#ifndef MON_MOVE_TARGET_H #define MON_MOVE_TARGET_H struct level_exit; bool target_is_unreachable(monster* mon); bool try_pathfind(monster* mon); void check_wander_target(monster* mon, bool isPacified = false); int mons_find_nearest_level_exit(const monster* mon, vector &e, bool reset = false); void set_random_slime_target(monster* mon); bool find_siren_water_target(monster* mon); bool pacified_leave_level(monster* mon, vector e, int e_index); bool can_go_straight(const monster* mon, const coord_def& p1, const coord_def& p2); #endif