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/**
* @file
* @brief Monster abilities.
**/
#ifndef MONABIL_H
#define MONABIL_H
#define TORPOR_SLOWED_KEY "torpor_slowed"
class monster;
struct bolt;
bool mon_special_ability(monster* mons, bolt & beem);
void mon_nearby_ability(monster* mons);
void draconian_change_colour(monster* drac);
bool ugly_thing_mutate(monster* ugly, bool proximity = false);
bool slime_creature_polymorph(monster* slime);
void ballisto_on_move(monster* mons, const coord_def& pos);
void activate_ballistomycetes(monster* mons, const coord_def& origin,
bool player_kill);
bool valid_kraken_connection(const monster* mons);
void move_child_tentacles(monster * kraken);
void move_solo_tentacle(monster * tentacle);
void ancient_zyme_sicken(monster* mons);
void torpor_snail_slow(monster* mons);
void starcursed_merge(monster* mon, bool forced);
bool has_push_space(const coord_def& pos, actor* act,
const vector<coord_def>* excluded = NULL);
bool get_push_space(const coord_def& pos, coord_def& newpos,
actor* act, bool ignore_tension = false,
const vector<coord_def>* excluded = NULL);
void heal_flayed_effect(actor* act, bool quiet = false, bool blood_only = false);
void end_flayed_effect(monster* ghost);
bool lost_soul_revive(monster* mons);
void treant_release_fauna(monster* mons);
bool apply_grasping_roots(monster* mons);
void check_grasping_roots(actor* act, bool quiet = false);
void siren_song(monster* mons);
void shock_serpent_discharge(monster* serpent, coord_def pos, int pow,
mon_attitude_type attitude);
void guardian_golem_bond(monster* mons);
#endif
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