server/src/eressea.c

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#include <platform.h>
#include "settings.h"
#include "eressea.h"
#include <kernel/config.h>
#include <util/log.h>
#if MUSEUM_MODULE
#include <modules/museum.h>
#endif
#if ARENA_MODULE
#include <modules/arena.h>
#endif
#include <triggers/triggers.h>
#include <util/language.h>
#include <util/functions.h>
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#include <kernel/building.h>
#include <kernel/curse.h>
#include <kernel/equipment.h>
#include <kernel/item.h>
#include <kernel/xmlreader.h>
#include <modules/gmcmd.h>
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#include <modules/xmas.h>
#include <items/itemtypes.h>
#include <attributes/attributes.h>
#include <util/message.h>
#include <races/races.h>
#include "calendar.h"
#include "chaos.h"
#include "items.h"
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#include "creport.h"
#include "report.h"
#include "names.h"
#include "reports.h"
#include "spells.h"
#include "wormhole.h"
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void game_done(void)
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{
#ifdef CLEANUP_CODE
/* Diese Routine enfernt allen allokierten Speicher wieder. Das ist nur
* zum Debugging interessant, wenn man Leak Detection hat, und nach
* nicht freigegebenem Speicher sucht, der nicht bis zum Ende ben<EFBFBD>tigt
* wird (tempor<EFBFBD>re Hilsstrukturen) */
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free_game();
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creport_cleanup();
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#ifdef REPORT_FORMAT_NR
report_cleanup();
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#endif
#endif
calendar_cleanup();
free_functions();
free_config();
free_locales();
kernel_done();
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}
void game_init(void)
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{
kernel_init();
register_triggers();
register_xmas();
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register_nr();
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register_cr();
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register_races();
register_spells();
register_names();
register_resources();
register_buildings();
register_itemfunctions();
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#if MUSEUM_MODULE
register_museum();
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#endif
#if ARENA_MODULE
register_arena();
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#endif
wormholes_register();
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register_itemtypes();
#ifdef USE_LIBXML2
register_xmlreader();
#endif
register_attributes();
register_gmcmd();
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chaos_register();
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}