1 extern void do_cmd_activate(void);
2 extern void do_cmd_activate_aux(INVENTORY_IDX item);
3 extern bool activate_artifact(object_type * o_ptr);
5 extern const activation_type activation_info[];
8 /* Activation effects for random artifacts */
10 #define ACT_BO_MISS_1 2
11 #define ACT_BA_POIS_1 3
12 #define ACT_BO_ELEC_1 4
13 #define ACT_BO_ACID_1 5
14 #define ACT_BO_COLD_1 6
15 #define ACT_BO_FIRE_1 7
16 #define ACT_BA_COLD_1 8
17 #define ACT_BA_FIRE_1 9
18 #define ACT_HYPODYNAMIA_1 10
19 #define ACT_BA_COLD_2 11
20 #define ACT_BA_ELEC_2 12
21 #define ACT_HYPODYNAMIA_2 13
22 #define ACT_DRAIN_1 14
23 #define ACT_BO_MISS_2 15
24 #define ACT_BA_FIRE_3 16
25 #define ACT_BA_COLD_3 17
26 #define ACT_BA_ELEC_3 18
27 #define ACT_WHIRLWIND 19
28 #define ACT_DRAIN_2 20
29 #define ACT_CALL_CHAOS 21
31 #define ACT_DISP_EVIL 23
32 #define ACT_BA_MISS_3 24
33 #define ACT_DISP_GOOD 25
34 #define ACT_BO_MANA 26
35 #define ACT_BA_FIRE_2 27
36 #define ACT_BA_WATER 28
37 #define ACT_BA_STAR 29
38 #define ACT_BA_DARK 30
39 #define ACT_BA_MANA 31
40 #define ACT_PESTICIDE 32
41 #define ACT_BLINDING_LIGHT 33
42 #define ACT_BIZARRE 34
43 #define ACT_CAST_BA_STAR 35
44 #define ACT_BLADETURNER 36
45 #define ACT_BA_ACID_1 37
46 #define ACT_BR_FIRE 38
47 #define ACT_BR_COLD 39
48 #define ACT_BR_DRAGON 40
49 #define ACT_BA_FIRE_4 41
50 #define ACT_BA_NUKE_1 42
52 #define ACT_CONFUSE 51
56 #define ACT_TELE_AWAY 55
57 #define ACT_BANISH_EVIL 56
58 #define ACT_GENOCIDE 57
59 #define ACT_MASS_GENO 58
60 #define ACT_SCARE_AREA 59
61 #define ACT_AGGRAVATE 60
63 #define ACT_CHARM_ANIMAL 65
64 #define ACT_CHARM_UNDEAD 66
65 #define ACT_CHARM_OTHER 67
66 #define ACT_CHARM_ANIMALS 68
67 #define ACT_CHARM_OTHERS 69
68 #define ACT_SUMMON_ANIMAL 70
69 #define ACT_SUMMON_PHANTOM 71
70 #define ACT_SUMMON_ELEMENTAL 72
71 #define ACT_SUMMON_DEMON 73
72 #define ACT_SUMMON_UNDEAD 74
73 #define ACT_SUMMON_HOUND 75
74 #define ACT_SUMMON_DAWN 76
75 #define ACT_SUMMON_OCTOPUS 77
77 #define ACT_CHOIR_SINGS 80
78 #define ACT_CURE_LW 81
79 #define ACT_CURE_MW 82
80 #define ACT_CURE_POISON 83
81 #define ACT_REST_EXP 84
82 #define ACT_REST_ALL 85
83 #define ACT_CURE_700 86
84 #define ACT_CURE_1000 87
86 #define ACT_CURE_MANA_FULL 89
89 #define ACT_BERSERK 92
90 #define ACT_PROT_EVIL 93
91 #define ACT_RESIST_ALL 94
93 #define ACT_XTRA_SPEED 96
97 #define ACT_HERO_SPEED 100
98 #define ACT_RESIST_ACID 101
99 #define ACT_RESIST_FIRE 102
100 #define ACT_RESIST_COLD 103
101 #define ACT_RESIST_ELEC 104
102 #define ACT_RESIST_POIS 105
103 /* 106 - 110 unused */
104 #define ACT_LIGHT 111
105 #define ACT_MAP_LIGHT 112
106 #define ACT_DETECT_ALL 113
107 #define ACT_DETECT_XTRA 114
108 #define ACT_ID_FULL 115
109 #define ACT_ID_PLAIN 116
110 #define ACT_RUNE_EXPLO 117
111 #define ACT_RUNE_PROT 118
112 #define ACT_SATIATE 119
113 #define ACT_DEST_DOOR 120
114 #define ACT_STONE_MUD 121
115 #define ACT_RECHARGE 122
116 #define ACT_ALCHEMY 123
117 #define ACT_DIM_DOOR 124
118 #define ACT_TELEPORT 125
119 #define ACT_RECALL 126
120 #define ACT_JUDGE 127
121 #define ACT_TELEKINESIS 128
122 #define ACT_DETECT_UNIQUE 129
123 #define ACT_ESCAPE 130
124 #define ACT_DISP_CURSE_XTRA 131
125 #define ACT_BRAND_FIRE_BOLTS 132
126 #define ACT_RECHARGE_XTRA 133
128 #define ACT_SHIKOFUMI 135
129 #define ACT_PHASE_DOOR 136
130 #define ACT_DETECT_ALL_MONS 137
131 #define ACT_ULTIMATE_RESIST 138
133 #define ACT_FALLING_STAR 246
134 #define ACT_STRAIN_HASTE 247
135 #define ACT_TELEPORT_LEVEL 248
136 #define ACT_GRAND_CROSS 249
137 #define ACT_CAST_OFF 250
138 #define ACT_FISHING 251
139 #define ACT_INROU 252
140 #define ACT_MURAMASA 253
141 #define ACT_BLOODY_MOON 254
142 #define ACT_CRIMSON 255