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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@@ -1053,9 +1053,7 @@ void mswin_select_map_mode(int mode)
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#endif
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/* override for Rogue level */
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#ifdef REINCARNATION
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if( Is_rogue_level(&u.uz) && !IS_MAP_ASCII(mode) ) return;
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#endif
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/* set map mode menu mark */
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if( IS_MAP_ASCII(mode) ) {
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@@ -569,12 +569,8 @@ void onPaint(HWND hWnd)
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paint_rt.right = min(data->xPos + (ps.rcPaint.right - data->map_orig.x)/data->xScrTile+1, COLNO);
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paint_rt.bottom = min(data->yPos + (ps.rcPaint.bottom - data->map_orig.y)/data->yScrTile+1, ROWNO);
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if( data->bAsciiMode
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#ifdef REINCARNATION
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|| Is_rogue_level(&u.uz)
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if(data->bAsciiMode || Is_rogue_level(&u.uz)) {
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/* You enter a VERY primitive world! */
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#endif
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) {
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HGDIOBJ oldFont;
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oldFont = SelectObject(hDC, data->hMapFont);
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@@ -793,14 +793,12 @@ void mswin_clear_nhwindow(winid wid)
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(wid < MAXWINDOWS) &&
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(GetNHApp()->windowlist[wid].win != NULL))
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{
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#ifdef REINCARNATION
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if( GetNHApp()->windowlist[wid].type == NHW_MAP ) {
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if( Is_rogue_level(&u.uz) )
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mswin_map_mode(mswin_hwnd_from_winid(WIN_MAP), ROGUE_LEVEL_MAP_MODE);
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else
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mswin_map_mode(mswin_hwnd_from_winid(WIN_MAP), iflags.wc_map_mode);
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}
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#endif
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SendMessage(
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GetNHApp()->windowlist[wid].win,
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