#ifndef TELEPORT_H #define TELEPORT_H class actor; class monster; void blink_other_close(actor* victim, const coord_def& target); bool blink_away(monster* mon, bool self_cast = false); bool blink_away(monster* mon, actor* caster, bool from_seen = true, bool self_cast = false); void blink_range(monster* mon); void blink_close(monster* mon); void mons_relocated(monster* mons); bool monster_blink(monster* mons, bool quiet = false); bool monster_space_valid(const monster* mons, coord_def target, bool forbid_sanctuary); void monster_teleport(monster* mons, bool instan, bool silent = false); bool valid_blink_destination(const actor* moved, const coord_def& target, bool forbid_sanctuary = false, bool forbid_unhabitable = true); bool random_near_space(const actor* victim, const coord_def& origin, coord_def& target, bool allow_adjacent = false, bool forbid_sanctuary = false, bool forbid_unhabitable = true); #endif