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
committed by Pasi Kallinen
parent bb647dc33c
commit ffd201495c
42 changed files with 38 additions and 273 deletions

View File

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