Better align drop_throw with hero ammo breakage
There is a comment above the function indicating that it should be aligned with hero ammo breakage, but this wasn't the case. One big difference is that any monster-thrown or -shot object would be deleted unconditionally if it hit another monster trapped in a pit. I don't know why that was in there, but it's not present in hero ammo breakage chances, and it meant that a monster could sling the Mines luckstone at the hero, hit a monster in the pit, and permanently lock the hero out of getting the luckstone (as just happened to a player during the current tournament). This pulls the hero breakage rules out into their own function and uses that for monster breakage as well, to make sure they are aligned. I also refactored drop_throw a bit to reduce the number of separate variables tracking whether the object was deleted (was create, objgone, and retvalu), and changed its (and ohitmon's) type to boolean.
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@@ -667,6 +667,7 @@ extern boolean harmless_missile(struct obj *);
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extern boolean throwing_weapon(struct obj *);
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extern void throwit(struct obj *, long, boolean, struct obj *);
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extern int omon_adj(struct monst *, struct obj *, boolean);
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extern boolean should_mulch_missile(struct obj *);
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extern int thitmonst(struct monst *, struct obj *);
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extern int hero_breaks(struct obj *, coordxy, coordxy, unsigned);
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extern int breaks(struct obj *, coordxy, coordxy);
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@@ -1824,7 +1825,7 @@ extern void Delay(int);
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extern const char *rnd_hallublast(void);
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extern boolean m_has_launcher_and_ammo(struct monst *);
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extern int thitu(int, int, struct obj **, const char *);
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extern int ohitmon(struct monst *, struct obj *, int, boolean);
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extern boolean ohitmon(struct monst *, struct obj *, int, boolean);
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extern void thrwmu(struct monst *);
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extern int spitmu(struct monst *, struct attack *);
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extern int breamu(struct monst *, struct attack *);
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