diff --git a/src/industry.h b/src/industry.h index df29a71890..ff5e563b00 100644 --- a/src/industry.h +++ b/src/industry.h @@ -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 }; diff --git a/src/newgrf.cpp b/src/newgrf.cpp index cc44682d01..8d50fef128 100644 --- a/src/newgrf.cpp +++ b/src/newgrf.cpp @@ -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; } diff --git a/src/table/build_industry.h b/src/table/build_industry.h index 6c1072b54d..d9acb65eef 100644 --- a/src/table/build_industry.h +++ b/src/table/build_industry.h @@ -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