get_rand
total += get_rand(1, d);
monster->moves_confused += get_rand(12, 22);
obj->quantity = get_rand(25, 35);
j = get_rand(0, (POTIONS - 1));
k = get_rand(0, (POTIONS - 1));
sylls = get_rand(2, 5);
s = get_rand(1, (MAXSYLLABLES-1));
j = get_rand(0, WAND_MATERIALS-1);
j = get_rand(0, GEMS-1);
must_1 = get_rand(0, 5);
top_row = get_rand(MIN_ROW, MIN_ROW+5);
bottom_row = get_rand(DROWS-7, DROWS-2);
left_col = get_rand(0, 10);
right_col = get_rand(DCOLS-11, DCOLS-1);
height = get_rand(4, (bottom_row - top_row + 1));
width = get_rand(7, (right_col - left_col - 2));
row_offset = get_rand(0, ((bottom_row - top_row) - height + 1));
col_offset = get_rand(0, ((right_col - left_col) - width + 1));
*col = get_rand(rm->left_col+wall_width,
*row = get_rand(rm->top_row+wall_width,
middle = get_rand(col1+1, col2-1);
middle = get_rand(row1+1, row2-1);
start = get_rand(0, (MAXROOMS-1));
make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1),
get_rand(rooms[j].left_col+1, rooms[j].right_col-1),
get_rand(0, 2));
srow = get_rand(0, 3);
scol = get_rand(0, 3);
t1 = get_rand(0, 3);
t2 = get_rand(0, 3);
row = get_rand(row1 + row_cut, row2 - row_cut);
col = get_rand(col1 + col_cut, col2 - col_cut);
hp = (wizard ? 10 : get_rand(3, 10));
x = get_rand(0, (MAXROOMS-1));
y = get_rand(0, (MAXROOMS-1));
n = get_rand(4, 6);
mn = get_rand(0, MONSTERS-1);
row = get_rand(rooms[rn].top_row+1,
col = get_rand(rooms[rn].left_col+1,
NEXT_TRY: n = get_rand(0, 5);
monster->trow = get_rand(1, (DROWS - 2));
monster->tcol = get_rand(0, (DCOLS - 1));
ch = get_rand('A', 'Z') - 'A';
r = get_rand(0, 12);
r = get_rand(0, 8);
n = get_rand(0, (FAINT - rogue.moves_left));
d = get_rand(1, 8);
n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
row = get_rand(rooms[i].top_row+1,
col = get_rand(rooms[i].left_col+1,
obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
percent = get_rand(1, 91);
percent = get_rand(0, 91);
percent = get_rand(1, 118);
obj->which_kind = get_rand(0, (WEAPONS - 1));
obj->quantity = get_rand(3, 15);
obj->quiver = get_rand(0, 126);
percent = get_rand(1, 96);
blessing = get_rand(1, 3);
obj->which_kind = get_rand(0, (ARMORS - 1));
percent = get_rand(1, 100);
blessing = get_rand(1, 3);
obj->which_kind = get_rand(0, (WANDS - 1));
obj->class = get_rand(3, 7);
return(get_rand(1, 100) <= percentage);
ring->which_kind = get_rand(0, (RINGS - 1));
while ((ring->class = (get_rand(0, 4) - 2)) == 0)
int get_rand(int, int);
r = get_rand(MIN_ROW, DROWS-2);
c = get_rand(0, DCOLS-1);
i = get_rand(0, MAXROOMS-1);
n = get_rand(5, 10);
row = get_rand(rooms[rn].top_row+1,
col = get_rand(rooms[rn].left_col+1,
r = get_rand(0, MAXROOMS-1);
n = get_rand(4, 8);
amount = get_rand((cur_level * 10), (cur_level * 30));
n = get_rand(0, MAX_PACK_COUNT);
obj->quantity = get_rand((cur_level * 15), (cur_level * 30));
rogue.exp_points = level_points[rogue.exp-2] - get_rand(9, 29);
n = get_rand(1, 3); /* 1 Hp, 2 Str, 3 both */
o = get_rand(1, 8);
x = get_rand(0, 8);
bear_trap = get_rand(4, 7);
n = get_rand(0, 2);
n = get_rand(1, 2);
n = get_rand(2, 3);
n = get_rand(2, 4);
n = get_rand(3, 5);
n = get_rand(5, MAX_TRAPS);
traps[i].trap_type = get_rand(0, (TRAPS - 1));
row = get_rand((rooms[party_room].top_row+1),
col = get_rand((rooms[party_room].left_col+1),
rogue.str_current -= get_rand(1, 3);
halluc += get_rand(500, 800);
levitate += get_rand(15, 30);
haste_self += get_rand(11, 21);
moves = get_rand(950, 1150);
moves = get_rand(750, 950);
addch(get_rand('A', 'Z'));
i = get_rand(2, 5);
blind += get_rand(500, 800);
return(id_potions[get_rand(0, POTIONS-1)].title);
confused += get_rand(12, 22);
(void)gr_monster(monster, get_rand(0, MONSTERS-1));
btime = get_rand(3, 6);
damage = get_rand((rogue.hp_current / 3), rogue.hp_max);
monster->nap_length = get_rand(3, 6);
damage = get_rand(3, (3 * rogue.exp));
dir = get_rand(0, DIRS-1);