ROLL
(int) ROLL(0.0, (double) Curmonster.m_treasuretype);
which = (int) ROLL(0.0, 100.0);
whichtreasure = (int) ROLL(1.0, 3.0); /* pick a treasure */
gems = ROLL(1.0, (treasuretype - 7.0)
gold = ROLL(treasuretype * 10.0, treasuretype
Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
ROLL(0.0, 2000.0 + Circle * 400.0);
dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
switch ((int) ROLL(1, 6)) {
Player.p_brains += ROLL(2.0, Circle);
Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
temp = 15 + Statptr->c_ringduration + (int) ROLL(0,5);
dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
first = (int) ROLL(0, 5);
second = (int) ROLL(0, 5);
return ((int) ROLL(0.0, 100.0));
return ((int) ROLL(0.0, 15.0));
return ((int) ROLL(14.0, 86.0));
return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
return ((int) ROLL(14.0, 50.0));
return ((int) ROLL(14.0, 25.0));
inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
Whichmonster = (int) ROLL(70.0, 30.0);
inflict = ROLL(10.0, Curmonster.m_strength);
inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
inflict = ROLL(0, 7.5 * Circle);
inflict = ROLL(15.0, Circle * 10.0);
inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
Whichmonster = (int) ROLL(0.0, 100.0);
dtemp = ROLL(2.0, Player.p_might);
Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0); /* add some error */
return ((int) ROLL(0.0, 5.0) + '0');
ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
ROLL(statptr->c_strength.base, statptr->c_strength.interval);
ROLL(statptr->c_mana.base, statptr->c_mana.interval);
ROLL(statptr->c_energy.base, statptr->c_energy.interval);
ROLL(statptr->c_brains.base, statptr->c_brains.interval);
ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
Player.p_experience = ROLL(600.0, 200.0);
switch ((int) ROLL(0.0, 100.0)) {
temp = ROLL(10.0, 75.0);
xnew = Player.p_x + ROLL(1.0, 5.0);
ynew = Player.p_y - ROLL(1.0, 5.0);
xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */
playerp->p_x = ROLL(-125.0, 251.0);
playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */
Player.p_brains += floor(numitems) * ROLL(20, 8);
ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);