+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)) {
+ SPK=159;
+ /* Snarf a treasure for the troll. */
+ DROP(obj,0);
+ MOVE(TROLL,0);
+ MOVE(TROLL+NOBJECTS,0);
+ DROP(TROLL2,PLAC[TROLL]);
+ DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
+ JUGGLE(CHASM);
+ return(2011);
+ }
+ if (obj == FOOD && HERE(BEAR)) {
+ /* But throwing food is another story. */
+ obj=BEAR;
+ return(feed(obj));
+ }
+ if (obj != AXE)
+ return(discard(obj, false));
+ I=ATDWRF(game.loc);
+ if (I <= 0) {
+ if (AT(DRAGON) && game.prop[DRAGON] == 0) {
+ SPK=152;
+ return throw_support(SPK);
+ }
+ if (AT(TROLL)) {
+ SPK=158;
+ return throw_support(SPK);
+ }
+ if (AT(OGRE)) {
+ SPK=203;
+ return throw_support(SPK);
+ }
+ if (HERE(BEAR) && game.prop[BEAR] == 0) {
+ /* This'll teach him to throw the axe at the bear! */
+ SPK=164;
+ DROP(AXE,game.loc);
+ game.fixed[AXE]= -1;
+ game.prop[AXE]=1;
+ JUGGLE(BEAR);
+ return(2011);
+ }
+ return(attack(cmdin, 0, verb));
+ }