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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@@ -28,14 +28,9 @@ STATIC_DCL boolean FDECL(validvamp, (struct monst *,int *,int));
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#endif
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STATIC_DCL struct permonst *FDECL(accept_newcham_form, (int));
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#ifdef REINCARNATION
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#define LEVEL_SPECIFIC_NOCORPSE(mdat) \
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(Is_rogue_level(&u.uz) || \
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(level.flags.graveyard && is_undead(mdat) && rn2(3)))
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#else
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#define LEVEL_SPECIFIC_NOCORPSE(mdat) \
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(level.flags.graveyard && is_undead(mdat) && rn2(3))
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#endif
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#if 0
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/* part of the original warning code which was replaced in 3.3.1 */
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@@ -1048,9 +1043,7 @@ nexttry: /* eels prefer the water, but if there is no water nearby,
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if (nx != x && ny != y && (nodiag ||
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(IS_DOOR(nowtyp) && (levl[x][y].doormask & ~D_BROKEN)) ||
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(IS_DOOR(ntyp) && (levl[nx][ny].doormask & ~D_BROKEN)) ||
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#ifdef REINCARNATION
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((IS_DOOR(nowtyp) || IS_DOOR(ntyp)) && Is_rogue_level(&u.uz)) ||
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#endif
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/* mustn't pass between adjacent long worm segments,
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but can attack that way */
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(m_at(x, ny) && m_at(nx, y) && worm_cross(x, y, nx, ny) &&
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