#pragma once

#include "system/angband.h"

MONSTER_NUMBER summon_EAGLE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx);
MONSTER_NUMBER summon_EDGE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx);
MONSTER_NUMBER summon_guardian(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
MONSTER_NUMBER summon_LOCKE_CLONE(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx);
MONSTER_NUMBER summon_LOUSE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx);
MONSTER_NUMBER summon_MOAI(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx);
MONSTER_NUMBER summon_DEMON_SLAYER(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx);
MONSTER_NUMBER summon_NAZGUL(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx);
MONSTER_NUMBER summon_APOCRYPHA(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx);
MONSTER_NUMBER summon_HIGHEST_DRAGON(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx);
MONSTER_NUMBER summon_PYRAMID(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx);
MONSTER_NUMBER summon_EYE_PHORN(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx);
MONSTER_NUMBER summon_VESPOID(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx);
