drandom
if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
if (drandom() < 0.33) {
if (drandom() < 0.8)
if (drandom() < Curmonster.m_flock / 100.0)
&& drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
|| drandom() * Player.p_speed * Player.p_brains
> drandom() * Curmonster.m_speed * Curmonster.m_brains)
if (drandom() < Player.p_sin / 100.0) {
if ((drandom() + 0.333) * Player.p_brains
< (drandom() + 0.333) * Curmonster.m_brains)
if (drandom() > 0.2)
if (drandom() > 0.5)
if (drandom() > 0.1)
Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
inflict = drandom() * Curmonster.m_strength + 0.5;
if (drandom() < 0.25)
< Curmonster.m_experience / 200.0 * drandom()) {
if (drandom() < 0.3)
Curmonster.m_experience / 1000.0 * drandom()) {
Curmonster.m_strength *= drandom() + 0.5;
Curmonster.m_brains *= drandom() + 0.5;
Curmonster.m_speed *= drandom() + 0.5;
Curmonster.m_energy *= drandom() + 0.5;
Curmonster.m_experience *= drandom() + 0.5;
Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
+ drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
if (drandom() > 0.65)
if (drandom() < treasuretype / 35.0 + 0.04)
if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
if (drandom() > 0.25) {
dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
if (Luckout || drandom() > 0.1) {
if (drandom() * Player.p_speed < drandom() * Other.p_speed)
if (drandom() / 2.0 < Player.p_sin) {
#define ROLL(BASE,INTERVAL) floor((BASE) + (INTERVAL) * drandom())
if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
if (drandom() * Player.p_sin > 1.0)
if (drandom() < 0.02)
if (drandom() < 0.02)
if (drandom() < 0.02)
if (drandom() * numitems > Player.p_level / 10.0
if (drandom() < 0.02)
if (drandom() < 0.02)
if (drandom() < 0.02)
if (drandom() < 0.02)
ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
double drandom(void);
double drandom(void);