* 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) {
- 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(false));
+int throw(FILE *cmdin, long obj) {
+ 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(false));
I=ATDWRF(game.loc);
if(I > 0) goto L9172;
SPK=152;
SPK=203;
if(AT(OGRE)) goto L9175;
if(HERE(BEAR) && game.prop[BEAR] == 0) goto L9176;
- OBJ=0;
- return(attack(cmdin, OBJ));
+ obj=0;
+ return(attack(cmdin, obj));
L9172: SPK=48;
if(randrange(NDWARVES+1) < game.dflag) goto L9175;
return(2011);
/* But throwing food is another story. */
-L9177: OBJ=BEAR;
+L9177: obj=BEAR;
return(feed());
L9178: SPK=159;
/* Snarf a treasure for the troll. */
- DROP(OBJ,0);
+ DROP(obj,0);
MOVE(TROLL,0);
MOVE(TROLL+NOBJECTS,0);
DROP(TROLL2,PLAC[TROLL]);