containers and objects in special level descriptions
On mazelike levels, containers had to be listed before their objects. But, for roomfilled levels, containers had to be listed _after_ the objects. All our current levels that use containers with objects are mazelike, so I changed the room behavior, updating the comment in lev_comp.y to match. Other items/monsters are still processed in reverse on roomfilled special levels, but I think this is OK.
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@@ -1953,13 +1953,13 @@ dlb *fd;
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} else
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r->monsters = 0;
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/* read the objects */
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/* read the objects, in same order as mazes */
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Fread((genericptr_t) &r->nobject, 1, sizeof(r->nobject), fd);
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if ((n = r->nobject) != 0) {
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r->objects = NewTab(object, n);
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while (n--) {
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r->objects[(int)n] = New(object);
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load_one_object(fd, r->objects[(int)n]);
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for (j = 0; j < n; ++j) {
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r->objects[j] = New(object);
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load_one_object(fd, r->objects[j]);
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}
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} else
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r->objects = 0;
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