Symbol: get_rand
games/rogue/hit.c
201
total += get_rand(1, d);
games/rogue/hit.c
462
monster->moves_confused += get_rand(12, 22);
games/rogue/init.c
189
obj->quantity = get_rand(25, 35);
games/rogue/inventory.c
433
j = get_rand(0, (POTIONS - 1));
games/rogue/inventory.c
434
k = get_rand(0, (POTIONS - 1));
games/rogue/inventory.c
450
sylls = get_rand(2, 5);
games/rogue/inventory.c
454
s = get_rand(1, (MAXSYLLABLES-1));
games/rogue/inventory.c
686
j = get_rand(0, WAND_MATERIALS-1);
games/rogue/inventory.c
698
j = get_rand(0, GEMS-1);
games/rogue/level.c
124
must_1 = get_rand(0, 5);
games/rogue/level.c
274
top_row = get_rand(MIN_ROW, MIN_ROW+5);
games/rogue/level.c
275
bottom_row = get_rand(DROWS-7, DROWS-2);
games/rogue/level.c
276
left_col = get_rand(0, 10);
games/rogue/level.c
277
right_col = get_rand(DCOLS-11, DCOLS-1);
games/rogue/level.c
281
height = get_rand(4, (bottom_row - top_row + 1));
games/rogue/level.c
282
width = get_rand(7, (right_col - left_col - 2));
games/rogue/level.c
284
row_offset = get_rand(0, ((bottom_row - top_row) - height + 1));
games/rogue/level.c
285
col_offset = get_rand(0, ((right_col - left_col) - width + 1));
games/rogue/level.c
405
*col = get_rand(rm->left_col+wall_width,
games/rogue/level.c
413
*row = get_rand(rm->top_row+wall_width,
games/rogue/level.c
438
middle = get_rand(col1+1, col2-1);
games/rogue/level.c
453
middle = get_rand(row1+1, row2-1);
games/rogue/level.c
489
start = get_rand(0, (MAXROOMS-1));
games/rogue/level.c
500
make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1),
games/rogue/level.c
501
get_rand(rooms[j].left_col+1, rooms[j].right_col-1),
games/rogue/level.c
506
get_rand(0, 2));
games/rogue/level.c
544
srow = get_rand(0, 3);
games/rogue/level.c
545
scol = get_rand(0, 3);
games/rogue/level.c
661
t1 = get_rand(0, 3);
games/rogue/level.c
662
t2 = get_rand(0, 3);
games/rogue/level.c
732
row = get_rand(row1 + row_cut, row2 - row_cut);
games/rogue/level.c
733
col = get_rand(col1 + col_cut, col2 - col_cut);
games/rogue/level.c
865
hp = (wizard ? 10 : get_rand(3, 10));
games/rogue/level.c
895
x = get_rand(0, (MAXROOMS-1));
games/rogue/level.c
896
y = get_rand(0, (MAXROOMS-1));
games/rogue/monster.c
152
n = get_rand(4, 6);
games/rogue/monster.c
171
mn = get_rand(0, MONSTERS-1);
games/rogue/monster.c
264
row = get_rand(rooms[rn].top_row+1,
games/rogue/monster.c
266
col = get_rand(rooms[rn].left_col+1,
games/rogue/monster.c
399
NEXT_TRY: n = get_rand(0, 5);
games/rogue/monster.c
443
monster->trow = get_rand(1, (DROWS - 2));
games/rogue/monster.c
444
monster->tcol = get_rand(0, (DCOLS - 1));
games/rogue/monster.c
608
ch = get_rand('A', 'Z') - 'A';
games/rogue/monster.c
737
r = get_rand(0, 12);
games/rogue/monster.c
824
r = get_rand(0, 8);
games/rogue/move.c
396
n = get_rand(0, (FAINT - rogue.moves_left));
games/rogue/move.c
519
d = get_rand(1, 8);
games/rogue/object.c
185
n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
games/rogue/object.c
215
row = get_rand(rooms[i].top_row+1,
games/rogue/object.c
217
col = get_rand(rooms[i].left_col+1,
games/rogue/object.c
237
obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
games/rogue/object.c
399
percent = get_rand(1, 91);
games/rogue/object.c
424
percent = get_rand(0, 91);
games/rogue/object.c
462
percent = get_rand(1, 118);
games/rogue/object.c
535
obj->which_kind = get_rand(0, (WEAPONS - 1));
games/rogue/object.c
539
obj->quantity = get_rand(3, 15);
games/rogue/object.c
540
obj->quiver = get_rand(0, 126);
games/rogue/object.c
546
percent = get_rand(1, 96);
games/rogue/object.c
547
blessing = get_rand(1, 3);
games/rogue/object.c
574
obj->which_kind = get_rand(0, (ARMORS - 1));
games/rogue/object.c
582
percent = get_rand(1, 100);
games/rogue/object.c
583
blessing = get_rand(1, 3);
games/rogue/object.c
597
obj->which_kind = get_rand(0, (WANDS - 1));
games/rogue/object.c
598
obj->class = get_rand(3, 7);
games/rogue/random.c
139
return(get_rand(1, 100) <= percentage);
games/rogue/ring.c
214
ring->which_kind = get_rand(0, (RINGS - 1));
games/rogue/ring.c
240
while ((ring->class = (get_rand(0, 4) - 2)) == 0)
games/rogue/rogue.h
501
int get_rand(int, int);
games/rogue/room.c
259
r = get_rand(MIN_ROW, DROWS-2);
games/rogue/room.c
260
c = get_rand(0, DCOLS-1);
games/rogue/room.c
278
i = get_rand(0, MAXROOMS-1);
games/rogue/room.c
295
n = get_rand(5, 10);
games/rogue/room.c
301
row = get_rand(rooms[rn].top_row+1,
games/rogue/room.c
303
col = get_rand(rooms[rn].left_col+1,
games/rogue/room.c
438
r = get_rand(0, MAXROOMS-1);
games/rogue/spec_hit.c
140
n = get_rand(4, 8);
games/rogue/spec_hit.c
164
amount = get_rand((cur_level * 10), (cur_level * 30));
games/rogue/spec_hit.c
201
n = get_rand(0, MAX_PACK_COUNT);
games/rogue/spec_hit.c
258
obj->quantity = get_rand((cur_level * 15), (cur_level * 30));
games/rogue/spec_hit.c
420
rogue.exp_points = level_points[rogue.exp-2] - get_rand(9, 29);
games/rogue/spec_hit.c
440
n = get_rand(1, 3); /* 1 Hp, 2 Str, 3 both */
games/rogue/throw.c
276
o = get_rand(1, 8);
games/rogue/throw.c
279
x = get_rand(0, 8);
games/rogue/trap.c
110
bear_trap = get_rand(4, 7);
games/rogue/trap.c
151
n = get_rand(0, 2);
games/rogue/trap.c
153
n = get_rand(1, 2);
games/rogue/trap.c
155
n = get_rand(2, 3);
games/rogue/trap.c
157
n = get_rand(2, 4);
games/rogue/trap.c
159
n = get_rand(3, 5);
games/rogue/trap.c
161
n = get_rand(5, MAX_TRAPS);
games/rogue/trap.c
164
traps[i].trap_type = get_rand(0, (TRAPS - 1));
games/rogue/trap.c
168
row = get_rand((rooms[party_room].top_row+1),
games/rogue/trap.c
170
col = get_rand((rooms[party_room].left_col+1),
games/rogue/use.c
119
rogue.str_current -= get_rand(1, 3);
games/rogue/use.c
139
halluc += get_rand(500, 800);
games/rogue/use.c
163
levitate += get_rand(15, 30);
games/rogue/use.c
168
haste_self += get_rand(11, 21);
games/rogue/use.c
415
moves = get_rand(950, 1150);
games/rogue/use.c
422
moves = get_rand(750, 950);
games/rogue/use.c
504
addch(get_rand('A', 'Z'));
games/rogue/use.c
548
i = get_rand(2, 5);
games/rogue/use.c
566
blind += get_rand(500, 800);
games/rogue/use.c
594
return(id_potions[get_rand(0, POTIONS-1)].title);
games/rogue/use.c
604
confused += get_rand(12, 22);
games/rogue/zap.c
179
(void)gr_monster(monster, get_rand(0, MONSTERS-1));
games/rogue/zap.c
288
btime = get_rand(3, 6);
games/rogue/zap.c
347
damage = get_rand((rogue.hp_current / 3), rogue.hp_max);
games/rogue/zap.c
361
monster->nap_length = get_rand(3, 6);
games/rogue/zap.c
379
damage = get_rand(3, (3 * rogue.exp));
games/rogue/zap.c
392
dir = get_rand(0, DIRS-1);