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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

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