Symbol: get_rand
games/rogue/hit.c
184
total += get_rand(1, d);
games/rogue/hit.c
443
monster->moves_confused += get_rand(12, 22);
games/rogue/init.c
162
obj->quantity = get_rand(25, 35);
games/rogue/inventory.c
413
j = get_rand(0, (POTIONS - 1));
games/rogue/inventory.c
414
k = get_rand(0, (POTIONS - 1));
games/rogue/inventory.c
428
sylls = get_rand(2, 5);
games/rogue/inventory.c
432
s = get_rand(1, (MAXSYLLABLES-1));
games/rogue/inventory.c
613
j = get_rand(0, WAND_MATERIALS-1);
games/rogue/inventory.c
624
j = get_rand(0, GEMS-1);
games/rogue/level.c
116
must_1 = get_rand(0, 5);
games/rogue/level.c
267
top_row = get_rand(MIN_ROW, MIN_ROW+5);
games/rogue/level.c
268
bottom_row = get_rand(DROWS-7, DROWS-2);
games/rogue/level.c
269
left_col = get_rand(0, 10);
games/rogue/level.c
270
right_col = get_rand(DCOLS-11, DCOLS-1);
games/rogue/level.c
274
height = get_rand(4, (bottom_row - top_row + 1));
games/rogue/level.c
275
width = get_rand(7, (right_col - left_col - 2));
games/rogue/level.c
277
row_offset = get_rand(0, ((bottom_row - top_row) - height + 1));
games/rogue/level.c
278
col_offset = get_rand(0, ((right_col - left_col) - width + 1));
games/rogue/level.c
398
*col = get_rand(rm->left_col+wall_width,
games/rogue/level.c
406
*row = get_rand(rm->top_row+wall_width,
games/rogue/level.c
431
middle = get_rand(col1+1, col2-1);
games/rogue/level.c
446
middle = get_rand(row1+1, row2-1);
games/rogue/level.c
482
start = get_rand(0, (MAXROOMS-1));
games/rogue/level.c
493
make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1),
games/rogue/level.c
494
get_rand(rooms[j].left_col+1, rooms[j].right_col-1),
games/rogue/level.c
499
get_rand(0, 2));
games/rogue/level.c
537
srow = get_rand(0, 3);
games/rogue/level.c
538
scol = get_rand(0, 3);
games/rogue/level.c
654
t1 = get_rand(0, 3);
games/rogue/level.c
655
t2 = get_rand(0, 3);
games/rogue/level.c
725
row = get_rand(row1 + row_cut, row2 - row_cut);
games/rogue/level.c
726
col = get_rand(col1 + col_cut, col2 - col_cut);
games/rogue/level.c
860
hp = (wizard ? 10 : get_rand(3, 10));
games/rogue/level.c
892
x = get_rand(0, (MAXROOMS-1));
games/rogue/level.c
893
y = get_rand(0, (MAXROOMS-1));
games/rogue/monster.c
131
n = get_rand(4, 6);
games/rogue/monster.c
150
mn = get_rand(0, MONSTERS-1);
games/rogue/monster.c
243
row = get_rand(rooms[rn].top_row+1,
games/rogue/monster.c
245
col = get_rand(rooms[rn].left_col+1,
games/rogue/monster.c
378
NEXT_TRY: n = get_rand(0, 5);
games/rogue/monster.c
422
monster->trow = get_rand(1, (DROWS - 2));
games/rogue/monster.c
423
monster->tcol = get_rand(0, (DCOLS - 1));
games/rogue/monster.c
587
ch = get_rand('A', 'Z') - 'A';
games/rogue/monster.c
714
r = get_rand(0, 12);
games/rogue/monster.c
801
r = get_rand(0, 8);
games/rogue/move.c
392
n = get_rand(0, (FAINT - rogue.moves_left));
games/rogue/move.c
512
d = get_rand(1, 8);
games/rogue/object.c
172
n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
games/rogue/object.c
202
row = get_rand(rooms[i].top_row+1,
games/rogue/object.c
204
col = get_rand(rooms[i].left_col+1,
games/rogue/object.c
224
obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
games/rogue/object.c
386
percent = get_rand(1, 91);
games/rogue/object.c
411
percent = get_rand(0, 91);
games/rogue/object.c
449
percent = get_rand(1, 118);
games/rogue/object.c
493
obj->which_kind = get_rand(0, (WEAPONS - 1));
games/rogue/object.c
497
obj->quantity = get_rand(3, 15);
games/rogue/object.c
498
obj->quiver = get_rand(0, 126);
games/rogue/object.c
504
percent = get_rand(1, 96);
games/rogue/object.c
505
blessing = get_rand(1, 3);
games/rogue/object.c
555
obj->which_kind = get_rand(0, (ARMORS - 1));
games/rogue/object.c
563
percent = get_rand(1, 100);
games/rogue/object.c
564
blessing = get_rand(1, 3);
games/rogue/object.c
578
obj->which_kind = get_rand(0, (WANDS - 1));
games/rogue/object.c
579
obj->class = get_rand(3, 7);
games/rogue/random.c
71
return(get_rand(1, 100) <= percentage);
games/rogue/ring.c
207
ring->which_kind = get_rand(0, (RINGS - 1));
games/rogue/ring.c
217
while ((ring->class = (get_rand(0, 4) - 2)) == 0)
games/rogue/rogue.h
597
int get_rand(int, int);
games/rogue/room.c
254
r = get_rand(MIN_ROW, DROWS-2);
games/rogue/room.c
255
c = get_rand(0, DCOLS-1);
games/rogue/room.c
273
i = get_rand(0, MAXROOMS-1);
games/rogue/room.c
290
n = get_rand(5, 10);
games/rogue/room.c
296
row = get_rand(rooms[rn].top_row+1,
games/rogue/room.c
298
col = get_rand(rooms[rn].left_col+1,
games/rogue/room.c
430
r = get_rand(0, MAXROOMS-1);
games/rogue/spec_hit.c
132
n = get_rand(4, 8);
games/rogue/spec_hit.c
156
amount = get_rand((cur_level * 10), (cur_level * 30));
games/rogue/spec_hit.c
193
n = get_rand(0, MAX_PACK_COUNT);
games/rogue/spec_hit.c
251
obj->quantity = get_rand((cur_level * 15), (cur_level * 30));
games/rogue/spec_hit.c
418
rogue.exp_points = level_points[rogue.exp-2] - get_rand(9, 29);
games/rogue/spec_hit.c
438
n = get_rand(1, 3); /* 1 Hp, 2 Str, 3 both */
games/rogue/throw.c
267
o = get_rand(1, 8);
games/rogue/throw.c
270
x = get_rand(0, 8);
games/rogue/trap.c
102
bear_trap = get_rand(4, 7);
games/rogue/trap.c
143
n = get_rand(0, 2);
games/rogue/trap.c
145
n = get_rand(1, 2);
games/rogue/trap.c
147
n = get_rand(2, 3);
games/rogue/trap.c
149
n = get_rand(2, 4);
games/rogue/trap.c
151
n = get_rand(3, 5);
games/rogue/trap.c
153
n = get_rand(5, MAX_TRAPS);
games/rogue/trap.c
156
traps[i].trap_type = get_rand(0, (TRAPS - 1));
games/rogue/trap.c
160
row = get_rand((rooms[party_room].top_row+1),
games/rogue/trap.c
162
col = get_rand((rooms[party_room].left_col+1),
games/rogue/use.c
113
rogue.str_current -= get_rand(1, 3);
games/rogue/use.c
133
halluc += get_rand(500, 800);
games/rogue/use.c
157
levitate += get_rand(15, 30);
games/rogue/use.c
162
haste_self += get_rand(11, 21);
games/rogue/use.c
414
moves = get_rand(950, 1150);
games/rogue/use.c
422
moves = get_rand(750, 950);
games/rogue/use.c
508
addch(get_rand('A', 'Z'));
games/rogue/use.c
552
i = get_rand(2, 5);
games/rogue/use.c
570
blind += get_rand(500, 800);
games/rogue/use.c
598
return(id_potions[get_rand(0, POTIONS-1)].title);
games/rogue/use.c
608
confused += get_rand(12, 22);
games/rogue/zap.c
171
gr_monster(monster, get_rand(0, MONSTERS-1));
games/rogue/zap.c
280
btime = get_rand(3, 6);
games/rogue/zap.c
340
damage = get_rand((rogue.hp_current / 3), rogue.hp_max);
games/rogue/zap.c
354
monster->nap_length = get_rand(3, 6);
games/rogue/zap.c
373
damage = get_rand(3, (3 * rogue.exp));
games/rogue/zap.c
387
dir = get_rand(0, DIRS-1);