Пример #1
0
int init_game_level(int level_no)
{
    game_o.current_level                     = level_no;
    game_o.level_end_rumble                  = true;
    game_o.bomb_delay_count                  = 0;
    game_o.immune                            = true;
    game_o.immunity_state                    = 0;
    game_o.immunity_delay_count              = 0;
    game_o.immune                            = true;
    game_o.level_end_time                    = false;
    game_o.level_end_count                   = 0;
    game_o.level_end_phase                   = 0;
    game_o.level_end_display_active          = false;
    game_o.powerups_spawened                 = false;
    game_o.level_kills                       = 0;
    game_o.level_spawened                    = 0;
    game_o.level_score                       = 0;
    game_o.active_npc_count                  = 0;
    game_o.player.x_pos                      =-0.9f+thruster_offset();
    game_o.player.y_pos                      = 0.0f;
    game_o.player.x_dir                      = 0.0f;
    game_o.player.y_dir                      = 0.0f;
    game_o.player.x_vel                      = 0.0f;
    game_o.player.y_vel                      = 0.0f;
    game_o.player.health                     = game_o.player.max_health;
    game_o.player.shield                     = game_o.player.max_shield;
    game_o.rumble.stop();
    init_in_game_message_class();
    kill_active_npcs();
    init_npcs(0);
    init_active_npcs();
    kill_powerups();
    kill_coins();
    kill_wexps();
    kill_player_bullet();
    pos_supportships(game_o.player.x_pos,game_o.player.y_pos);
    kill_supportship_bullets();
    game_o.level[game_o.current_level].wave[0].active = true;
    set_level_background(1,game_o.level[game_o.current_level].background_00);
    set_level_background(2,game_o.level[game_o.current_level].background_00);
    set_level_background(3,game_o.level[game_o.current_level].background_01);
    set_level_background(4,game_o.level[game_o.current_level].background_01);
    game.background.set_movement_type(SCROLL);
    game.music_track                         = game_o.level[game_o.current_level].music_track;
    game_o.speed                             = game_o.level[game_o.current_level].speed;
    game_o.npc_spawn_rate                    = game_o.level[game_o.current_level].NPC_spawn_rate;
    game_o.npc_spawn_rate_count              = game_o.level[game_o.current_level].NPC_spawn_rate_count;
    game_o.npc_projectile_spawn_rate         = game_o.level[game_o.current_level].NPC_projectile_spawn_rate;
    game_o.victory_kills                     = game_o.level[game_o.current_level].victory_kills;
    game_o.victory_score                     = game_o.level[game_o.current_level].victory_score;
    game_o.victory_spawened                  = game_o.level[game_o.current_level].victory_spawened;
    init_npcs(game_o.level[game_o.current_level].NPC_type);
    return(0);
}
Пример #2
0
void init_server(void)
{
	printf("Initializing Data. \n");
	check_dir(LOG_PATH);

	printf("Loading Items. \n");
	init_items();

	printf("Loading Maps. \n");
	init_maps();

	printf("Loading Npcs. \n");
	init_npcs();

	printf("Loading Shops. \n");
	init_shops();

	printf("Loading Spells. \n");
	init_spells();

	printf("Initializing Player Data. \n");
	init_players();

	printf("Initializing Temp Player Data. \n");
	init_temp_player_index();

	printf("Data Initialized. \n");
}
Пример #3
0
/**
* init_client(void)
*
* @brief Initializes client
* @param void
* @return void
*/
void init_client(void)
{
	printf("Initializing Data. \n");

	check_dir(LOG_PATH);
	check_tiles();
	check_sprites();
	check_items();
	check_spells();

	init_items();
	_sleep(100);
	init_maps();
	init_npcs();
	init_shops();
	init_spells();
	init_players();

	printf("Data Initialized. \n");
}
Пример #4
0
//----------------------------------- Main -------------------------------------
int main(int argc, char *argv[])
{
    std::string cheat_string = "cheat";
    //std::locale::global( std::locale( "" ) );
    events_init();
    game.log.File_Set("Star.P.G..log");
    game.log.File_Clear();
    if (argc > 1)
    {
        for (int count = 0; count < (argc+1); count++)
        {
            //game.log.File_Write(argv[count]);
            if (cheat_string.compare(argv[count]) == 0) game_o.cheats_enabled = true;
        }
    }
    //game_o.cheats_enabled = true; /// test!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    game.log.File_Write("------------------");
    game.log.File_Write("| Star.P.G V1.01 |");
    game.log.File_Write("------------------\n");
    game.log.File_Write("Starting up!");
    game.log.File_Write("");
    game.log.File_Write("------------------\n");
    //if (game_o.cheats_enabled) game.log.File_Write("Cheating enabled!\n");
    game.config.File_Set("Star.P.G..cfg");
    game.config.Set_Defaults();
    game.log.File_Write("Loading config...");
    game.config.File_Set("Star.P.G..cfg");
    game.config.File_Read();
    game.log.File_Write("Loading language file -> data/configuration/languages/"+game.config.language+".txt");
    game_o.language.load("data/configuration/languages/"+game.config.language+".txt");
 //----------------------------------- Start the PhysicsFS ----------------------
    //game.log.File_Write("Starting PhysicsFS...");
    //PHYSFS_init(argv[0]);
    //PHYSFS_addToSearchPath("Star.P.G..spg", 1);
//----------------------------------- SDL Video --------------------------------
    game.log.File_Write("Starting SDL...");
    char SDL_VID_WIN_POS[] = "SDL_VIDEO_WINDOW_POS";
    char SDL_VID_CENTERD[] = "SDL_VIDEO_CENTERED=1";
    putenv(SDL_VID_WIN_POS);
    putenv(SDL_VID_CENTERD);
    getenv("SDL_VIDEO_WINDOW_POS");
    getenv("SDL_VIDEO_CENTERED");
    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTTHREAD);
    game.log.File_Write("Starting OpenGL...");
    if (game.config.Display_Fullscreen) SDL_SetVideoMode(game.config.Display_X_Resolution,game.config.Display_Y_Resolution,game.config.Display_BPS,SDL_OPENGL | SDL_FULLSCREEN);
    else SDL_SetVideoMode(game.config.Display_X_Resolution,game.config.Display_Y_Resolution,game.config.Display_BPS,SDL_OPENGL/* | SDL_NOFRAME */);
    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
    App_Icon_Surface = SDL_LoadBMP(App_Icon);
    colorkey = SDL_MapRGB(App_Icon_Surface->format, 255, 0, 255);
    SDL_SetColorKey(App_Icon_Surface, SDL_SRCCOLORKEY, colorkey);
    SDL_WM_SetIcon(App_Icon_Surface,NULL);
    SDL_WM_SetCaption(App_Name, 0);
    //SDL_ShowCursor(SDL_DISABLE);
//----------------------------------- SDL Audio --------------------------------
    game.log.File_Write("Starting sound system...");
    SDL_Init(SDL_INIT_AUDIO);
    Mix_AllocateChannels(game.config.Audio_Channels);
    Mix_OpenAudio(game.config.Audio_Rate, AUDIO_S16, 2, game.config.Audio_Buffers);
    Mix_Volume(-1,game.config.Audio_Sound_Volume);
    Mix_VolumeMusic(game.config.Audio_Music_Volume);
    game.log.File_Write("Initializing joystick / gamepad...");
    SDL_Init(SDL_INIT_JOYSTICK);
    game.log.File_Write("Initializing game system...");
    init_game(false);
    game.log.File_Write("Initializing projectiles...");
    init_player_bullets();
    game.log.File_Write("Initializing explosions...");
    init_explosions();
    game.log.File_Write("Initializing NPCs...\n");
    init_active_npcs();
    init_npc_bullets();
    init_npcs(0);
    game_o.current_level = 0;
    game.log.File_Write("Initializing OpenGL...");
    game.graphics.init_gl(game.config.Display_X_Resolution,game.config.Display_Y_Resolution);
    seed_rand();
    TTF_Init();
    game.log.File_Write("Loading resources...");
    loading_screen_display("data/textures/misc/loading_screen.png");
    load_resources();
    game.log.File_Write("Initializing menu system...");
    init_menu();
    init_in_game_message_class();
    init_projectiles(false);
    init_powerups();
    init_shields(false);
    init_game(false);
    game.log.File_Write("Starting game...");
    game.log.File_Write("---------------\n");
//----------------------------------- Main loop --------------------------------
    game.timer.start();
    game.LastTicks = game.timer.getticks();
    for(int quit = 0; !quit;)
    {
        game.config.process(false);
        if (game.config.mouse_autohide) SDL_ShowCursor(SDL_DISABLE);
        else SDL_ShowCursor(SDL_ENABLE);
        proc_textures();
        events_process();
        if (game.status_quit_active) quit = 1;
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//****************************************** MENU *****************************************
        if (game.menu_active)
        {
            SDL_ShowCursor(SDL_ENABLE);
            if (game.music_next_track)
            {
                music.menu_00.play();
                game.music_next_track = false;
            }
            diplay_menu ();
            if (game.process_ready) game.background.process();
            if (game.process_ready) process_menu();
        }
//****************************************** GAME *****************************************
        if (game.game_active)
        {
            if (game.music_next_track)
            {
                game.music_next_track = false;
                if (game.music_track ==  0) music.level_00.play();
                if (game.music_track ==  1) music.level_01.play();
                if (game.music_track ==  2) music.level_02.play();
                if (game.music_track ==  3) music.level_03.play();
                if (game.music_track ==  4) music.level_04.play();
                if (game.music_track ==  5) music.level_05.play();
                if (game.music_track ==  6) music.level_06.play();
                if (game.music_track ==  7) music.level_07.play();
                if (game.music_track ==  8) music.level_08.play();
                if (game.music_track ==  9) music.level_09.play();
                if (game.music_track == 10) music.level_10.play();
                if (game.music_track == 11) music.level_11.play();
                if (game.music_track == 12) music.level_12.play();
                if (game.music_track == 13) music.level_13.play();
                if (game.music_track == 14) music.level_14.play();
                if (game.music_track == 15) music.level_15.play();
                if (game.music_track == 16) music.level_16.play();
                if (game.music_track == 17) music.level_17.play();
                if (game.music_track == 18) music.level_18.play();
                if (game.music_track == 19) music.level_19.play();
                if (game.music_track == 20) music.level_20.play();
                if (game.music_track == 21) music.level_21.play();
                if (game.music_track == 22) music.level_22.play();
                if (game.music_track == 23) music.level_23.play();
                if (game.music_track == 24) music.level_24.play();
                if (game.music_track == 25) music.level_25.play();
            }
            game.game_resume = true;
            if (game.process_ready) process_game();
            display_game();
            if ((game.config.Display_Touchscreen) && (game.process_ready))
            {
                if(game.physics.point_in_quadrangle(-0.875f,0.2f,-0.550f,0.2f,game.io.mouse_x,game.io.mouse_y)) game.io.left = true;
                if(game.physics.point_in_quadrangle(-0.475f,0.2f,-0.550f,0.2f,game.io.mouse_x,game.io.mouse_y)) game.io.right = true;
                if(game.physics.point_in_quadrangle(-0.675f,0.2f,-0.350f,0.2f,game.io.mouse_x,game.io.mouse_y)) game.io.up = true;
                if(game.physics.point_in_quadrangle(-0.675f,0.2f,-0.750f,0.2f,game.io.mouse_x,game.io.mouse_y)) game.io.down = true;
                if(game.physics.point_in_quadrangle( 0.875f,0.2f,-0.750f,0.2f,game.io.mouse_x,game.io.mouse_y)) game.io.shoot = true;
                if(game.physics.point_in_quadrangle( 0.575f,0.2f,-0.750f,0.2f,game.io.mouse_x,game.io.mouse_y)) game.io.key_b = true;
                if(game.physics.point_in_quadrangle( 0.875f,0.2f, 0.750f,0.2f,game.io.mouse_x,game.io.mouse_y)) game.io.escape = true;
            }
            if (game_o.player.health < 0)
            {
                sound.menu_select_00.play();
                game.game_active             = false;
                game.game_resume             = false;
                game.pdie_active             = true;
                game.menu_level              = 8;
                game.config.menu_delay_count = 0;
                music.level_pd.play();
                game.background.set_data  ( 2, 1, 1, 0.0f, 0.0f, 0.0050f, 0.0050f, texture.background_019.ref_number);
                game.background.set_data  ( 1, 1, 1, 0.0f, 0.0f, 0.0020f, 0.0020f, texture.background_008.ref_number);
                game.background.set_active( 3, false);
                game.background.set_active( 4, false);
                game.background.set_movement_type(BOUNCE);
                SDL_WarpMouse(game.graphics.gl_to_res(game_over_menu.get_button_x_pos(1),game.config.mouse_resolution_x),game.config.mouse_resolution_y-game.graphics.gl_to_res(game_over_menu.get_button_y_pos(1),game.config.mouse_resolution_y));
                game.log.File_Write("User terminated due to insufficient health...better luck next time buddy!");
            }
        if ((game.io.escape) && (game.process_ready))
        {
            sound.menu_select_01.play();
            game.music_next_track        = true;
            game.game_active             = false;
            game.menu_level              = 1;
            game.menu_active             = true;
            game.io.escape               = false;
            game.io.keyboard_delay_count = 0;
            game.config.menu_delay_count = 0;
            while (game.config.menu_delay_count < (game.config.menu_delay/2))
            {
                game.config.menu_delay_count++;
            }
        }

        if (game_o.bomb_delay_count < game_o.bomb_delay)//bomb delay counter
        {
            game_o.bomb_delay_count++;
            if (game_o.bomb_delay_count > game_o.bomb_delay) game_o.bomb_delay_count = game_o.bomb_delay;
        }
        if ((game.io.key_b) && (game.process_ready))//user pressed "b" for bomb
        {
            if ((game_o.number_bombs > 0) && (game_o.bomb_delay_count >= game_o.bomb_delay))
            {
                game_o.number_bombs--;
                use_bomb_powerup();
                game_o.bomb_delay_count = 0;
                if (!game_o.rumble.active) sound.explosion_001.play();
                if (!game_o.rumble.active) game_o.rumble.start(0.025f,45); // shake the screen about.
            }
        }
        if (game.io.pause)
        {
            if (!game.game_paused)
            {
                game_o.paused.spawn();
                game.game_paused = true;
                game.game_active = false;
                game.io.pause    = false;
                game.menu_level  = 11;
                SDL_WarpMouse(game.graphics.gl_to_res(pause_menu.get_button_x_pos(1),game.config.mouse_resolution_x),game.config.mouse_resolution_y-game.graphics.gl_to_res(pause_menu.get_button_y_pos(1),game.config.mouse_resolution_y));
                game.config.menu_delay_count = 0;
                while (game.config.menu_delay_count < (game.config.menu_delay*16))
                {
                    game.config.menu_delay_count++;
                }
            }
            else
            {
                game.menu_active = false;
                game.game_paused = false;
                game.game_active = true;
            }
        };

        if (game_o.cheats_enabled == true)
        {
            if (game.io.key_0) game_o.victory_kills = game_o.level_kills;  //complete level
            if (game.io.key_1) spawn_powerup(1.0f,random_GLcoord(), 1);//spawn health power-up
            if (game.io.key_2) spawn_powerup(1.0f,random_GLcoord(), 2);//spawn shield level power-up
            if (game.io.key_3) spawn_powerup(1.0f,random_GLcoord(), 3);//spawn shield new power-up
            if (game.io.key_4) spawn_powerup(1.0f,random_GLcoord(), 4);//spawn thruster level power-up
            if (game.io.key_5) spawn_powerup(1.0f,random_GLcoord(), 5);//spawn thruster new power-up
            if (game.io.key_6) spawn_powerup(1.0f,random_GLcoord(), 6);//spawn weapon level power-up
            if (game.io.key_7) spawn_powerup(1.0f,random_GLcoord(), 7);//spawn weapon new power-up
            if (game.io.key_8) unlock_levels();                        //unlock all levels
            if (game.io.key_9) spawn_powerup(1.0f,random_GLcoord(), 8);//spawn bomb power-up
            if (game.io.key_a) game_o.anc_enabled   = !game_o.anc_enabled; //toggle active NPC count display
            if (game.io.key_f) game_o.fps_enabled   = !game_o.fps_enabled; //toggle active NPC count display
            if (game.io.key_q) spawn_powerup(1.0f,random_GLcoord(), 9);//spawn support ship 0 power-up
            if (game.io.key_w) spawn_powerup(1.0f,random_GLcoord(),10);//spawn support ship 1 power-up
            if (game.io.key_e) spawn_powerup(1.0f,random_GLcoord(),11);//spawn support ship 2 power-up
            if (game.io.key_r) spawn_powerup(1.0f,random_GLcoord(),12);//spawn support ship 3 power-up
            if (game.io.key_s)
            {
                if (!game_o.rumble.active) sound.explosion_001.play();
                if (!game_o.rumble.active) game_o.rumble.start(); // shake the screen about.
            }
        }

        if (game.io.shoot)
        {
           process_supportships(true);
           if(game_o.fw_rof_count >= game_o.projectile[game_o.player.front_weapon].rate_of_fire)
           {
              spawn_player_bullet(0);
              game_o.fw_rof_count = 0;
           }
           if(game_o.sw_rof_count >= game_o.projectile[game_o.player.side_weapon].rate_of_fire)
           {
              spawn_player_bullet(1);
              game_o.sw_rof_count = 0;
           }
        }
        else
        {
            process_supportships(false);
        }
        if (game.process_ready)
        {
            if (game.io.up)    process_player(1);
            if (game.io.down)  process_player(2);
            if (game.io.right) process_player(3);
            if (game.io.left)  process_player(4);
        }
        if ((game.io.key_1) && (game_o.projectile[ 0].active))
        {
            game_o.player.front_weapon = 0;
        }
        if ((game.io.key_2) && (game_o.projectile[ 1].active))
        {
            game_o.player.front_weapon = 1;
        }
        if ((game.io.key_3) && (game_o.projectile[ 2].active))
        {
            game_o.player.front_weapon = 2;
        }
        if ((game.io.key_4) && (game_o.projectile[ 3].active))
        {
            game_o.player.front_weapon = 3;
        }
        if ((game.io.key_5) && (game_o.projectile[ 4].active))
        {
            game_o.player.front_weapon = 4;
        }
        if ((game.io.key_6) && (game_o.projectile[ 5].active))
        {
            game_o.player.front_weapon = 5;
        }
    }
//*********************************** Game paused *****************************************
        if (game.game_paused)
        {
            if ((game.io.pause) && (game.process_ready))
            {
                game.menu_active = false;
                game.game_paused = false;
                game.game_active = true;
            }
            if (game.music_next_track)
            {
                game.music_next_track = false;
                music.level_pd.play();
            }
            game.menu_level = 11;
            if (game.process_ready) game.background.process();
            if (game.process_ready) process_menu();
            display_game();
            diplay_menu ();
         }
//*********************************** PLAYER DEATH SCREEN *****************************************
        if (game.pdie_active)
        {
            if (game.music_next_track)
            {
                game.music_next_track = false;
                music.level_pd.play();
            }
            diplay_menu ();
            if (game.process_ready) game.background.process();
            if (game.process_ready) process_menu();
            if (!game.pdie_active)  init_game(true);
        }
//******************************* PLAYER NEXT LEVEL SCREEN *************************************
        if (game.nlvl_active)
        {
            if (game.music_next_track)
            {
                game.music_next_track = false;
                music.level_nl.play();
            }
            game.menu_level = 9;
            if (game.process_ready) game.background.process();
            if (game.process_ready) process_menu();
            diplay_menu ();
        }
//******************************* OUTRO SCREEN *************************************************
     if (game.outr_active)
        {
            if (game.music_next_track)
            {
                game.music_next_track = false;
                music.outro_00.play();
            }
            game.menu_level = 10;
            if (game.process_ready) game.background.process();
            if (game.process_ready) process_menu();
            diplay_menu ();
        }
//---------------------------- code for end of main loop -----------------------
        game.FPS = (game.timer.getticks() - game.LastTicks);
        if ((game.timer.getticks() - game.LastTicks) >= 2)
        {
            game.LastTicks = game.timer.getticks();
            game.process_ready = true;
        }
        else game.process_ready = false;
        SDL_GL_SwapBuffers();
    }
//----------------------------------- Exit -------------------------------------
    game.log.File_Write("Saving configuration...");
    game.config.File_Set("Star.P.G..cfg");
    game.config.File_Clear();
    game.config.File_Write();
    game.log.File_Write("\n");
    game.log.File_Write("Shutting down...");
    game.log.File_Write("---------------\n");
//    game.log.File_Write("PhysicsFS deinit...");
//    PHYSFS_deinit();
    game.log.File_Write("SDL deinit...");
    SDL_Quit();
    return(0);
}
Пример #5
0
int  init_service(int isparent)
{

	if (!isparent) {

        DEBUG_LOG("INIT_SERVICE");
	    const char *ip= get_ip_ex(0x01);
	    if ( strncmp( ip,"10.",3 )==0 ) {
	        g_is_test_env=true;
			DEBUG_LOG("=============TEST ENV TRUE =============");
	    }else{
	        g_is_test_env=false;
			DEBUG_LOG("=============TEST ENV FALSE =============");
	    }

		g_log_send_buf_hex_flag=g_is_test_env?1:0;
	



		if (sizeof(sprite_t) >= SPRITE_STRUCT_LEN - 800 || sizeof(grp_loop_t) != VIP_BUFF_LEN) {
			ERROR_RETURN(("sprite struct not big enough\t[%lu %u]", sizeof(sprite_t), SPRITE_STRUCT_LEN), -1);
		}
		srand(time(0) * get_server_id());
		setup_timer();
		INIT_LIST_HEAD(&(g_events.timer_list));
		INIT_LIST_HEAD(&active_box_list);
		if ( config_get_strval("_use_lua_config") ==NULL  ){
			config_init("./conf/common.conf");
		}

		statistic_logfile = config_get_strval("statistic_file");
		if (!statistic_logfile)
			return -1;
		if ((init_cli_proto_handles(0) == -1)	|| 
			(init_db_proto_handles(0) == -1)		||
			(init_home_handle_funs() == -1)		||
			(init_switch_handle_funs() == -1)		||
			(init_all_timer_type() == -1)			||
			(init_magic_code_proto_handles(0) == -1) ||
			(init_spacetime_code_proto_handles(0) == -1) ||
			(init_mall_proto_handles(0) == -1)
			) {
			return -1;
		}
		init_sprites();
		init_exp_lv();
		init_home_maps();
		init_all_items();
		init_beast_grp();
		init_rand_infos();
		init_npcs();
		init_all_skills();
		init_all_clothes();
		init_sys_info();
		init_all_tasks();
		init_mail();
		init_shops();
		init_vip_items();
		init_products();

		idc_type = config_get_intval("idc_type" ,1);
		KDEBUG_LOG(0, "ONLINE START\t[%lu %d]", sizeof(sprite_t), idc_type);

		if (
			//11
			(load_xmlconf("./conf/items.xml", load_items) == -1)
			|| (load_xmlconf("./conf/clothes.xml", load_clothes) == -1)
			|| (load_xmlconf("./conf/beasts.xml", load_beasts) == -1)
			//
			|| (load_xmlconf("./conf/pet_exchange.xml", load_pet_exchange) == -1)//3M
			|| (load_xmlconf("./conf/pet_exchange_egg.xml", load_pet_exchange_egg) == -1)
			//62
			|| (load_xmlconf("./conf/gplan.xml", load_rare_beasts) == -1)
			|| (load_xmlconf("./conf/titles.xml", load_honor_titles) == -1)
			|| (load_xmlconf("./conf/picsrv.xml", load_picsrv_config) == -1)
			) {
			return -1;
		}
		if (
				load_xmlconf("./conf/beastgrp.xml", load_beast_grp) == -1 
				|| (load_xmlconf("./conf/handbook.xml", load_handbook) == -1)
				|| (load_xmlconf("./conf/suits.xml", load_suit) == -1)
				|| ( load_xmlconf("./conf/maps.xml", load_maps) == -1)
				|| (load_xmlconf("./conf/rand_item.xml", load_rand_item) == -1)
				|| (load_xmlconf("./conf/vip_item.xml", load_vip_item) == -1)
				|| (load_xmlconf("./conf/commodity.xml", load_products) == -1)
				|| (load_xmlconf("./conf/skills_price.xml", load_all_skills) == -1)
				|| (load_xmlconf("./conf/tasks_new.xml", load_tasks) == -1)//task:12M
				|| (load_xmlconf("./conf/tasks_new.xml", load_task_loops) == -1)
				|| (load_xmlconf("./conf/holiday.xml", load_holiday_factor) == -1)
				|| (load_xmlconf("./conf/box.xml", load_box) == -1)
				|| (load_xmlconf("./conf/exchanges.xml", load_exchange_info) == -1)
				|| (load_xmlconf("./conf/npc.xml", load_npc) == -1)
				|| (load_xmlconf("./conf/npcSkills.xml", load_shop_skill) == -1)
				|| (load_xmlconf("./conf/npcShop.xml", load_shop_item) == -1)
				|| (load_xmlconf("./conf/mail.xml", load_sys_mail) == -1)
				|| (load_xmlconf("./conf/sysinfo.xml", load_sys_info) == -1)
				|| (load_xmlconf("./conf/fishGame.xml", load_fish_info) == -1)
				|| (load_xmlconf("./conf/professtion.xml", load_init_prof_info) == -1)
				|| (load_xmlconf("./conf/maze.xml", load_maze_xml) == -1)
				|| (load_xmlconf("./conf/mapcopy.xml", load_map_copy) == -1)
			)

			return -1;

	//	sleep(1000);
		activate_boxes();
		start_maze_timer();

		/*
		if(tm_load_dirty("./data/tm_dirty.dat") < 0){
			KERROR_LOG(0, "Failed to load drity word file!");
			return -1;
		}
		*/
		
		init_batter_teams();
		init_batter_infos();
		connect_to_switch_timely(0, 0);
		regist_timers();
		udp_report_fd = create_udp_socket(&udp_report_addr, config_get_strval("report_svr_ip"), config_get_intval("report_svr_port", 0));
		udp_post_fd = create_udp_socket(&udp_post_addr, config_get_strval("post_svr_ip"), config_get_intval("post_svr_port", 0));
		switch (idc_type) {
		case idc_type_dx:
			chat_svr_fd = create_udp_socket(&udp_chat_svr_addr, config_get_strval("dx_chat_svr_ip"), config_get_intval("chat_svr_port", 0));
			break;
		case idc_type_wt:
			chat_svr_fd = create_udp_socket(&udp_chat_svr_addr, config_get_strval("wt_chat_svr_ip"), config_get_intval("chat_svr_port", 0));
			break;
		case idc_type_internal:
		case idc_type_internal + 1:
			chat_svr_fd = create_udp_socket(&udp_chat_svr_addr, config_get_strval("in_chat_svr_ip"), config_get_intval("chat_svr_port", 0));
			break;
		default:
			return -1;
		}
	}

	return 0;
}