return GO_MOVE;
}
-static int throw (FILE *cmdin, long verb, token_t obj)
+static int throw(FILE *cmdin, long verb, token_t obj)
/* 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
}
if (obj != AXE)
return (discard(verb, obj, false));
- int i = ATDWRF(game.loc);
- if (i <= 0) {
- if (AT(DRAGON) && game.prop[DRAGON] == 0)
- return throw_support(DRAGON_SCALES);
- if (AT(TROLL))
- return throw_support(TROLL_RETURNS);
- else if (AT(OGRE))
- return throw_support(OGRE_DODGE);
- else if (HERE(BEAR) && game.prop[BEAR] == 0) {
- /* This'll teach him to throw the axe at the bear! */
- DROP(AXE, game.loc);
- game.fixed[AXE] = -1;
- game.prop[AXE] = 1;
- JUGGLE(BEAR);
- RSPEAK(AXE_LOST);
- return GO_CLEAROBJ;
- }
- return (attack(cmdin, verb, 0));
- }
+ else {
+ int i = ATDWRF(game.loc);
+ if (i <= 0) {
+ if (AT(DRAGON) && game.prop[DRAGON] == 0)
+ return throw_support(DRAGON_SCALES);
+ if (AT(TROLL))
+ return throw_support(TROLL_RETURNS);
+ else if (AT(OGRE))
+ return throw_support(OGRE_DODGE);
+ else if (HERE(BEAR) && game.prop[BEAR] == 0) {
+ /* This'll teach him to throw the axe at the bear! */
+ DROP(AXE, game.loc);
+ game.fixed[AXE] = -1;
+ game.prop[AXE] = 1;
+ JUGGLE(BEAR);
+ RSPEAK(AXE_LOST);
+ return GO_CLEAROBJ;
+ }
+ return (attack(cmdin, verb, 0));
+ }
- if (randrange(NDWARVES + 1) < game.dflag) {
- return throw_support(DWARF_DODGES);
+ if (randrange(NDWARVES + 1) < game.dflag) {
+ return throw_support(DWARF_DODGES);
+ } else {
+ game.dseen[i] = false;
+ game.dloc[i] = 0;
+ return throw_support((++game.dkill == 1)
+ ? DWARF_SMOKE : KILLED_DWARF);
+ }
}
- game.dseen[i] = false;
- game.dloc[i] = 0;
- return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF);
}
static int wake(token_t verb, token_t obj)