#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 #include <triggers/triggers.h> #include <util/language.h> #include <util/functions.h> #include <kernel/building.h> #include <kernel/curse.h> #include <kernel/equipment.h> #include <kernel/item.h> #include <kernel/xmlreader.h> #include <modules/gmcmd.h> #include <modules/xmas.h> #include <items/xerewards.h> #include <items/weapons.h> #include <attributes/attributes.h> #include <util/message.h> #include <races/races.h> #include "calendar.h" #include "chaos.h" #include "items.h" #include "creport.h" #include "report.h" #include "names.h" #include "reports.h" #include "spells.h" #include "wormhole.h" void game_done(void) { #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�tigt * wird (tempor�re Hilsstrukturen) */ free_game(); creport_cleanup(); #ifdef REPORT_FORMAT_NR report_cleanup(); #endif #endif calendar_cleanup(); free_functions(); free_config(); free_locales(); kernel_done(); } void game_init(void) { kernel_init(); register_triggers(); register_xmas(); register_nr(); register_cr(); register_races(); register_spells(); register_names(); register_resources(); register_itemfunctions(); #if MUSEUM_MODULE register_museum(); #endif wormholes_register(); register_weapons(); register_xerewards(); #ifdef USE_LIBXML2 register_xmlreader(); #endif register_attributes(); register_gmcmd(); chaos_register(); }