3 #include "system/angband.h"
4 #include "system/monster-type-definition.h"
8 bool clean_shot(player_type *target_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend);
9 bool summon_possible(player_type *target_ptr, POSITION y1, POSITION x1);
10 bool raise_possible(player_type *target_ptr, monster_type *m_ptr);
11 bool spell_is_inate(SPELL_IDX spell);
12 ProjectResult beam(player_type *target_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type);
13 ProjectResult bolt(player_type *target_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type);
15 player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, EFFECT_ID typ, int dam_hp, POSITION rad, bool breath, int monspell, int target_type);