#pragma once

#include "system/angband.h"

void spell_badstatus_message(player_type* target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, concptr msg1, concptr msg2, concptr msg3, concptr msg4, bool resist, bool saving_throw, int TARGET_TYPE);
void spell_RF4_DISPEL(MONSTER_IDX m_idx, player_type* target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_DRAIN_MANA(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_MIND_BLAST(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_BRAIN_SMASH(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF5_SCARE(MONSTER_IDX m_idx, player_type* target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF5_BLIND(MONSTER_IDX m_idx, player_type* target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF5_CONF(MONSTER_IDX m_idx, player_type* target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF5_HOLD(MONSTER_IDX m_idx, player_type* target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_HASTE(player_type* target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF5_SLOW(MONSTER_IDX m_idx, player_type* target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_HEAL(player_type* target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_INVULNER(player_type* target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_FORGET(player_type* target_ptr, MONSTER_IDX m_idx);
