/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
#include
/*
* All this glue is currently needed to connect the game with the
* server. I'll try to make the library more able to "stand on it's
* own legs" later; not done in 5 minutes to separate two parts of
* the code which were connected, well, can you say "spagetti"?
*
* Glue has been cleaned, so this file is almost empty now :)
* Ryo 2005-07-15
*/
static const char *const fatalmsgs[80] = {
"Failed to allocate memory",
"Failed repeatedly to load maps",
"Hashtable for archetypes is too small",
"Too many errors"
};
/*
* fatal() is meant to be called whenever a fatal signal is intercepted.
* It will call the emergency_save and the clean_tmp_files functions.
*/
void
fatal (int err)
{
LOG (llevError, "Fatal: %s\n", fatalmsgs [err]);
cleanup (fatalmsgs[err], 1);
}