Symbol: RING
games/battlestar/command2.c
81
case RING:
games/battlestar/command5.c
342
!(obj == RING || obj == BRACELET))
games/battlestar/command5.c
362
if (obj == RING || obj == BRACELET) {
games/battlestar/dayobjs.c
136
{218, RING},
games/battlestar/words.c
97
{ "ring", RING, OBJECT, NULL },
games/hack/def.objects.h
299
RING("adornment", "engagement", 0),
games/hack/def.objects.h
300
RING("teleportation", "wooden", 0),
games/hack/def.objects.h
301
RING("regeneration", "black onyx", 0),
games/hack/def.objects.h
302
RING("searching", "topaz", 0),
games/hack/def.objects.h
303
RING("see invisible", "pearl", 0),
games/hack/def.objects.h
304
RING("stealth", "sapphire", 0),
games/hack/def.objects.h
305
RING("levitation", "moonstone", 0),
games/hack/def.objects.h
306
RING("poison resistance", "agate", 0),
games/hack/def.objects.h
307
RING("aggravate monster", "tiger eye", 0),
games/hack/def.objects.h
308
RING("hunger", "shining", 0),
games/hack/def.objects.h
309
RING("fire resistance", "gold", 0),
games/hack/def.objects.h
310
RING("cold resistance", "copper", 0),
games/hack/def.objects.h
311
RING("protection from shape changers", "diamond", 0),
games/hack/def.objects.h
312
RING("conflict", "jade", 0),
games/hack/def.objects.h
313
RING("gain strength", "ruby", SPEC),
games/hack/def.objects.h
314
RING("increase damage", "silver", SPEC),
games/hack/def.objects.h
315
RING("protection", "granite", SPEC),
games/hack/def.objects.h
316
RING("warning", "wire", 0),
games/hack/def.objects.h
317
RING("teleport control", "iron", 0),
games/hack/def.objects.h
318
RING(NULL, "ivory", 0),
games/hack/def.objects.h
319
RING(NULL, "blackened", 0),
games/rogue/inventory.c
556
if (obj->what_is & (WEAPON | ARMOR | WAND | RING)) {
games/rogue/inventory.c
618
case RING:
games/rogue/inventory.c
737
case RING:
games/rogue/object.c
341
case RING:
games/rogue/object.c
386
case RING:
games/rogue/object.c
414
what_is = RING;
games/rogue/object.c
784
obj->what_is = RING;
games/rogue/object.c
793
if (obj->what_is == RING) {
games/rogue/pack.c
406
if (obj->what_is & (ARMOR | RING)) {
games/rogue/pack.c
446
ch = pack_letter("call what?", (SCROL | POTION | WAND | RING));
games/rogue/pack.c
455
if (!(obj->what_is & (SCROL | POTION | WAND | RING))) {
games/rogue/pack.c
533
*mask = RING;
games/rogue/ring.c
212
ring->what_is = RING;
games/rogue/ring.c
84
if ((ch = pack_letter("put on what?", RING)) == CANCEL) {
games/rogue/ring.c
91
if (!(ring->what_is & RING)) {
games/rogue/room.c
243
case RING:
games/rogue/score.c
595
case RING:
games/rogue/use.c
386
if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {