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Lines Matching refs:LEVEL

75  * something(level) 	Function to create a random item around player
76 * int level;
186 * This routine will return FALSE if at a wall or the dungeon exit on level 1
199 if ((level != 1) || (x != 33) ||
201 /* not exit to level 1 */
301 clev = c[LEVEL];
311 /* ----- LEVEL 1 SPELLS ----- */
345 /* ----- LEVEL 2 SPELLS ----- */
381 createmonster(makemonst(level + 1) + 8);
399 /* ----- LEVEL 3 SPELLS ----- */
434 if (level < MAXLEVEL + MAXVLEVEL - 1)
441 iarg[i][j] = level;
468 /* ----- LEVEL 4 SPELLS ----- */
509 /* ----- LEVEL 5 SPELLS ----- */
531 /* ----- LEVEL 6 SPELLS ----- */
604 if (level == 1)
608 while (sc > 0) { /* put objects back in level */
852 if (level < MAXLEVEL + MAXVLEVEL - 1) /* not on V3 */
880 iarg[x][y] = level;
1049 * Function to verify x & y are within the bounds for a level
1050 * If *x or *y is not within the absolute bounds for a level, fix them so that
1051 * they are on the level.
1129 tmp = monster[monst].armorclass + c[LEVEL] + c[DEXTERITY] +
1257 if (rnd(30) + 5 * monster[mster].level - c[CHARISMA] < 30) {
1265 dam += rnd((int) ((dam < 1) ? 1 : dam)) + monster[mster].level;
1315 something(level);
1344 * something(level) Function to create a random item around player
1345 * int level;
1348 * Enter with the cave level on which something is to be dropped
1357 return; /* correct level? */
1370 * Enter with the cave level and a pointer to the items arg
1385 if (level < 0 || level > MAXLEVEL + MAXVLEVEL)
1386 return (0); /* correct level? */
1488 * 6 wraith drain level
1760 if (level == 0)
1820 sp->lev = level;
1837 * Enter with the coordinates of the sphere (on current level)
1845 if (level == sp->lev) /* is sphere on this level? */
1912 /* now wipe out monsters on this level */
1913 newcavelevel(level);