#ifndef MON_MOVE_TARGET_H #define MON_MOVE_TARGET_H struct level_exit; bool try_pathfind(monsters *mon, const dungeon_feature_type can_move, bool potentially_blocking); bool find_wall_target(monsters *mon); void check_wander_target(monsters *mon, bool isPacified = false, dungeon_feature_type can_move = DNGN_UNSEEN); int mons_find_nearest_level_exit(const monsters *mon, std::vector &e, bool reset = false); void set_random_slime_target(monsters* mon); bool find_siren_water_target(monsters *mon); bool pacified_leave_level(monsters *mon, std::vector e, int e_index); #endif