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/*
Project: DSA-SpielHelfer
Copyright (C) 2025 Free Software Foundation
Author: Sebastian Reitenbach
Created: 2025-07-20 15:35:26 +0200 by sebastia
This application is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This application is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111 USA.
*/
#ifndef _DSADEFINITIONS_H_
#define _DSADEFINITIONS_H_
#import <Foundation/Foundation.h>
#pragma mark - Executable Descriptor Protocol
@protocol DSAExecutableDescriptor <NSObject>
/// Reihenfolge der Ausführung.
/// Niedrigere Werte werden zuerst ausgeführt.
/// Gleiche Werte bedeuten "gleichzeitig / parallel".
@property (nonatomic, assign, readonly) NSInteger order;
@end
// when adding additional Scopes, also update actionScopeByName in DSAActionDescriptor
typedef NS_ENUM(NSInteger, DSAActionScope) {
DSAActionScopeGroup = 0,
DSAActionScopeCharacter = 1,
DSAActionScopeSkillCheckSuccess,
DSAActionScopeSkillCheckFailure
};
// when adding additional Scopes, also update actionTypeByName in DSAActionDescriptor
typedef NS_ENUM(NSInteger, DSAActionType) {
DSAActionTypeUnknown = 0,
DSAActionTypeGainItem, // parameter example: @{ @"amount": @(count), @"type": @"Proviant, Tagesration" }
DSAActionTypeGainMoney, // parameter example: @{ @"amount": @(silver) }
DSAActionTypeLeaveLocation, // leaving a position, i.e. a building or dungeon, parameter example: @{ @"position": [currentPostion copy] }
DSAActionTypeGainFood, // no parameter ?
DSAActionTypeGainWater, // no parameter ?
DSAActionTypeLooseLifePoints, // parameter example: @{ @"randomAmount": @"1W6", @"fixedAmount": @(amount) }
// either fixedAmount or randomAmount is enough, if both given, they're added up
DSAActionTypeGainLifePoints, // same as DSAActionTypeLooseHealthPoints
DSAActionTypeGainAdventurePoints, // same as DSAActionTypeLooseHealthPoints
// weitere ActionTypes …
};
#pragma mark - Event Types
typedef NS_ENUM(NSInteger, DSAEventType) {
DSAEventTypeUnknown = 0,
DSAEventTypeLocationBan, // we're banned at a given Location/position
// weitere EventTypes …
};
typedef NS_ENUM(NSInteger, LogSeverity) {
LogSeverityInfo,
LogSeverityHappy,
LogSeverityWarning,
LogSeverityCritical
};
typedef NS_ENUM(NSUInteger, DSASeverityLevel) {
DSASeverityLevelNone = 0,
DSASeverityLevelMild,
DSASeverityLevelModerate,
DSASeverityLevelSevere
};
typedef NS_ENUM(NSUInteger, DSAObjectMagicState) {
DSAObjectMagicStateNone = 0, // definitely not magic
DSAObjectMagicStateUnknown, // it's magic, but we don't know about it
DSAObjectMagicStateMagic, // we know it's magic, but no details (for example after Odem Arcanum)
DSAObjectMagicStateMagicDetails, // we know it's magic, and know it's details about it (for example after Analüs)
};
// Used in various actions, i.e. talents, spells, rituals etc.
// to give a hint to the UI what are the relevant targets to present to the user
typedef NS_ENUM(NSInteger, DSAActionTargetType) {
DSAActionTargetTypeNone = 0, // Kein Ziel notwendig, der Spruch weiss selbst, worauf er abzielt
DSAActionTargetTypeAny, // Kann jeglicher DSACharacter oder DSAObject sein...
DSAActionTargetTypeSelf, // actor == target
DSAActionTargetTypeEnemy, // Gegner
DSAActionTargetTypeAlly, // Gruppenmitglied oder Verbündeter
DSAActionTargetTypeHuman, // Menschen
DSAActionTargetTypeAnimal, // Tiere
DSAActionTargetTypeObject, // Allgemein einzelnes Objekt
DSAActionTargetTypeObjects, // alle Objekte im Inventory aller Gruppenmitglieder
DSAActionTargetTypeObjectLock, // Schlösser von Türen oder Kisten etc.
DSAActionTargetTypeActiveGroupMember, // Gruppenmitglied
};
typedef NS_ENUM(NSUInteger, DSAActionResultValue)
{
DSAActionResultNone, // no result yet
DSAActionResultSuccess, // normal success
DSAActionResultAutoSuccess, // two times 1 as dice result
DSAActionResultEpicSuccess, // three times 1 as dice result
DSAActionResultFailure, // normal failure
DSAActionResultAutoFailure, // two times 20 as dice result
DSAActionResultEpicFailure // three times 20 as dice result
};
// The following is used to steer the DSAActionViewController
typedef NS_ENUM(NSInteger, DSAActionViewMode) {
DSAActionViewModeTalent,
DSAActionViewModeSpell,
DSAActionViewModeRitual
};
// This is used to parameterize talents, spells etc. to allow the UI to ask the user for specific parameters.
typedef NS_ENUM(NSUInteger, DSAActionParameterType) {
DSAActionParameterTypeInteger,
DSAActionParameterTypeBoolean,
DSAActionParameterTypeChoice,
DSAActionParameterTypeText,
DSAActionParameterTypeActiveGroup // no need to ask the user
};
NSArray<NSString *> *DSAShopGeneralStoreCategories(void);
NSArray<NSString *> *DSAShopHerbsStoreCategories(void);
NSArray<NSString *> *DSAShopWeaponStoreCategories(void);
typedef NS_ENUM(NSInteger, DSAPoisonType) {
DSAPoisonTypeUnknown = 0,
DSAPoisonTypeOral,
DSAPoisonTypeContact,
DSAPoisonTypeWeapon,
DSAPoisonTypeInhalation,
DSAPoisonTypeInjection,
};
typedef NS_ENUM(NSUInteger, DSAIllnessStage) {
DSAIllnessStageIncubation,
DSAIllnessStageActiveUnknown,
DSAIllnessStageActiveIdentified,
DSAIllnessStageUnderTreatment,
DSAIllnessStageChronicInactive,
DSAIllnessStageChronicActive
};
typedef NS_ENUM(NSUInteger, DSAPoisonStage) {
DSAPoisonStageApplied, // Gift wurde appliziert, aber Latenz läuft noch
DSAPoisonStageLatent, // Wartet auf Wirkungseintritt (Beginn in KR/SR)
DSAPoisonStageActive, // Gift wirkt – regelmäßiger Schaden o.Ä.
DSAPoisonStageExpired, // Wirkung ist ausgelaufen
DSAPoisonStageNeutralized, // Durch Gegengift etc. neutralisiert
DSAPoisonStageSuppressed // Wirkung unterdrückt (z. B. Alchimie/Zauber), aber noch im Körper
};
typedef NS_ENUM(NSInteger, DSADrunkenLevel) {
DSADrunkenLevelNone, // Not drunken
DSADrunkenLevelLight, // lightly drunken
DSADrunkenLevelMedium, // a bit more drunken
DSADrunkenLevelSevere // severely drunken
};
typedef NS_ENUM(NSInteger, DSATimeInterval) {
DSATimeIntervalUnknown = 0,
DSATimeIntervalKR, // Kampfrunde, ca. 5 Sekunden
DSATimeIntervalSR, // Spielrunde, ca. 1 Minute
DSATimeIntervalMinute,
DSATimeIntervalHour,
DSATimeIntervalDay,
DSATimeIntervalWeek,
DSATimeIntervalMonth,
DSATimeIntervalYear,
};
#pragma mark - DSAConsumption related typedefs
typedef NS_ENUM(NSInteger, DSAConsumptionType) {
DSAConsumptionTypeUseOnce, // 1x nutzbar -> verschwindet sofort
DSAConsumptionTypeUseMany, // x mal nutzbar -> maxUses > 1
DSAConsumptionTypeUseForever,// unendlich nutzbar
DSAConsumptionTypeExpiry // Ablaufdatum (z.B. Gift)
};
typedef NS_ENUM(NSInteger, DSAConsumptionFailReason) {
DSAConsumptionFailReasonNone = 0, // Erfolg
DSAConsumptionFailReasonNoUsesLeft, // Nutzungsanzahl aufgebraucht
DSAConsumptionFailReasonExpired, // Haltbarkeit abgelaufen
DSAConsumptionFailReasonInvalidType // Unbekannt oder nicht nutzbar
};
// zentrale Liste aller Actions
#define DSA_USE_OBJECT_WITH_ACTION_TYPES \
X(DSAUseObjectWithActionTypeSmoking) \
X(DSAUseObjectWithActionTypePoisoning) \
X(DSAUseObjectWithActionTypeWeaponMaintenance) \
X(DSAUseObjectWithActionTypeConsuming)
// Enum-Definition
typedef NS_ENUM(NSInteger, DSAUseObjectWithActionType) {
#define X(name) name,
DSA_USE_OBJECT_WITH_ACTION_TYPES
#undef X
};
/*
// To distinguish what should happen, when using one type of object with another
typedef NS_ENUM(NSInteger, DSAUseObjectWithActionType) {
DSAUseObjectWithActionTypeSmoking = 0, // Rauchen
DSAUseObjectWithActionTypePoisoning, // Vergiften
DSAUseObjectWithActionTypeWeaponMaintenance // Haltbarkeit abgelaufen
};
*/
// Funktionsdeklarationen (für globalen Zugriff) implementiert in Utils.m
FOUNDATION_EXPORT NSString *NSStringFromDSAUseObjectWithActionType(DSAUseObjectWithActionType type);
FOUNDATION_EXPORT DSAUseObjectWithActionType DSAUseObjectWithActionTypeFromString(NSString *string);
#pragma mark - DSASlot and Inventory related typedefs
typedef NS_ENUM(NSUInteger, DSASlotType) {
DSASlotTypeGeneral, // can hold anything
DSASlotTypeUnderwear, // will hold underwear
DSASlotTypeBodyArmor, // holds armor on upper body
DSASlotTypeHeadgear, // holds headgear, i.e. helmet, cap etc.
DSASlotTypeShoes, // holds shoes
DSASlotTypeNecklace, // holds necklaces, medaillons
DSASlotTypeEarring, // holds earrings
DSASlotTypeNosering, // holds noserings
DSASlotTypeGlasses, // holds glasses
DSASlotTypeMask, // holds mask
DSASlotTypeBackpack, // holds backpacks on the back of character
DSASlotTypeBackquiver, // holds quivers on the back of character
DSASlotTypeSash, // holds Schärpe, or shoulder band
DSASlotTypeArmArmor, // armor at the arms
DSASlotTypeArmRing, // ring for the hand anckles
DSASlotTypeGloves, // holds gloves at hands
DSASlotTypeHip, // to hold belts etc.
DSASlotTypeRing, // to hold rings on fingers
DSASlotTypeVest, // to hold vests on upper body
DSASlotTypeShirt, // to hold shirts, blouse etc.
DSASlotTypeJacket, // to hold jackets, robe, etc.
DSASlotTypeLegbelt, // to hold belt on legs
DSASlotTypeLegArmor, // to hold armor on legs
DSASlotTypeTrousers, // to hold trousers
DSASlotTypeSocks, // to hold socks
DSASlotTypeShoeaccessories, // to hold spurs, skies, snowshoes
DSASlotTypeBag, // an ordinary bag, anything that can goes into a bag
DSASlotTypeBasket, // an ordinary basket, holds anything that can go into a basket
DSASlotTypeQuiver, // a quiver for arrows
DSASlotTypeBoltbag, // a quiver/bag for bolts
DSASlotTypeLiquid, // something to hold liquids
DSASlotTypeSword, // a shaft to hold swords
DSASlotTypeDagger, // a shaft to hold daggers
DSASlotTypeAxe, // a special thing to hold axes
DSASlotTypeMoney, // to hold money
DSASlotTypeTobacco, // to hold tobacco
DSASlotTypeWater,
// Add other specific types as needed
};
#pragma mark - DSAObject related typedefs
typedef NS_ENUM(NSUInteger, DSAObjectState)
{
DSAObjectStateIsUnbreakable, // object is not destroyable
DSAObjectStateIsBroken, // object is broken
DSAObjectStateIsPoisoned, // object is poisoned
DSAObjectStateHasSpellActive, // object has a magic spell activated
DSAObjectStateIsMagicUnknown, // object is magic, but it's unknown which spells/rituals are applied
DSAObjectStateIsConsumable, // object can be consumed i.e. eaten or drunk
DSAObjectStateIsDepletable, // can be used up, after a while, i.e. soap, ...
DSAObjectStateIsAlcoholic, // contains alcohol
DSAObjectStateHasShelfLife, // Objekt hat Verfallsdatum
DSAObjectStateStabzauberFackel, // torch Stabzauber is active
DSAObjectStateStabzauberSeil, // rope Stabzauber is active
DSAObjectStateNoMoreStabzauber, // Stabzauber 5 failed, no more Stabzauber possible
DSAObjectStateStabzauberTierverwandlung, // Stabzauber 6 verwandlung in Chamäleon oder Speikobra
DSAObjectStateKugelzauberBrennglas, // Kugelzauber 2, Kugel ist zu einem Brennglas verwandelt
DSAObjectStateKugelzauberSchutzfeld, // Kugelzauber 3, Kugel erzeugt Schutzfeld gegen Untote etc.
DSAObjectStateKugelzauberWarnung, // Kugelzauber 4, Warnung vor Haß und Mordlust
DSAObjectStateIsNotMagic, // the object doesn't have any spells applied and therefore isn't magic
DSAObjectStateIsMagicKnown, // we know that the object is magic, but no details (i.e. after Odem Arcanum)
DSAObjectStateIsMagicKnownDetails, // we know that the object is magic, and we know the details (i.e. after Analüs)
};
typedef NS_ENUM(NSInteger, DSAObjectEffectType)
{
DSAObjectEffectTypePoisoned // poison applied onto object
};
#pragma mark - DSACharacter related typedefs
typedef NS_ENUM(NSUInteger, DSACharacterState)
{
DSACharacterStateWounded, // the character is wounded
DSACharacterStateSick, // if the character is sick
DSACharacterStateDrunken, // the level of drunkenes
DSACharacterStatePoisoned, // if the character is poisoned
DSACharacterStateDead, // the character is dead
DSACharacterStateUnconscious, // the character is unconscious
DSACharacterStateSpellbound, // a spell was casted onto the character
DSACharacterStateHunger, // level of hunger
DSACharacterStateThirst, // level of thirst
};
typedef NS_ENUM(NSUInteger, DSASleepQuality)
{
DSASleepQualityTerrible, // z. B. in der Gosse, nass, voller Ungeziefer
DSASleepQualityLousy, // unbequem, laut, kalt – kaum erholsam
DSASleepQualityMediocre, // akzeptabel, aber nicht gut (z. B. Lager ohne Decke)
DSASleepQualityNormal, // Standardherberge oder Feldbett mit Decke
DSASleepQualityGood, // ruhiges Zimmer, gutes Bett, warm, trocken
DSASleepQualityExcellent, // luxuriöse Suite, Duftöle, Federn, evtl. Bonus durch Zauber o.ä.
DSASleepQualityUnknown
};
typedef NS_ENUM(NSInteger, DSACharacterEffectType) {
DSACharacterEffectTypeTraitBoost, // basic traits are boosted
DSACharacterEffectTypeTalentBoost, // talents are boosted
DSACharacterEffectTypeMagicBoost, // a spell is boosted, or all spells ???
DSACharacterEffectTypeTalentAutoSuccess, // Auto success for a given talent
DSACharacterEffectTypeMRBoost, // Magic Resistance boost
DSACharacterEffectTypeMagicProtection, // protection against magic
DSACharacterEffectTypeSeaProtection, // protection when travelling on the sea
DSACharacterEffectTypeRemoveCurse, // this removes an applied curse
DSACharacterEffectTypeCureDisease, // this heals a disease/illness
DSACharacterEffectTypeRevive, // a character is revived from dead
DSACharacterEffectTypeSatiation, // thirst and hunger will vanish
DSACharacterEffectTypeNoHungerThirst, // no hunger and thirst for a given amount of time
DSACharacterEffectTypeHeal, // some LE get restored
DSACharacterEffectTypeFullHeal, // full LE healing
DSACharacterEffectTypeNightPeace, // sleep well at night, without attacks
DSACharacterEffectTypeProtectionAgainstUndead, // undeads won't harm
DSACharacterEffectTypeFearOfDead, // TA goes down
DSACharacterEffectTypeWeaponBlessing, // weapon "healing" ;)
DSACharacterEffectTypeUpgradeWeaponToMagic, // weapon becomes magic
DSACharacterEffectTypeEnchantWeapon, // weapon becomes magic
DSACharacterEffectTypeRepairAndEnchant, // weapon repaired and magic
DSACharacterEffectTypePlaceholder, // what's that?
DSACharacterEffectTypeRoomBooked, // has a room booked in an inn
DSACharacterEffectTypeIllness, // character is sick/ill
DSACharacterEffectTypePoison, // character is poisoned
DSACharacterEffectTypeDrunken, // character is drunken
DSACharacterEffectTypeNothing
};
typedef NS_ENUM(NSInteger, DSALocalMapTileBuildingInnFillLevel) {
DSALocalMapTileBuildingInnFillLevelEmpty = 0, // almost no guests
DSALocalMapTileBuildingInnFillLevelNormal = 1, // average crowd
DSALocalMapTileBuildingInnFillLevelBusy = 2, // many guests
DSALocalMapTileBuildingInnFillLevelPacked = 3 // completely full
};
// used to describe origin/source of a wound
typedef NS_ENUM(NSInteger, DSAWoundSource) {
DSAWoundSourceUnknown = 0,
DSAWoundSourceWeapon,
DSAWoundSourceAnimalBite,
DSAWoundSourceClaw,
DSAWoundSourceAccident,
DSAWoundSourceBurn,
DSAWoundSourcePoison,
DSAWoundSourceMagic,
};
typedef NS_ENUM(NSUInteger, DSAShopMode) {
DSAShopModeBuy,
DSAShopModeSell
};
// in case the wound if of an animal, describe it here
typedef NS_ENUM(NSInteger, DSAAnimalType) {
DSAAnimalTypeUnknown = 0,
DSAAnimalTypeWolf,
DSAAnimalTypeRat,
DSAAnimalTypeBat,
DSAAnimalTypeBear,
DSAAnimalTypeDog,
DSAAnimalTypeCat,
};
// See Enzyklopaedia Aventurica p. 69
typedef NS_ENUM(NSInteger, DSARouteType) {
DSARouteTypeRS, // "RS"
DSARouteTypeLS, // "LS"
DSARouteTypeWeg, // "Weg"
DSARouteTypeOffenesGelaendePfad, // "Offenes Gelände, Pfad"
DSARouteTypeOffenesGelaende,
DSARouteTypeLichterWaldPfad,
DSARouteTypeLichterWald,
DSARouteTypeWaldPfad,
DSARouteTypeWald,
DSARouteTypeDichterWaldPfad,
DSARouteTypeDichterWald,
DSARouteTypeGebirgePassstrecke, // Gebirgspass
DSARouteTypeGebirgePfad,
DSARouteTypeGebirgeKeinKlettern,
DSARouteTypeHochgebirgeMitKlettern,
DSARouteTypeRegenwaldPfad,
DSARouteTypeRegenwald,
DSARouteTypeRegenwaldGebirge,
DSARouteTypeSumpfKnueppeldamm,
DSARouteTypeSumpfPfad,
DSARouteTypeSumpf,
DSARouteTypeEisgebietFreieFlaeche,
DSARouteTypeEisgebietTiefschnee,
DSARouteTypeEisgebietEisflaeche,
DSARouteTypeEisgebirgeGletscher,
DSARouteTypeGeroellwueste,
DSARouteTypeSandwueste,
DSARouteTypeFaehre, // "Fähre"
DSARouteTypeSeeschiff,
DSARouteTypeFlussschiff,
};
typedef NS_ENUM(NSInteger, DSATravelEventType) {
DSATravelEventNone = 0,
DSATravelEventCombat,
DSATravelEventAnimal,
DSATravelEventMerchant,
DSATravelEventTraveler,
DSATravelEventTrailSign,
DSATravelEventWeatherShift,
DSATravelEventRoadObstacle,
DSATravelEventScenery,
DSATravelEventHerbs,
DSATravelEventLost,
};
typedef NS_ENUM(NSInteger, DSAEncounterType) {
DSAEncounterTypeUnknown = 0,
DSAEncounterTypeHostile,
DSAEncounterTypeAnimal,
DSAEncounterTypeMerchant,
DSAEncounterTypeHerbs,
DSAEncounterTypeTrailSign,
DSAEncounterTypeScenery,
DSAEncounterTypeRoadObstacle,
DSAEncounterTypeFriendlyNPC
};
typedef NS_ENUM(NSInteger, DSAClimateZone) {
DSAClimateZoneUnknown = 0,
DSAClimateZonePolar,
DSAClimateZoneSubpolar,
DSAClimateZoneTaiga,
DSAClimateZoneTemperate, // "Gemäßigt"
DSAClimateZoneSubtropical, // "Subtropen"
DSAClimateZoneTropical, // "Tropen"
DSAClimateZoneDesert // "Wüste"
};
typedef NSString * DSAActionContext;
extern DSAActionContext const DSAActionContextResting;
extern DSAActionContext const DSAActionContextPrivateRoom;
extern DSAActionContext const DSAActionContextTavern;
extern DSAActionContext const DSAActionContextMarket;
extern DSAActionContext const DSAActionContextOnTheRoad;
extern DSAActionContext const DSAActionContextReception;
extern DSAActionContext const DSAActionContextTravel;
extern DSAActionContext const DSAActionContextTravelEncounter;
typedef NSString * DSANotificationType;
extern DSANotificationType const DSAAdventureTravelDidBeginNotification;
extern DSANotificationType const DSAAdventureTravelDidProgressNotification;
extern DSANotificationType const DSAAdventureTravelRestingNotification;
extern DSANotificationType const DSAAdventureTravelDidEndNotification;
extern DSANotificationType const DSATravelEventTriggeredNotification;
extern DSANotificationType const DSAEncounterTriggeredNotification; // posted by DSAEncounterManager
extern DSANotificationType const DSAEncounterWillStartNotification; // optional: before UI changes
extern DSANotificationType const DSAEncounterManagerDidChangeTerrain; // optional
extern DSANotificationType const DSAUpdateMainImageViewNotification; // requires userInfo: { @"imageName": "some_image_name.suffix" }
#endif // _DSADEFINITIONS_H_