/* * CrossFire, A Multiplayer game for X-windows * * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team * Copyright (C) 2002 Mark Wedel & Crossfire Development Team * Copyright (C) 1992 Frank Tore Johansen * * This program 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 2 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, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * * The authors can be reached via e-mail at */ #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) { fprintf (logfile, "Fatal: %s\n", fatalmsgs[err]); cleanup (fatalmsgs[err], 1); }