/** * @file * @brief Traps related functions. **/ #ifndef TRAPS_H #define TRAPS_H #include "enum.h" #include "externs.h" #define NEWLY_TRAPPED_KEY "newly_trapped" struct bolt; class monster; struct trap_def; void search_around(); void disarm_trap(const coord_def& where); void free_self_from_net(); void mons_clear_trapping_net(monster* mon); void free_stationary_net(int item_index); void handle_traps(trap_type trt, int i, bool trap_known); int get_trapping_net(const coord_def& where, bool trapped = true); const char* held_status(actor *act = NULL); bool monster_caught_in_net(monster* mon, actor *agent); bool player_caught_in_net(); void clear_trapping_net(); void check_net_will_hold_monster(monster* mon); vector find_golubria_on_level(); dungeon_feature_type trap_category(trap_type type); int reveal_traps(const int range); void destroy_trap(const coord_def& pos); trap_def* find_trap(const coord_def& where); trap_type get_trap_type(const coord_def& where); bool is_valid_shaft_level(const level_id &place = level_id::current()); level_id generic_shaft_dest(coord_def pos, bool known); void handle_items_on_shaft(const coord_def& where, bool open_shaft); int num_traps_for_place(); trap_type random_trap_for_place(); int count_traps(trap_type ttyp); void place_webs(int num); bool maybe_destroy_web(actor *oaf); bool ensnare(actor *fly); #endif