-/* Throw. Same as discard unless axe. Then same as attack except ignore bird,
- * and if dwarf is present then one might be killed. (Only way to do so!)
- * Axe also special for dragon, bear, and troll. Treasures special for troll. */
+int throw(FILE *cmdin, long obj, long verb)
+/* Throw. Same as discard unless axe. Then same as attack except
+ * ignore bird, and if dwarf is present then one might be killed.
+ * (Only way to do so!) Axe also special for dragon, bear, and
+ * troll. Treasures special for troll. */
+{
+ if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
+ if (!TOTING(obj))
+ return(2011);
+ if (obj >= 50 && obj <= MAXTRS && AT(TROLL))
+ goto L9178;
+ if (obj == FOOD && HERE(BEAR))
+ goto L9177;
+ if (obj != AXE)
+ return(discard(obj, false));
+ I=ATDWRF(game.loc);
+ if (I > 0)
+ goto L9172;
+ SPK=152;
+ if (AT(DRAGON) && game.prop[DRAGON] == 0)
+ goto L9175;
+ SPK=158;
+ if (AT(TROLL))
+ goto L9175;
+ SPK=203;
+ if (AT(OGRE))
+ goto L9175;
+ if (HERE(BEAR) && game.prop[BEAR] == 0)
+ goto L9176;
+ return(attack(cmdin, 0, verb));