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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@@ -839,10 +839,7 @@ display_map_window(wp)
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register int row;
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struct map_info_t *map_info = wp->map_information;
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if ((
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#ifdef REINCARNATION
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Is_rogue_level(&u.uz) ? map_info->is_tile :
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#endif
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if ((Is_rogue_level(&u.uz) ? map_info->is_tile :
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(map_info->is_tile != iflags.wc_tiled_map)) &&
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map_info->tile_map.image_width) {
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/* changed map display mode, re-display the full map */
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@@ -850,11 +847,7 @@ display_map_window(wp)
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sizeof(map_info->t_start));
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(void) memset((genericptr_t) map_info->t_stop, (char) COLNO-1,
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sizeof(map_info->t_stop));
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map_info->is_tile = iflags.wc_tiled_map
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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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map_info->is_tile = iflags.wc_tiled_map && !Is_rogue_level(&u.uz);
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XClearWindow(XtDisplay(wp->w), XtWindow(wp->w));
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set_map_size(wp, COLNO, ROWNO);
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check_cursor_visibility(wp);
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