server/src/eressea.c
2017-10-13 19:34:39 +02:00

93 lines
1.9 KiB
C
Executable file

#include <platform.h>
#include "settings.h"
#include "eressea.h"
#include "calendar.h"
#include "chaos.h"
#include "items.h"
#include "creport.h"
#include "report.h"
#include "names.h"
#include "orderdb.h"
#include "reports.h"
#include "spells.h"
#include "vortex.h"
#include "wormhole.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>
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 benötigt
* wird (temporäre Hilsstrukturen) */
free_game();
creport_cleanup();
#ifdef REPORT_FORMAT_NR
report_cleanup();
#endif
#endif
calendar_cleanup();
free_functions();
free_config();
free_special_directions();
free_locales();
kernel_done();
orderdb_close();
}
void game_init(void)
{
orderdb_open();
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();
}