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