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