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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@@ -2081,12 +2081,7 @@ if(u.uz.dlevel != x){
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}
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}
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#endif
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if(
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WINVERS_AMIV
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#ifdef REINCARNATION
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&& !Is_rogue_level(&u.uz)
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#endif
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)
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if(WINVERS_AMIV && !Is_rogue_level(&u.uz))
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{
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amii_curs(win,x,y);
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amiga_print_glyph(win,0,glyph);
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@@ -2095,7 +2090,6 @@ if(u.uz.dlevel != x){
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{
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/* map glyph to character and color */
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(void) mapglyph(glyph, &och, &color, &special, x, y);
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/* XXX next if should be ifdef REINCARNATION */
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ch = (uchar)och;
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if( WINVERS_AMIV ){ /* implies Rogue level here */
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amii_curs(win,x,y);
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@@ -2106,10 +2100,8 @@ if(u.uz.dlevel != x){
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#ifdef TEXTCOLOR
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/* Turn off color if rogue level. */
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# ifdef REINCARNATION
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if (Is_rogue_level(&u.uz))
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color = NO_COLOR;
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# endif
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amiga_print_glyph(win,color,ch);
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#else
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