(svn r10001) -Codechange: Add support for removing dynamically allocated newgrf data

This commit is contained in:
belugas 2007-05-31 15:40:36 +00:00
parent 294a154bf7
commit 78151810d7
3 changed files with 25 additions and 1 deletions

View File

@ -22,6 +22,11 @@ enum {
INVALID_INDUSTRYTILE = NUM_INDUSTRYTILES, ///< one above amount is considered invalid
};
enum {
CLEAN_RANDOMSOUNDS, ///< Free the dynamically allocated sounds table
CLEAN_TILELSAYOUT, ///< Free the dynamically allocated tile layout structure
};
enum IndustryLifeType {
INDUSTRYLIFE_NOT_CLOSABLE, ///< Industry can never close
INDUSTRYLIFE_PRODUCTION, ///< Industry can close and change of production
@ -135,6 +140,7 @@ struct IndustrySpec {
const uint8 *random_sounds; ///< array of random sounds.
/* Newgrf data */
uint16 callback_flags; ///< Flags telling which grf callback is set
uint8 cleanup_flag; ///< flags indicating which data should be freed upon cleaning up
bool enabled; ///< entity still avaible (by default true).newgrf can disable it, though
struct GRFFileProps grf_prop; ///< properties related the the grf file
};

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@ -4326,6 +4326,24 @@ static void ResetCustomIndustries()
IndustrySpec *ind = file->industryspec[i];
if (ind != NULL) {
/* We need to remove the sounds array */
if (HASBIT(ind->cleanup_flag, CLEAN_RANDOMSOUNDS)) {
free((void*)ind->random_sounds);
}
/* We need to remove the tiles layouts */
if (HASBIT(ind->cleanup_flag, CLEAN_TILELSAYOUT) && ind->table != NULL) {
for (int j = 0; j < ind->num_table; j++) {
/* remove the individual layouts */
if (ind->table[j] != NULL) {
free((IndustryTileTable*)ind->table[j]);
}
}
/* remove the layouts pointers */
free((IndustryTileTable**)ind->table);
ind->table = NULL;
}
free(ind);
ind = NULL;
}

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@ -1135,7 +1135,7 @@ static const uint8 _plastic_mine_sounds[] = { SND_33_PLASTIC_MINE };
c1, c2, c3, proc, p1, r1, p2, r2, m, a1, im1, a2, im2, a3, im3, pr, clim, bev, in, intx, s1, s2, s3) \
{tbl, lengthof(tbl), d, {c1, c2, c3}, proc, {p1, p2}, {r1, r2}, m, \
{a1, a2, a3}, {{im1, 0}, {im2, 0}, {im3, 0}}, pr, clim, bev, col, in, intx, s1, s2, s3, {ai1, ai2, ai3, ai4}, {ag1, ag2, ag3, ag4}, \
sndc, snd, 0, true, {0, 0, NULL, NULL, INVALID_INDUSTRYTYPE}}
sndc, snd, 0, 0, true, {0, 0, NULL, NULL, INVALID_INDUSTRYTYPE}}
/* Format:
tile table count and sounds table
cost multiplier appear chances(4ingame, 4random) map colour