Make REINCARNATION unconditional.

There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.
This commit is contained in:
Sean Hunt
2015-02-13 23:46:47 -05:00
parent 260f7ea860
commit 1edadd1d48
42 changed files with 38 additions and 273 deletions

View File

@@ -1322,11 +1322,8 @@ struct obj *sobj; /* scroll, or fake spellbook object for scroll-like spell */
break;
case SCR_EARTH:
/* TODO: handle steeds */
if (
#ifdef REINCARNATION
!Is_rogue_level(&u.uz) &&
#endif
(!In_endgame(&u.uz) || Is_earthlevel(&u.uz))) {
if (!Is_rogue_level(&u.uz)
&& (!In_endgame(&u.uz) || Is_earthlevel(&u.uz))) {
register int x, y;
/* Identify the scroll */
@@ -1606,7 +1603,6 @@ do_it:
if (Punished && !on && !Blind)
move_bc(1, 0, uball->ox, uball->oy, uchain->ox, uchain->oy);
#ifdef REINCARNATION
if (Is_rogue_level(&u.uz)) {
/* Can't use do_clear_area because MAX_RADIUS is too small */
/* rogue lighting must light the entire room */
@@ -1621,7 +1617,6 @@ do_it:
}
/* hallways remain dark on the rogue level */
} else
#endif
do_clear_area(u.ux,u.uy,
(obj && obj->oclass==SCROLL_CLASS && obj->blessed) ? 9 : 5,
set_lit, (genericptr_t)(on ? &is_lit : (char *)0));