extern bool activate_artifact(object_type * o_ptr);
extern void get_bloody_moon_flags(object_type *o_ptr);
+extern const activation_type activation_info[];
+
+
+/* Activation effects for random artifacts */
+#define ACT_SUNLIGHT 1
+#define ACT_BO_MISS_1 2
+#define ACT_BA_POIS_1 3
+#define ACT_BO_ELEC_1 4
+#define ACT_BO_ACID_1 5
+#define ACT_BO_COLD_1 6
+#define ACT_BO_FIRE_1 7
+#define ACT_BA_COLD_1 8
+#define ACT_BA_FIRE_1 9
+#define ACT_HYPODYNAMIA_1 10
+#define ACT_BA_COLD_2 11
+#define ACT_BA_ELEC_2 12
+#define ACT_HYPODYNAMIA_2 13
+#define ACT_DRAIN_1 14
+#define ACT_BO_MISS_2 15
+#define ACT_BA_FIRE_3 16
+#define ACT_BA_COLD_3 17
+#define ACT_BA_ELEC_3 18
+#define ACT_WHIRLWIND 19
+#define ACT_DRAIN_2 20
+#define ACT_CALL_CHAOS 21
+#define ACT_ROCKET 22
+#define ACT_DISP_EVIL 23
+#define ACT_BA_MISS_3 24
+#define ACT_DISP_GOOD 25
+#define ACT_BO_MANA 26
+#define ACT_BA_FIRE_2 27
+#define ACT_BA_WATER 28
+#define ACT_BA_STAR 29
+#define ACT_BA_DARK 30
+#define ACT_BA_MANA 31
+#define ACT_PESTICIDE 32
+#define ACT_BLINDING_LIGHT 33
+#define ACT_BIZARRE 34
+#define ACT_CAST_BA_STAR 35
+#define ACT_BLADETURNER 36
+#define ACT_BA_ACID_1 37
+#define ACT_BR_FIRE 38
+#define ACT_BR_COLD 39
+#define ACT_BR_DRAGON 40
+#define ACT_BA_FIRE_4 41
+#define ACT_BA_NUKE_1 42
+/* 42 - 50 unused */
+#define ACT_CONFUSE 51
+#define ACT_SLEEP 52
+#define ACT_QUAKE 53
+#define ACT_TERROR 54
+#define ACT_TELE_AWAY 55
+#define ACT_BANISH_EVIL 56
+#define ACT_GENOCIDE 57
+#define ACT_MASS_GENO 58
+#define ACT_SCARE_AREA 59
+#define ACT_AGGRAVATE 60
+/* 59 - 64 unused */
+#define ACT_CHARM_ANIMAL 65
+#define ACT_CHARM_UNDEAD 66
+#define ACT_CHARM_OTHER 67
+#define ACT_CHARM_ANIMALS 68
+#define ACT_CHARM_OTHERS 69
+#define ACT_SUMMON_ANIMAL 70
+#define ACT_SUMMON_PHANTOM 71
+#define ACT_SUMMON_ELEMENTAL 72
+#define ACT_SUMMON_DEMON 73
+#define ACT_SUMMON_UNDEAD 74
+#define ACT_SUMMON_HOUND 75
+#define ACT_SUMMON_DAWN 76
+#define ACT_SUMMON_OCTOPUS 77
+/* 76 - 80 unused */
+#define ACT_CHOIR_SINGS 80
+#define ACT_CURE_LW 81
+#define ACT_CURE_MW 82
+#define ACT_CURE_POISON 83
+#define ACT_REST_EXP 84
+#define ACT_REST_ALL 85
+#define ACT_CURE_700 86
+#define ACT_CURE_1000 87
+#define ACT_CURING 88
+#define ACT_CURE_MANA_FULL 89
+/* 90 unused */
+#define ACT_ESP 91
+#define ACT_BERSERK 92
+#define ACT_PROT_EVIL 93
+#define ACT_RESIST_ALL 94
+#define ACT_SPEED 95
+#define ACT_XTRA_SPEED 96
+#define ACT_WRAITH 97
+#define ACT_INVULN 98
+#define ACT_HERO 99
+#define ACT_HERO_SPEED 100
+#define ACT_RESIST_ACID 101
+#define ACT_RESIST_FIRE 102
+#define ACT_RESIST_COLD 103
+#define ACT_RESIST_ELEC 104
+#define ACT_RESIST_POIS 105
+/* 106 - 110 unused */
+#define ACT_LIGHT 111
+#define ACT_MAP_LIGHT 112
+#define ACT_DETECT_ALL 113
+#define ACT_DETECT_XTRA 114
+#define ACT_ID_FULL 115
+#define ACT_ID_PLAIN 116
+#define ACT_RUNE_EXPLO 117
+#define ACT_RUNE_PROT 118
+#define ACT_SATIATE 119
+#define ACT_DEST_DOOR 120
+#define ACT_STONE_MUD 121
+#define ACT_RECHARGE 122
+#define ACT_ALCHEMY 123
+#define ACT_DIM_DOOR 124
+#define ACT_TELEPORT 125
+#define ACT_RECALL 126
+#define ACT_JUDGE 127
+#define ACT_TELEKINESIS 128
+#define ACT_DETECT_UNIQUE 129
+#define ACT_ESCAPE 130
+#define ACT_DISP_CURSE_XTRA 131
+#define ACT_BRAND_FIRE_BOLTS 132
+#define ACT_RECHARGE_XTRA 133
+#define ACT_LORE 134
+#define ACT_SHIKOFUMI 135
+#define ACT_PHASE_DOOR 136
+#define ACT_DETECT_ALL_MONS 137
+#define ACT_ULTIMATE_RESIST 138
+/* 127 -> unused */
+#define ACT_FALLING_STAR 246
+#define ACT_STRAIN_HASTE 247
+#define ACT_TELEPORT_LEVEL 248
+#define ACT_GRAND_CROSS 249
+#define ACT_CAST_OFF 250
+#define ACT_FISHING 251
+#define ACT_INROU 252
+#define ACT_MURAMASA 253
+#define ACT_BLOODY_MOON 254
+#define ACT_CRIMSON 255