DEPTH monster_level_idx(floor_type *floor_ptr, MONSTER_IDX m_idx);
int mon_damage_mod(PlayerType *player_ptr, monster_type *m_ptr, int dam, bool is_psy_spear);
-bool monster_is_valid(monster_type *m_ptr);
void dispel_monster_status(PlayerType *player_ptr, MONSTER_IDX m_idx);
void monster_gain_exp(PlayerType *player_ptr, MONSTER_IDX m_idx, MonsterRaceId s_idx);