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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@@ -680,9 +680,7 @@ struct level_map {
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{ "medusa", &medusa_level },
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{ "oracle", &oracle_level },
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{ "orcus", &orcus_level },
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#ifdef REINCARNATION
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{ "rogue", &rogue_level },
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#endif
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{ "sanctum", &sanctum_level },
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{ "valley", &valley_level },
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{ "water", &water_level },
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@@ -2086,9 +2084,7 @@ mapseen *mptr;
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if (mptr->flags.unreachable || mptr->flags.forgot) return FALSE;
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/* level is of interest if it has an auto-generated annotation */
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if (mptr->flags.oracle || mptr->flags.bigroom ||
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# ifdef REINCARNATION
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mptr->flags.roguelevel ||
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# endif
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mptr->flags.castle || mptr->flags.valley ||
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mptr->flags.msanctum) return TRUE;
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/* when in Sokoban, list all sokoban levels visited; when not in it,
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@@ -2151,9 +2147,7 @@ recalc_mapseen()
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mptr->flags.bigroom = Is_bigroom(&u.uz);
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else if (mptr->flags.forgot)
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mptr->flags.bigroom = 0;
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# ifdef REINCARNATION
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mptr->flags.roguelevel = Is_rogue_level(&u.uz);
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# endif
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mptr->flags.oracle = 0; /* recalculated during room traversal below */
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mptr->flags.castletune = 0;
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/* flags.castle, flags.valley, flags.msanctum retain previous value */
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@@ -2650,10 +2644,8 @@ boolean printdun;
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mptr->flags.sokosolved ? "Solved" : "Unsolved");
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} else if (mptr->flags.bigroom) {
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Sprintf(buf, "%sA very big room.", PREFIX);
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# ifdef REINCARNATION
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} else if (mptr->flags.roguelevel) {
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Sprintf(buf, "%sA primitive area.", PREFIX);
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# endif
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} else if (on_level(&mptr->lev, &qstart_level)) {
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Sprintf(buf, "%sHome%s.", PREFIX,
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mptr->flags.unreachable ? " (no way back...)" : "");
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