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  /src/usr.bin/make/unit-tests/
varname-dot-make-level.mk 1 # $NetBSD: varname-dot-make-level.mk,v 1.6 2025/03/22 12:23:00 rillig Exp $
3 # Tests for the special .MAKE.LEVEL variable, which informs about the
4 # recursion level. It is related to the environment variable MAKELEVEL,
9 # expect: level 1: variable 0, env 1
11 @printf 'level 1: variable %s, env %s\n' ${.MAKE.LEVEL} "$$${.MAKE.LEVEL.ENV}"
14 # expect: level 2: variable 1, env 2
16 @printf 'level 2: variable %s, env %s\n' ${.MAKE.LEVEL} "$$${.MAKE.LEVEL.ENV}
    [all...]
opt-debug-graph1.exp 25 .MAKE.LEVEL = <details omitted>
26 .MAKE.LEVEL.ENV = MAKELEVEL
suff-transform-debug.exp 16 .MAKE.LEVEL = <details omitted>
17 .MAKE.LEVEL.ENV = MAKELEVEL
opt-debug-graph2.exp 59 .MAKE.LEVEL = <details omitted>
60 .MAKE.LEVEL.ENV = MAKELEVEL
opt-debug-graph3.exp 59 .MAKE.LEVEL = <details omitted>
60 .MAKE.LEVEL.ENV = MAKELEVEL
suff-main-several.exp 90 .MAKE.LEVEL = <details omitted>
91 .MAKE.LEVEL.ENV = MAKELEVEL
  /src/games/larn/
global.c 6 * raiselevel() subroutine to raise the player one level
7 * loselevel() subroutine to lower the player by one level
40 subroutine to raise the player one level
41 uses the skill[] array to find level boundarys
42 uses c[EXPERIENCE] c[LEVEL]
47 if (c[LEVEL] < MAXPLEVEL)
48 raiseexperience((long) (skill[c[LEVEL]] - c[EXPERIENCE]));
54 subroutine to lower the players character level by one
59 if (c[LEVEL] > 1)
60 loseexperience((long) (c[EXPERIENCE] - skill[c[LEVEL] - 1] + 1))
    [all...]
display.c 75 lprintf(" AC: %-3ld WC: %-3ld Level", (long) c[AC], (long) c[WCLASS]);
76 if (c[LEVEL] > 99)
77 lprintf("%3ld", (long) c[LEVEL]);
79 lprintf(" %-2ld", (long) c[LEVEL]);
80 lprintf(" Exp: %-9ld %s\n", (long) c[EXPERIENCE], class[c[LEVEL] - 1]);
86 if ((level == 0) || (wizard))
91 lprcat(levelname[level]);
110 if (c[LEVEL] != cbak[LEVEL]) {
112 lprcat(class[c[LEVEL] - 1])
    [all...]
regen.c 44 d[REGENCOUNTER] = 22 + (d[HARDGAME] << 1) - d[LEVEL];
51 d[ECOUNTER] = 100 + 4 * (d[HARDGAME] - d[LEVEL] - d[ENERGY]);
diag.c 51 lprintf("\ngold: %ld Experience: %ld Character level: %ld Level in caverns: %ld",
52 (long) c[GOLD], (long) c[EXPERIENCE], (long) c[LEVEL], (long) level);
57 i = level;
60 lprintf("\nMaze for level %s:\n", levelname[level]);
69 lprintf("%19s %2ld %3ld ", monster[i].name, (long) monster[i].level, (long) monster[i].armorclass);
75 lprcat("\n We will be assuming that players level = 2 * monster level");
    [all...]
header.h 17 /* maximum player level allowed */
36 char level; member in struct:monst
86 #define LEVEL 10
363 extern short nobeep, oldx, oldy, playerx, playery, level;
create.c 38 c[LEVEL] = 1; /* player starts at level one */
65 newcavelevel(level)
66 int level;
68 function to enter a new level. This routine must be called anytime the
69 player changes levels. If that level is unknown it will be created.
70 A new set of monsters will be created for a new level, and existing
72 Note that it is here we remove genocided monsters from the present level.
78 if (beenhere[level])
79 savelevel(); /* put the level back into storage *
    [all...]
main.c 62 -## specify level of difficulty (example: -5)\n\
318 rmst = 120 - (level << 2);
319 fillmonst(makemonst(level));
655 rmst = 120 - (level << 2);
656 fillmonst(makemonst(level));
800 if (c[LEVEL] > 9) {
scores.c 46 short level; /* the level player was on when he died */ member in struct:scofmt
47 short hardlev;/* the level of difficulty player played at */
60 short hardlev;/* the level of difficulty player played at */
68 short cavelev;/* level in caves */
80 short lev; /* player level */
198 * winner, otherwise the next level of difficulty listed in the winners
323 lprintf(" on %s", levelname[sco[j].level]);
542 p->level = level;
    [all...]
monster.c 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 ----- *
    [all...]
object.c 332 if (level != 0) {
372 if (level != 11) {
413 losehp(rnd(10) + level);
443 if ((level == MAXLEVEL - 1) || (level == MAXLEVEL + MAXVLEVEL - 1)) {
451 losehp(rnd(5 + level));
453 newcavelevel(level + 1);
584 k = rnd((level + 1) << 1);
596 else if (level >= 2 && level != 11)
    [all...]
  /src/tests/net/net/
t_unix.c 152 # define LEVEL SOL_SOCKET
154 # define LEVEL SOL_LOCAL
162 if (getsockopt(s, LEVEL, LOCAL_PEEREID, &cred, &crl) == -1)
  /src/sys/external/gpl2/dts/dist/arch/arm64/boot/dts/qcom/
sc7180-trogdor-coachz.dtsi 21 /* BOARD-SPECIFIC TOP LEVEL NODES */
sc7180-trogdor.dtsi 96 /* This is the top level supply and variable voltage */
211 /* BOARD-SPECIFIC TOP LEVEL NODES */
223 default-brightness-level = <951>;
934 qcom,preemphasis-level = <QUSB2_V2_PREEMPHASIS_15_PERCENT>;
sdm845-cheza.dtsi 40 /* This is the top level supply and variable voltage */
116 /* BOARD-SPECIFIC TOP LEVEL NODES */
816 qcom,preemphasis-level = <QUSB2_V2_PREEMPHASIS_5_PERCENT>;
  /src/sys/external/bsd/drm2/dist/drm/radeon/
sumod.h 313 # define LEVEL(x) ((x) << 1)
  /src/sys/dev/pckbport/
synaptics.c 134 #define DPRINTF(LEVEL, SC, FMT, ARGS...) do \
136 if (synaptics_debug >= LEVEL) { \

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