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Searched
refs:dragon
(Results
1 - 5
of
5
) sorted by relevancy
/src/games/adventure/
subr.c
665
if (obj == bird && at(
dragon
) && prop[
dragon
] == 0) { /* 9025 */
789
if (at(
dragon
) && prop[
dragon
] == 0)
790
obj = obj * 100 +
dragon
;
826
if (obj ==
dragon
)
832
if (obj !=
dragon
|| prop[
dragon
] != 0)
840
pspeak(
dragon
, 1);
841
prop[
dragon
] = 2
[
all
...]
hdr.h
140
axe, mirror,
dragon
, chasm, troll, troll2, bear, message,
init.c
112
axe, mirror,
dragon
, chasm, troll, troll2, bear, message,
variable in typeref:typename:int
212
dragon
= vocab(DECR('d', 'r', 'a', 'g', 'o'), 1, 0);
main.c
596
|| obj == oyster || obj == dwarf || obj ==
dragon
/src/usr.bin/m4/TEST/
test.m4
189
If not, they must determine if the cause was a road hazard or a
dragon
. If
192
they think that cause was a
dragon
, then they must find and slay it.
194
The most difficult part of eliminating a
dragon
is finding it. Sometimes
195
the wizard magically knows where the
dragon
's lair it, but often the wizard
203
transformation laws to help devise a way to locate the
dragon
. CTK also
204
helps provide the right spell or incantation to slay the
dragon
. (There is
205
no general spell to slay dragons; each
dragon
must be eliminated with a
210
worst, the
dragon
becomes a much larger
dragon
or multiplies into several
Completed in 46 milliseconds
Indexes created Sat Oct 18 08:10:09 GMT 2025