#pragma once

#include "system/angband.h"

void spell_RF4_SHRIEK(MONSTER_IDX m_idx, player_type* target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF6_WORLD(player_type* target_ptr, MONSTER_IDX m_idx);
void spell_RF6_BLINK(player_type* target_ptr, MONSTER_IDX m_idx, int TARGET_TYPE, bool is_quantum_effect);
void spell_RF6_TPORT(player_type* target_ptr, MONSTER_IDX m_idx, int TARGET_TYPE);
void spell_RF6_TELE_TO(player_type* target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_TELE_AWAY(player_type* target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_TELE_LEVEL(player_type* target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_DARKNESS(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_TRAPS(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx);
void spell_RF6_RAISE_DEAD(player_type* target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
