--- deliantra/server/common/loader.C 2008/05/03 11:14:50 1.114
+++ deliantra/server/common/loader.C 2009/11/09 19:17:58 1.143
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2005,2006,2007,2008,2009 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.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero 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 .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
@@ -29,6 +30,8 @@
extern archetype *loading_arch;
+//+GPL
+
/* This table is only necessary to convert objects that existed before the
* spell object conversion to the new object. It was not practical
* to go through every mapping looking for every potion, rod, wand, etc
@@ -259,7 +262,7 @@
{
if (type >= NUM_TYPES)
{
- LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ());
+ LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ());
type = 0;
}
@@ -271,7 +274,7 @@
case HORN:
if (slot [body_range].info != -1)
{
- LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
+ LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
slot [body_range].info = -1;
}
break;
@@ -279,7 +282,7 @@
case WEAPON:
if (slot [body_combat].info != -1)
{
- LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
+ LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
slot [body_combat].info = -1;
}
break;
@@ -287,7 +290,7 @@
case SHIELD:
if (slot [body_shield].info != -1)
{
- LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
+ LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
slot [body_shield].info = -1;
}
break;
@@ -295,19 +298,19 @@
case PLAYER:
if (slot [body_shield].info != 1)
{
- LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
+ LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
slot [body_shield].info = 1;
}
if (slot [body_combat].info != 1)
{
- LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
+ LOG (llevError, "ITEMBUG: %s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
slot [body_combat].info = 1;
}
if (slot [body_range].info != 1)
{
- LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
+ LOG (llevError, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
slot [body_range].info = 1;
}
break;
@@ -340,10 +343,10 @@
if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
{
if (!skill)
- LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ());
- else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) ||
- (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2))
- LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
+ LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ());
+ else if ((skill == shstr_one_handed_weapons && slot[body_arm].info != -1) ||
+ (skill == shstr_two_handed_weapons && slot[body_arm].info != -2))
+ LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
}
/* We changed last_heal to gen_sp_armour, which is what it
@@ -359,7 +362,7 @@
{
if (last_heal)
{
- LOG (llevError, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
+ LOG (llevError, "ITEMBUG: object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
gen_sp_armour = last_heal;
last_heal = 0;
}
@@ -370,7 +373,7 @@
if (!item_power && ip)
{
if (ip > 3)
- LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip);
+ LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip);
item_power = ip;
}
@@ -387,27 +390,37 @@
#endif
}
- /* Old spellcasting object - need to load in the appropiate object */
- if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL ||
+ /* old style spellcasting object (pretty common) - need to load in the appropiate object */
+ /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */
+ if ((type == ROD
+ || type == WAND
+ || type == SCROLL
+ || type == HORN
+ || type == FIREWALL
/* POTIONS and ALTARS don't always cast spells, but if they do, update them */
- ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
+ || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet.
+ && !inv
+ && !loading_arch
+ && stats.sp) // watchout: old magic bullet stuff directly on the map is going to break here!
+ // TODO: at least one watchout-comments is redundant - investigate/remove
{
+ // TODO: fix firewall object on map
/* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal'
* in that spell was stored in sp.
*/
- LOG (llevError, "old spellcasting object found: %s", debug_desc ());
+ //LOG (llevError, "old spellcasting object found: %s", debug_desc ());
object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
insert_ob_in_ob (tmp, this);
- randomitems = NULL; /* So another spell isn't created for this object */
+ randomitems = 0;
}
/* spellbooks & runes use slaying. But not to arch name, but to spell name */
if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
{
- LOG (llevError, "spellbook/rune found without inv but slaying: %s", debug_desc ());
+ LOG (llevError, "ITEMBUG: spellbook/rune found without inv but slaying: %s", debug_desc ());
object *tmp = get_archetype_by_object_name (slaying);
insert_ob_in_ob (tmp, this);
- randomitems = NULL; /* So another spell isn't created for this object */
+ randomitems = 0; /* So another spell isn't created for this object */
/* without this, value is all screwed up */
value = arch->value * inv->value;
}
@@ -416,7 +429,7 @@
{
if (stats.hp > stats.maxhp)
{
- LOG (llevInfo, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
+ LOG (llevInfo, "ITEMBUG: monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
stats.maxhp = stats.hp;
}
@@ -453,6 +466,19 @@
move_type = MOVE_WALK;
}
}
+
+ // if the object has an animation, try to provide a default face
+ if (has_anim ())
+ {
+ const animation &anim_ob = anim ();
+
+ if (anim_speed)
+ // if this item is time-animated, force the last frame
+ animate_object (this, 0);
+ else if (flag [FLAG_MONSTER])
+ // if it is a monster, set appropriate facing
+ animate_object (this, direction);
+ }
}
static void
@@ -515,6 +541,8 @@
}
}
+//-GPL
+
#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
bool
@@ -552,11 +580,10 @@
case KW_tag: f.get_ornull (tag); break;
case KW_arch:
- {
- object *tmp = object::read (f);
- tmp->deactivate ();
-
+ if (object *tmp = object::read (f))
{
+ tmp->deactivate ();
+
// was: insert_ob_in_ob (tmp, op);
// but manually adding it can improve map loading times a lot
// also, appending instead of prepending keeps the
@@ -583,7 +610,9 @@
tmp->env = this;
op_inv = tmp;
}
- }
+ else
+ LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n");
+
continue;
case KW_other_arch:
@@ -609,7 +638,7 @@
const char *str = f.get_str ();
if (str && (animation_id = find_animation (str)))
- SET_FLAG (this, FLAG_ANIMATE);
+ SET_FLAG (this, FLAG_ANIMATE); //TODO: should not be forced to true here
}
break;
@@ -918,12 +947,14 @@
case KW_will_apply: f.get (will_apply); break;
case KW_attack_movement: f.get (attack_movement); break;
case KW_move_state: f.get (move_status); break;
- case KW_expmul: f.get (expmul); break;
+ //case KW_expmul: f.get (expmul); break;//D declared const for the time being
case KW_glow_radius: f.get (glow_radius); break;
case KW_weapontype: f.get (weapontype); break;
- case KW_tooltype: f.get (tooltype); break;
case KW_casting_time: f.get (casting_time); break;
- case KW_elevation: f.get (elevation); break;
+
+ // elevation is deprecated
+ case KW_elevation: break;
+
case KW_smoothlevel: f.get (smoothlevel); smoothlevel = clamp (smoothlevel, 0, 255); break;
case KW_client_type: f.get (client_type); break;
case KW_duration: f.get (duration); break;
@@ -952,7 +983,12 @@
break;
case KW_connected:
- add_button_link (this, map, f.get_sint32 ());
+ {
+ shstr connected;
+
+ f.get (connected);
+ add_link (map, connected);
+ }
break;
case KW_randomitems:
@@ -964,7 +1000,10 @@
: treasurelist::find (f.get_str ());
if (!randomitems)
- LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
+ {
+ LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
+ randomitems = treasurelist::get (shstr_none); // avoid crashes
+ }
}
else
randomitems = 0;
@@ -1033,7 +1072,7 @@
if (!arch)
{
LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ());
- arch = archetype::find ("earthwall");
+ arch = archetype::find (shstr_earthwall);
}
assert (arch); //D maybe use exception handling of sorts?
@@ -1047,7 +1086,7 @@
if (!op->parse_kv (f))
{
- op->destroy (true);
+ op->destroy ();
return 0;
}
@@ -1069,60 +1108,9 @@
return op->parse_kv (f);
}
-/* This returns a string of the integer movement type */
-#if 0
-// unused function
-static char *
-get_string_move_type (MoveType mt)
-{
- static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
- int i, all_count = 0, count;
-
- strcpy (retbuf, "");
- strcpy (retbuf_all, " all");
-
- /* Quick check, and probably fairly common */
- if (mt == MOVE_ALL)
- return retbuf_all + 1;
- if (mt == 0)
- {
- strcpy (retbuf, "0");
- return retbuf;
- }
-
- /* We basically slide the bits down. Why look at MOVE_ALL?
- * because we may want to return a string like 'all -swim',
- * and if we just looked at mt, we couldn't get that.
- */
- for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++)
- {
- if (mt & (1 << count))
- {
- strcat (retbuf, " ");
- strcat (retbuf, move_name[count]);
- }
- else
- {
- strcat (retbuf_all, " -");
- strcat (retbuf_all, move_name[count]);
- all_count++;
- }
- }
- /* Basically, if there is a single negation, return it, eg
- * 'all -swim'. But more than that, just return the
- * enumerated values. It doesn't make sense to return
- * 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
- */
- if (all_count <= 1)
- return retbuf_all + 1;
- else
- return retbuf + 1;
-}
-#endif
-
-// compare *op against *tmp and output differences
+// compare *op against *arch and output differences
static void
-write_diff (object_freezer &f, object *op, object *tmp)
+write_diff (object_freezer &f, object *op, object *arch)
{
static const keyword resist_save[NROFATTACKS] = {
# define def(uc, lc, name, plus, change) KW_resist_ ## lc,
@@ -1146,8 +1134,8 @@
KW_can_use_shield,
KW_no_pick,
KW_NULL, // walk_on
- KW_NULL, // no_pass
/* 10 */
+ KW_NULL, // no_pass
KW_is_animated,
KW_NULL, // slow_move
KW_NULL, // flying
@@ -1157,8 +1145,8 @@
KW_is_thrown,
KW_auto_apply,
KW_treasure_env,
- KW_player_sold,
/* 20 */
+ KW_player_sold,
KW_see_invisible,
KW_can_roll,
KW_overlay_floor,
@@ -1168,8 +1156,8 @@
KW_NULL, // fly_off
KW_is_used_up,
KW_identified,
- KW_reflecting,
/* 30 */
+ KW_reflecting,
KW_changing,
KW_splitting,
KW_hitback,
@@ -1179,8 +1167,8 @@
KW_scared,
KW_unaggressive,
KW_reflect_missile,
- KW_reflect_spell,
/* 40 */
+ KW_reflect_spell,
KW_no_magic,
KW_no_fix_player,
KW_is_lightable,
@@ -1190,8 +1178,8 @@
KW_NULL, // an_pass_thru
KW_pick_up,
KW_unique,
- KW_no_drop,
/* 50 */
+ KW_no_drop,
KW_NULL, // wizcast
KW_can_cast_spell,
KW_can_use_scroll,
@@ -1201,8 +1189,8 @@
KW_can_use_weapon,
KW_can_use_ring,
KW_has_ready_range,
- KW_has_ready_bow,
/* 60 */
+ KW_has_ready_bow,
KW_xrays,
KW_NULL,
KW_is_floor,
@@ -1212,8 +1200,8 @@
KW_stand_still,
KW_random_move,
KW_only_attack,
- KW_confused,
/* 70 */
+ KW_confused,
KW_stealth,
KW_NULL,
KW_NULL,
@@ -1223,8 +1211,8 @@
KW_known_magical,
KW_known_cursed,
KW_can_use_skill,
- KW_been_applied,
/* 80 */
+ KW_been_applied,
KW_has_ready_scroll,
KW_can_use_rod,
KW_precious,
@@ -1234,8 +1222,8 @@
KW_is_wooded,
KW_is_hilly,
KW_has_ready_skill,
- KW_has_ready_weapon,
/* 90 */
+ KW_has_ready_weapon,
KW_no_skill_ident,
KW_is_blind,
KW_can_see_in_dark,
@@ -1245,8 +1233,8 @@
KW_one_hit,
KW_NULL,
KW_berserk,
- KW_neutral,
/* 100 */
+ KW_neutral,
KW_no_attack,
KW_no_damage,
KW_obj_original,
@@ -1256,58 +1244,91 @@
KW_is_water,
KW_use_content_on_gen,
KW_NULL,
- KW_is_buildable,
/* 110 */
+ KW_is_buildable,
KW_destroy_on_death,
KW_NULL,
};
+ // obj_original is the only commonly differing flag between archetype
+ // and object, so special-case it here to be able to skip the loop
+ static const struct flagmask : object::flags_t
+ {
+ flagmask ()
+ {
+ for (int i = 0; i < NUM_FLAGS; i++)
+ if (flag_names [i])
+ set (i);
+ }
+ } flagmask;
+
/* This saves the key/value lists. We do it first so that any
* keys that match field names will be overwritten by the loader.
*/
for (key_value *kv = op->key_values; kv; kv = kv->next)
- if (!tmp->key_values || tmp->kv (kv->key) != kv->value)
+ if (!arch->key_values || arch->kv (kv->key) != kv->value)
f.put (kv->key, kv->value);
- /* We don't need to worry about the arch's extra fields - they
- * will get taken care of the copy_to method.
- */
+ if (op->uuid)
+ {
+ // highly optimised - this is often 25% of all data written
+ char *cur = f.force (sizeof ("uuid ") + UUID::MAX_LEN + 1);
+ char *ptr = cur;
+
+ memcpy (ptr, "uuid ", sizeof ("uuid ") - 1);
+ ptr += sizeof ("uuid ") - 1;
+ ptr = op->uuid.append (ptr);
+ *ptr++ = '\n';
- f.put (KW_uuid, op->uuid.c_str ());
+ f.alloc (ptr - cur);
+ }
-#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v)
-#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v)
+#define CMP_OUT(v) if (expect_false (op->v != arch->v)) f.put (KW_ ## v, op->v)
+#define CMP_OUT2(k,v) if (expect_false (op->v != arch->v)) f.put (KW_ ## k, op->v)
- if (object *owner = op->owner)
- f.put (KW_owner, static_cast(owner->ref ()));
+ CMP_OUT (x);
+ CMP_OUT (y);
+
+ CMP_OUT (type);
+ CMP_OUT (subtype);
+ CMP_OUT (direction);
CMP_OUT (name);
CMP_OUT (name_pl);
- CMP_OUT (custom_name);
+
+ CMP_OUT (speed);
+ CMP_OUT (speed_left);
+
CMP_OUT (title);
CMP_OUT (race);
- CMP_OUT (skill);
CMP_OUT (slaying);
+ CMP_OUT (skill);
+
CMP_OUT (tag);
- CMP_OUT (other_arch);
+ CMP_OUT (custom_name);
- if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg );
- if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore);
+ if (object *owner = op->owner)
+ f.put (KW_owner, static_cast(owner->ref ()));
- if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
- if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
- if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
+ // memory, attacked_by, chosen_skill, spellitem, spell, current_weapon, arch not saved
- if (op->animation_id != tmp->animation_id)
- if (op->animation_id)
- {
- f.put (KW_animation, animations[GET_ANIM_ID (op)].name);
+ CMP_OUT (other_arch);
- if (!QUERY_FLAG (op, FLAG_ANIMATE))
- f.put (KW_is_animated, (sint32)0);
- }
+ if (op->msg != arch->msg ) f.put (KW_msg , KW_endmsg , op->msg );
+ if (op->lore != arch->lore) f.put (KW_lore, KW_endlore, op->lore);
+
+ if (op->face != arch->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
+ if (op->sound != arch->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
+ if (op->sound_destroy != arch->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
+
+ if (op->animation_id != arch->animation_id)
+ if (op->has_anim ())
+ f.put (KW_animation, op->anim ().name);
else
- f.put (KW_animation, (const char *)0);
+ {
+ f.put (KW_animation, (const char *)0);
+ op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here?
+ }
CMP_OUT2 (str, stats.Str);
CMP_OUT2 (dex, stats.Dex);
@@ -1326,7 +1347,7 @@
CMP_OUT2 (exp, stats.exp);
CMP_OUT (perm_exp);
- CMP_OUT (expmul);
+ //CMP_OUT (expmul);
CMP_OUT2 (food, stats.food);
CMP_OUT2 (dam, stats.dam);
@@ -1334,21 +1355,15 @@
CMP_OUT2 (wc, stats.wc);
CMP_OUT2 (ac, stats.ac);
- CMP_OUT (x);
- CMP_OUT (y);
- CMP_OUT (speed);
- CMP_OUT (speed_left);
CMP_OUT2 (move_state, move_status);
CMP_OUT (attack_movement);
CMP_OUT (nrof);
CMP_OUT (level);
- CMP_OUT (direction);
- CMP_OUT (type);
- CMP_OUT (subtype);
CMP_OUT (attacktype);
+ // using memcmp here seems to be a loss - us gcc vectorising?
for (int i = 0; i < NROFATTACKS; i++)
- if (expect_false (op->resist[i] != tmp->resist[i]))
+ if (expect_false (op->resist[i] != arch->resist[i]))
f.put (resist_save[i], op->resist[i]);
CMP_OUT (path_attuned);
@@ -1369,8 +1384,8 @@
CMP_OUT (glow_radius);
if (op->flag [FLAG_IS_LINKED])
- if (int i = get_button_value (op))
- f.put (KW_connected, i);
+ if (auto (ol, op->find_link ()))
+ f.put (KW_connected, ol->id);
CMP_OUT (randomitems);
CMP_OUT2 (container, weight_limit);
@@ -1380,8 +1395,6 @@
CMP_OUT (will_apply);
CMP_OUT (smoothlevel);
CMP_OUT (weapontype);
- CMP_OUT (tooltype);
- CMP_OUT (elevation);
CMP_OUT (client_type);
CMP_OUT (item_power);
CMP_OUT (duration);
@@ -1399,14 +1412,22 @@
CMP_OUT (move_slow);
CMP_OUT (move_slow_penalty);
- if (op->flag != tmp->flag)
- for (int i = 0; i <= NUM_FLAGS; i++)
- if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i]))
+ object::flags_t diff = (op->flag ^ arch->flag) & flagmask;
+
+ if (diff [FLAG_OBJ_ORIGINAL])
+ f.put (flag_names [FLAG_OBJ_ORIGINAL], op->flag [FLAG_OBJ_ORIGINAL] ? "1" : "0");
+
+ diff.reset (FLAG_OBJ_ORIGINAL);
+
+ // quickly test whether any other flags differ
+ if (expect_true (diff.any ()))
+ for (int i = 0; i < NUM_FLAGS; i++)
+ if (expect_false (diff [i]))
f.put (flag_names [i], op->flag [i] ? "1" : "0");
- // save body locations
+ // save body locations. gcc's memcmp does an abysmal job when used
for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
- if (expect_false (op->slot[i].info != tmp->slot[i].info))
+ if (expect_false (op->slot[i].info != arch->slot[i].info))
f.put (body_locations[i].save_name, op->slot[i].info);
}
@@ -1418,10 +1439,16 @@
bool
object::write (object_freezer &f)
{
- archetype *at = arch ? arch : archetype::empty;
-
- f.put (KW_arch, at->archname);
- write_diff (f, this, at);
+ if (is_arch ())
+ {
+ f.put (KW_object, arch->archname);
+ write_diff (f, this, archetype::empty);
+ }
+ else
+ {
+ f.put (KW_arch, arch->archname);
+ write_diff (f, this, arch);
+ }
for (object *tmp = inv; tmp; tmp = tmp->below)
tmp->write (f);