/* Dynamic stuff needs to be free'd somewhere... */
+	CleanPool(&_Town_pool);
+	CleanPool(&_Industry_pool);
+	CleanPool(&_Station_pool);
+	CleanPool(&_Vehicle_pool);
+	CleanPool(&_Sign_pool);
+	CleanPool(&_Order_pool);
+
+	free((void*)_town_sort);
+	free((void*)_industry_sort);
+}
+
+static void UnInitializeGame(void)
+{
+	UnInitWindowSystem();
+
+	free(_config_file);
+}
+
+static void LoadIntroGame(void)
+{
+	char filename[256];
+
+	_game_mode = GM_MENU;
+	CLRBITS(_display_opt, DO_TRANS_BUILDINGS); // don't make buildings transparent in intro
+	_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 = 0;
+	SetLocalPlayer(0);
+	/* 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(void);
+#endif
+
+int ttd_main(int argc, char *argv[])
+{
+	MyGetOptData mgo;
+	int i;
+	const char *optformat;
+	char musicdriver[16], sounddriver[16], videodriver[16];
+	int resolution[2] = {0,0};
+	Year startyear = INVALID_YEAR;
+	uint generation_seed = GENERATE_NEW_SEED;
+	bool dedicated = false;
+	bool network   = false;
+	bool save_config = true;
+	char *network_conn = NULL;
+	char *dedicated_host = NULL;
+	uint16 dedicated_port = 0;
+
+	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:x"
+#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
+		"f"
+#endif
+	;
+
+	MyGetOptInit(&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;
+		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 (*mgo.opt != '\0') 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 '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;
+			}
+			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();
+	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 (musicdriver[0]) ttd_strlcpy(_ini_musicdriver, musicdriver, sizeof(_ini_musicdriver));
+	if (sounddriver[0]) ttd_strlcpy(_ini_sounddriver, sounddriver, sizeof(_ini_sounddriver));
+	if (videodriver[0]) ttd_strlcpy(_ini_videodriver, videodriver, sizeof(_ini_videodriver));
+	if (resolution[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 (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;
+
+	// 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
+
+	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 = 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();
+	}
+
+	// uninitialize airport state machines
+	UnInitializeAirports();
+
+	/* uninitialize variables that are allocated dynamic */
+	UnInitializeDynamicVariables();
+
+	/* stop the AI */
+	AI_Uninitialize();
+
+	/* Close all and any open filehandles */
+	FioCloseAll();
+	UnInitializeGame();
+
+	return 0;
+}
+
+void HandleExitGameRequest(void)
+{
+	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(void) {_message = MSG_OTTD_NO_MESSAGE;}
+static inline ThreadMsg OTTD_PollThreadEvent(void) {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(void)
+{
+	/* In a dedicated server, the server does not play */
+	if (_network_dedicated) {
+		SetLocalPlayer(PLAYER_SPECTATOR);
+		return;
+	}
+
+	/* Create a single player */
+	DoStartupNewPlayer(false);
+
+	SetLocalPlayer(0);
+	_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);
+
+	GenerateWorldSetCallback(&MakeNewGameDone);
+	GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _patches.map_x, 1 << _patches.map_y);
+}
+
+static void MakeNewEditorWorldDone(void)
+{
+	SetLocalPlayer(OWNER_NONE);
+
+	MarkWholeScreenDirty();
+}
+
+static void MakeNewEditorWorld(void)
+{
+	_game_mode = GM_EDITOR;
+
+	ResetGRFConfig(true);
+
+	GenerateWorldSetCallback(&MakeNewEditorWorldDone);
+	GenerateWorld(GW_EMPTY, 1 << _patches.map_x, 1 << _patches.map_y);
+}
+
+void StartupPlayers(void);
+void StartupDisasters(void);
+extern void StartupEconomy(void);
+
+/**
+ * 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(void)
+{
+	_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(0);
+	_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();
+				NetworkUDPStop();
+			} else {
+				NetworkDisconnect();
+				NetworkUDPStop();
+			}
+		}
+
+		// 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 : 0);
+			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)) {
+			Player *p;
+
+			_opt_ptr = &_opt;
+
+			SetLocalPlayer(OWNER_NONE);
+			_generating_world = true;
+			/* Delete all players */
+			FOR_ALL_PLAYERS(p) {
+				if (p->is_active) {
+					ChangeOwnershipOfPlayerItems(p->index, PLAYER_SPECTATOR);
+					p->is_active = false;
+				}
+			}
+			_generating_world = false;
+			_patches_newgame.starting_year = _cur_year;
+			// delete all stations owned by a player
+			DeleteAllPlayerStations();
+		} 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(void)
+{
+	// dont execute the state loop during pause
+	if (_pause) 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(void)
+{
+	char buf[200];
+
+	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 += x << w->viewport->zoom;
+		WP(w,vp_d).scrollpos_y += 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(void)
+{
+	if (_dirkeys && !_no_scroll) {
+		int factor = _shift_pressed ? 50 : 10;
+		ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor);
+	}
+}
+
+void GameLoop(void)
+{
+	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 && _display_opt & DO_FULL_ANIMATION) DoPaletteAnimations();
+
+	if (!_pause || _cheats.build_in_pause.value) MoveAllTextEffects();
+
+	InputLoop();
+
+	MusicLoop();
+}
+
+void BeforeSaveGame(void)
+{
+	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(void)
+{
+	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_TUNNEL: case MP_STREET_BRIDGE:
+				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(void)
+{
+	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(void)
+{
+	Town *t;
+
+	FOR_ALL_TOWNS(t) {
+		t->exclusivity = (byte)-1;
+	}
+
+	/* 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(void)
+{
+	_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(void)
+{
+	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(void)
+{
+	Sign *si;
+
+	FOR_ALL_SIGNS(si) si->owner = OWNER_NONE;
+}
+
+extern void UpdateOldAircraft( void );
+extern void UpdateOilRig( void );
+
+
+static inline RailType UpdateRailType(RailType rt, RailType min)
+{
+	return rt >= min ? (RailType)(rt + 1): rt;
+}
+
+bool AfterLoadGame(void)
+{
+	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)) {
+		TileIndex tile = TileXY(0, 0);
+		uint w = MapSizeX();
+		uint h = MapSizeY();
+
+		BEGIN_TILE_LOOP(tile_cur, w, h, tile)
+			if (IsTileType(tile_cur, MP_WATER) && GetTileOwner(tile_cur) >= MAX_PLAYERS)
+				SetTileOwner(tile_cur, OWNER_WATER);
+		END_TILE_LOOP(tile_cur, w, h, tile)
+	}
+
+	// convert road side to my format.
+	if (_opt.road_side) _opt.road_side = 1;
+
+	/* Check all NewGRFs are present */
+	if (!IsGoodGRFConfigList()) return false;
+
+	/* 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 = vp->width << vp->zoom;
+	vp->virtual_height = 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 network_servers!
+	if (!_players[0].is_active && (!_networking || (_networking && _network_server)))
+		DoStartupNewPlayer(false);
+
+	DoZoomInOutWindow(ZOOM_NONE, w); // update button status
+	MarkWholeScreenDirty();
+
+	// In 5.1, Oilrigs have been moved (again)
+	if (CheckSavegameVersionOldStyle(5, 1)) UpdateOilRig();
+
+	/* 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)) {
+		BEGIN_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0) {
+			switch (GetTileType(tile)) {
+				case MP_HOUSE:
+					_m[tile].m4 = _m[tile].m2;
+					SetTownIndex(tile, CalcClosestTownFromTile(tile, (uint)-1)->index);
+					break;
+
+				case MP_STREET:
+					_m[tile].m4 |= (_m[tile].m2 << 4);
+					if (IsTileOwner(tile, OWNER_TOWN)) {
+						SetTownIndex(tile, CalcClosestTownFromTile(tile, (uint)-1)->index);
+					} else {
+						SetTownIndex(tile, 0);
+					}
+					break;
+
+				default: break;
+			}
+		} END_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0);
+	}
+
+	/* 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(0)) {
+			p = GetPlayer(0);
+			p->engine_renew        = _patches.autorenew;
+			p->engine_renew_months = _patches.autorenew_months;
+			p->engine_renew_money  = _patches.autorenew_money;
+		}
+	}
+
+	if (CheckSavegameVersion(42)) {
+		TileIndex map_end = MapSize();
+		TileIndex tile;
+
+		for (tile = 0; tile != map_end; tile++) {
+			if (MayHaveBridgeAbove(tile)) ClearBridgeMiddle(tile);
+			if (IsTileType(tile, MP_TUNNEL) && HASBIT(_m[tile].m5, 7)) {
+				if (HASBIT(_m[tile].m5, 6)) { // middle part
+					Axis axis = (Axis)GB(_m[tile].m5, 0, 1);
+
+					if (HASBIT(_m[tile].m5, 5)) { // transport route under bridge?
+						if (GB(_m[tile].m5, 3, 2) == TRANSPORT_RAIL) {
+							MakeRailNormal(
+								tile,
+								GetTileOwner(tile),
+								axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
+								GetRailType(tile)
+							);
+						} else {
+							TownID town = IsTileOwner(tile, OWNER_TOWN) ? ClosestTownFromTile(tile, (uint)-1)->index : 0;
+
+							MakeRoadNormal(
+								tile,
+								GetTileOwner(tile),
+								axis == AXIS_X ? ROAD_Y : ROAD_X,
+								town
+							);
+						}
+					} else {
+						if (GB(_m[tile].m5, 3, 2) == 0) {
+							MakeClear(tile, CLEAR_GRASS, 3);
+						} else {
+							MakeCanal(tile, GetTileOwner(tile));
+						}
+					}
+					SetBridgeMiddle(tile, axis);
+				} else { // ramp
+					Axis axis = (Axis)GB(_m[tile].m5, 0, 1);
+					uint north_south = GB(_m[tile].m5, 5, 1);
+					DiagDirection dir = ReverseDiagDir(XYNSToDiagDir(axis, north_south));
+					TransportType type = (TransportType)GB(_m[tile].m5, 1, 2);
+
+					_m[tile].m5 = 1 << 7 | type << 2 | dir;
+				}
+			}
+		}
+	}
+
+	/* Divide MP_TUNNELBRIDGE into more tile types */
+	if (CheckSavegameVersion(43)) {
+		TileIndex tile;
+
+		for (tile = 0; tile != MapSize(); tile++) {
+			if (IsTileType(tile, MP_TUNNEL)) {
+				if (HASBIT(_m[tile].m5, 7)) { /* Bridge */
+					DiagDirection dd = GB(_m[tile].m5, 0, 2);
+					SB(_m[tile].m5, 0, 2, 0);
+					if (GB(_m[tile].m5, 2, 2) == 0) { /* Railway Bridge */
+						SetTileType(tile, MP_RAILWAY_BRIDGE);
+						if (dd == DIAGDIR_NE || dd == DIAGDIR_SW) {
+							SETBIT(_m[tile].m5, 0);
+						} else {
+							SETBIT(_m[tile].m5, 1);
+						}
+					} else {
+						SetTileType(tile, MP_STREET_BRIDGE);
+					}
+					CLRBIT(_m[tile].m5, 7);
+					SB(_m[tile].m5, 2, 2, 0);
+					SB(_m[tile].m4, 5, 2, dd);
+					/* Move the bridge type around */
+					SB(_m[tile].m2, 12, 4, GB(_m[tile].m2, 4, 4));
+					SB(_m[tile].m2, 4, 4, 0);
+				} else { /* Tunnel */
+					SetTileType(tile, MP_TUNNEL);
+				}
+			}
+		}
+	}
+
+	if (CheckSavegameVersion(42)) {
+		Vehicle* v;
+		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 = 0x40;
+			} else {
+				v->u.road.state = 0xFF;
+			}
+		}
+	}
+
+	/* Elrails got added in rev 24 */
+	if (CheckSavegameVersion(24)) {
+		Vehicle *v;
+		uint i;
+		TileIndex t;
+		RailType min_rail = RAILTYPE_ELECTRIC;
+
+		for (i = 0; i < lengthof(_engines); i++) {
+			Engine *e = GetEngine(i);
+			if (e->type == VEH_Train &&
+					(e->railtype != RAILTYPE_RAIL || RailVehInfo(i)->engclass == 2)) {
+				e->railtype++;
+			}
+		}
+
+		FOR_ALL_VEHICLES(v) {
+			if (v->type == VEH_Train) {
+				RailType rt = GetEngine(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 (t = 0; t < MapSize(); t++) {
+			switch (GetTileType(t)) {
+				case MP_RAILWAY:
+					SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
+					break;
+
+				case MP_STREET:
+					if (IsLevelCrossing(t)) {
+						SetRailTypeCrossing(t, UpdateRailType(GetRailTypeCrossing(t), min_rail));
+					}
+					break;
+
+				case MP_STATION:
+					if (IsRailwayStation(t)) {
+						SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
+					}
+					break;
+
+				case MP_TUNNEL:
+					if (GetTunnelTransportType(t) == TRANSPORT_RAIL) SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
+					break;
+
+				case MP_RAILWAY_BRIDGE:
+					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->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)) {
+		BEGIN_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0) {
+			if (IsTileType(tile, MP_RAILWAY)) {
+				if (HasSignals(tile)) {
+					// convert PBS signals to combo-signals
+					if (HASBIT(_m[tile].m4, 2)) SetSignalType(tile, SIGTYPE_COMBO);
+
+					// move the signal variant back
+					SetSignalVariant(tile, HASBIT(_m[tile].m4, 3) ? SIG_SEMAPHORE : SIG_ELECTRIC);
+					CLRBIT(_m[tile].m4, 3);
+				}
+
+				// Clear PBS reservation on track
+				if (!IsTileDepotType(tile, TRANSPORT_RAIL)) {
+					SB(_m[tile].m4, 4, 4, 0);
+				} else {
+					CLRBIT(_m[tile].m3, 6);
+				}
+			}
+
+			// Clear PBS reservation on crossing
+			if (IsTileType(tile, MP_STREET) && IsLevelCrossing(tile))
+				CLRBIT(_m[tile].m5, 0);
+
+			// Clear PBS reservation on station
+			if (IsTileType(tile, MP_STATION))
+				CLRBIT(_m[tile].m3, 6);
+		} END_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0);
+	}
+
+	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;
+			}
+		}
+	}
+
+	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];
+		int i;
+		const Vehicle *v;
+
+		for (i = 0; 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;
+
+		BEGIN_TILE_LOOP(tile_cur, MapSizeX(), MapSizeY(), 0) {
+			if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS)) {
+				MakeClear(tile_cur, CLEAR_GRASS, 3);
+			}
+		} END_TILE_LOOP(tile_cur, MapSizeX(), MapSizeY(), 0)
+
+		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; // enable elrails
+		/* do the same as when elrails were enabled/disabled manually just now */
+		SettingsDisableElrail(_patches.disable_elrails);
+	}
+
+	if (CheckSavegameVersion(43)) {
+		BEGIN_TILE_LOOP(tile_cur, MapSizeX(), MapSizeY(), 0) {
+			if (IsTileType(tile_cur, MP_INDUSTRY)) {
+				switch (GetIndustryGfx(tile_cur)) {
+					case GFX_POWERPLANT_SPARKS:
+						SetIndustryAnimationState(tile_cur, GB(_m[tile_cur].m1, 2, 5));
+						break;
+
+					case GFX_OILWELL_ANIMATED_1:
+					case GFX_OILWELL_ANIMATED_2:
+					case GFX_OILWELL_ANIMATED_3:
+						SetIndustryAnimationState(tile_cur, GB(_m[tile_cur].m1, 0, 2));
+						break;
+
+					case GFX_COAL_MINE_TOWER_ANIMATED:
+					case GFX_COPPER_MINE_TOWER_ANIMATED:
+					case GFX_GOLD_MINE_TOWER_ANIMATED:
+						 SetIndustryAnimationState(tile_cur, _m[tile_cur].m1);
+						 break;
+
+					default: /* No animation states to change */
+						break;
+				}
+			}
+		} END_TILE_LOOP(tile_cur, MapSizeX(), MapSizeY(), 0)
+	}
+
+	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(void)
+{
+	/* reload grf data */
+	GfxLoadSprites();
+	LoadStringWidthTable();
+	/* reload vehicles */
+	ResetVehiclePosHash();
+	AfterLoadVehicles();
+	/* update station and waypoint graphics */
+	AfterLoadWaypoints();
+	AfterLoadStations();
+	/* redraw the whole screen */
+	MarkWholeScreenDirty();
+}