asphyxiated or not.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10742 c06c8d41-db1a-0410-9941-cceddc491573
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// Does the player resist asphyxiation?
bool player_res_asphyx()
{
// The undead are immune to asphyxiation, or so we'll assume.
if (you.is_undead)
return (true);
switch (you.attribute[ATTR_TRANSFORMATION])
{
case TRAN_LICH:
case TRAN_STATUE:
return (true);
}
return (false);
}
}
bool mons_res_asphyx(const monsters *mon)
{
const mon_holy_type holiness = mons_holiness(mon);
return (mons_is_unholy(mon)
|| holiness == MH_NONLIVING
|| holiness == MH_PLANT
|| get_mons_resists(mon).asphyx > 0);
: elec(0), poison(0), fire(0), steam(0), cold(0), hellfire(0),
asphyx(0), acid(0), sticky_flame(false), rotting(false), pierce(0),
slice(0), bludgeon(0)
: elec(0), poison(0), fire(0), steam(0), cold(0), hellfire(0), acid(0),
asphyx(false), sticky_flame(false), rotting(false), pierce(0), slice(0),
bludgeon(0)
: elec(0), poison(0), fire(0), steam(0), cold(0), hellfire(0),
asphyx(0), acid(0), sticky_flame(false), rotting(false), pierce(0),
slice(0), bludgeon(0)
: elec(0), poison(0), fire(0), steam(0), cold(0), hellfire(0), acid(0),
asphyx(false), sticky_flame(false), rotting(false), pierce(0), slice(0),
bludgeon(0)
case MR_RES_STEAM: steam = 3; break;
case MR_RES_ELEC: elec = nl; break;
case MR_RES_POISON: poison = nl; break;
case MR_RES_FIRE: fire = nl; break;
case MR_RES_HELLFIRE: hellfire = nl; break;
case MR_RES_COLD: cold = nl; break;
case MR_RES_ASPHYX: asphyx = nl; break;
case MR_RES_ACID: acid = nl; break;
case MR_RES_STEAM: steam = 3; break;
case MR_RES_ELEC: elec = nl; break;
case MR_RES_POISON: poison = nl; break;
case MR_RES_FIRE: fire = nl; break;
case MR_RES_HELLFIRE: hellfire = nl; break;
case MR_RES_COLD: cold = nl; break;
case MR_RES_ASPHYX: asphyx = true; break;
case MR_RES_ACID: acid = nl; break;
case MR_VUL_ELEC: elec = -nl; break;
case MR_VUL_POISON: poison = -nl; break;
case MR_VUL_FIRE: fire = -nl; break;
case MR_VUL_COLD: cold = -nl; break;
case MR_VUL_ELEC: elec = -nl; break;
case MR_VUL_POISON: poison = -nl; break;
case MR_VUL_FIRE: fire = -nl; break;
case MR_VUL_COLD: cold = -nl; break;
case MR_RES_PIERCE: pierce = nl; break;
case MR_RES_SLICE: slice = nl; break;
case MR_RES_BLUDGEON: bludgeon = nl; break;
case MR_RES_PIERCE: pierce = nl; break;
case MR_RES_SLICE: slice = nl; break;
case MR_RES_BLUDGEON: bludgeon = nl; break;
case MR_VUL_PIERCE: pierce = -nl; break;
case MR_VUL_SLICE: slice = -nl; break;
case MR_VUL_BLUDGEON: bludgeon = -nl; break;
case MR_VUL_PIERCE: pierce = -nl; break;
case MR_VUL_SLICE: slice = -nl; break;
case MR_VUL_BLUDGEON: bludgeon = -nl; break;