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:
12
src/vision.c
12
src/vision.c
@@ -103,9 +103,7 @@ STATIC_DCL void NDECL(view_init);
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STATIC_DCL void FDECL(view_from,(int,int,char **,char *,char *,int,
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void (*)(int,int,genericptr_t),genericptr_t));
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STATIC_DCL void FDECL(get_unused_cs, (char ***,char **,char **));
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#ifdef REINCARNATION
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STATIC_DCL void FDECL(rogue_vision, (char **,char *,char *));
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#endif
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/* Macro definitions that I can't find anywhere. */
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#define sign(z) ((z) < 0 ? -1 : ((z) ? 1 : 0 ))
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@@ -285,7 +283,6 @@ get_unused_cs(rows, rmin, rmax)
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}
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#ifdef REINCARNATION
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/*
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* rogue_vision()
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*
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@@ -349,7 +346,6 @@ rogue_vision(next, rmin, rmax)
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}
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}
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}
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#endif /* REINCARNATION */
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/*#define EXTEND_SPINE*/ /* possibly better looking wall-angle */
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@@ -568,13 +564,9 @@ vision_recalc(control)
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/* skip the normal update loop */
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goto skip;
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}
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#ifdef REINCARNATION
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else if (Is_rogue_level(&u.uz)) {
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} else if (Is_rogue_level(&u.uz)) {
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rogue_vision(next_array,next_rmin,next_rmax);
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}
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#endif
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else {
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} else {
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int has_night_vision = 1; /* hero has night vision */
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if (Underwater && !Is_waterlevel(&u.uz)) {
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