396 lines
9.7 KiB
C
396 lines
9.7 KiB
C
//=============================================================================
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// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
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//
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// File: eventenum.h
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//
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// Description: Enumeration of all the unique Event IDs
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//
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// History: + Created -- Darwin Chau
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//
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//=============================================================================
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#ifndef EVENTENUM_H
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#define EVENTENUM_H
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#ifdef WORLD_BUILDER
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#include "../meta/locatorevents.h"
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#else
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#include <meta/locatorevents.h>
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#endif
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enum EventEnum
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{
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// The next two "events" must appear in consecutive order.
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//
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EVENT_LOCATOR,
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EVENT_PLACEHOLDER = EVENT_LOCATOR + LocatorEvent::NUM_EVENTS,
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// Now add the rest of the events.
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//
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//Chuck Tree of Woe Negative Feedback for negative feedback sound
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EVENT_TREE_OF_WOE_NEGATIVE_FEEDBACK,
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//Mission Vehicle Creatation and Release
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EVENT_MISSION_VEHICLE_CREATED,
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EVENT_MISSION_VEHICLE_RELEASED,
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EVENT_KICK,
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EVENT_STOMP,
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EVENT_DOUBLEJUMP,
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EVENT_BREAK_CAMERA,
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EVENT_BONUS_MISSION_CHARACTER_APPROACHED,
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EVENT_OBJECT_DESTROYED,
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EVENT_VEHICLE_VEHICLE_COLLISION,
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EVENT_VEHICLE_DESTROYED,
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EVENT_VEHICLE_DESTROYED_BY_USER,
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EVENT_VEHICLE_DESTROYED_SYNC_SOUND,
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EVENT_VEHICLE_DAMAGED,
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EVENT_VEHICLE_SUSPENSION_BOTTOMED_OUT,
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EVENT_USER_VEHICLE_ADDED_TO_WORLD,
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EVENT_USER_VEHICLE_REMOVED_FROM_WORLD,
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EVENT_GETINTOVEHICLE_START,
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EVENT_GETINTOVEHICLE_END,
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EVENT_GETOUTOFVEHICLE_START,
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EVENT_GETOUTOFVEHICLE_END,
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//EVENT_GETINTOTRAFFIC_END,
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//EVENT_GETOUTOFTRAFFIC_END,
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EVENT_ENTERING_TRAFFIC_CAR,
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EVENT_ENTERING_PLAYER_CAR,
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EVENT_ENTER_INTERIOR_START,
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EVENT_ENTER_INTERIOR_TRANSITION_START,
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EVENT_ENTER_INTERIOR_TRANSITION_END,
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EVENT_ENTER_INTERIOR_END,
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EVENT_EXIT_INTERIOR_START,
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EVENT_EXIT_INTERIOR_END,
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EVENT_INTERIOR_SWITCH,
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EVENT_COLLECTED_COINS,
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EVENT_LOST_COINS,
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EVENT_SPAWNED_COINS,
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EVENT_BOSS_DESTROYED_PLAYER_CAR,
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EVENT_BOSS_DAMAGED,
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EVENT_COLAPROP_DESTROYED,
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EVENT_VEHICLE_COLLECTED_PROP,
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EVENT_ABDUCTED,
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// RenderManager Events
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//
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EVENT_INTERIOR_LOADED,
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EVENT_INTERIOR_DUMPED,
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EVENT_INTERIOR_LOAD_START,
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EVENT_FIRST_DYNAMIC_ZONE_START,
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EVENT_FIRST_DYNAMIC_ZONE_END,
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EVENT_ALL_DYNAMIC_ZONE_END,
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EVENT_DYNAMIC_ZONE_LOAD_ENDED,
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EVENT_NAMED_DYNAMIC_ZONE_LOAD_ENDED,
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EVENT_ALL_DYNAMIC_ZONES_DUMPED,
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// Mission events
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//
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EVENT_WAYAI_AT_DESTINATION,
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EVENT_WAYAI_HIT_LAST_WAYPOINT,
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EVENT_WAYAI_HIT_WAYPOINT,
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EVENT_WAYAI_HIT_CHECKPOINT,
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EVENT_MISSION_RESET,
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EVENT_DESTINATION_REACHED,
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EVENT_COLLECT_OBJECT,
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EVENT_GAG_START,
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EVENT_GAG_END,
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EVENT_INTERACTIVE_GAG,
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EVENT_GAG_FOUND,
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EVENT_DUMP_STATUS,
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EVENT_MISSION_INTRO,
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EVENT_MISSION_START,
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EVENT_MISSION_OBJECTIVE_NEW,
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EVENT_SHOW_MISSION_OBJECTIVE, // pEventData = mission objective message ID
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EVENT_MISSION_DRAMA,
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EVENT_CHANGE_MUSIC,
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EVENT_CHANGE_MUSIC_STATE,
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EVENT_STAGE_COMPLETE,
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EVENT_STAGE_TRANSITION_FAILED,
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EVENT_MISSION_FAILURE,
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EVENT_MISSION_SUCCESS,
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EVENT_MISSION_CHARACTER_RESET,
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EVENT_LEVEL_START,
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//Chuck: Attempting to Enter Gamble Race, and other Gamble Race Events
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EVENT_ATTEMPT_TO_ENTER_GAMBLERACE,
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EVENT_ENTER_GAMBLERACE_SUCCESS,
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EVENT_ENTER_GAMBLERACE_FAILURE,
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EVENT_GAMBLERACE_SUCCESS,
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EVENT_GAMBLERACE_FAILURE,
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//Chuck: mission Cancel and abort
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EVENT_USER_CANCEL_MISSION_BRIEFING,
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EVENT_USER_CANCEL_PAUSE_MENU,
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//Chuck: Get out of car condition
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EVENT_OUTOFCAR_CONDITION_ACTIVE,
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EVENT_OUTOFCAR_CONDITION_INACTIVE,
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EVENT_KICK_NPC,
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// Sound events
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//
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EVENT_FE_MENU_SELECT,
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EVENT_FE_MENU_BACK,
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EVENT_FE_MENU_UPORDOWN,
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EVENT_FE_START_GAME_SELECTED,
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EVENT_FE_CHEAT_SUCCESS,
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EVENT_FE_CHEAT_FAILURE,
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EVENT_FE_CONTINUE,
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EVENT_FE_CANCEL,
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EVENT_FE_PAUSE_MENU_START,
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EVENT_FE_PAUSE_MENU_END,
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EVENT_FE_LOCKED_OUT,
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EVENT_FE_GAG_INIT, // FE gag animation about to start, prep sound streamer
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EVENT_FE_GAG_START, // FE gag animation started
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EVENT_FE_GAG_STOP, // FE gag animation stopped
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EVENT_FE_CREDITS_NEW_LINE, // new line displayed on credits screen (event ID = line number)
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EVENT_DIALOG_SHUTUP,
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EVENT_HUD_LAP_UPDATED, // sound fx when lap couter is updated
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EVENT_HUD_TIMER_BLINK, // sound fx for blinking timer
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EVENT_PHONE_BOOTH_BUSY, // phone booth inaccessible
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EVENT_COLLISION,
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EVENT_CAMERA_CHANGE,
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EVENT_MINOR_CRASH,
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EVENT_MINOR_VEHICLE_CRASH,
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EVENT_BIG_CRASH,
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EVENT_BIG_VEHICLE_CRASH,
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EVENT_BIG_BOOM_SOUND,
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EVENT_BARREL_BLOWED_UP,
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EVENT_BURNOUT,
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EVENT_BURNOUT_END,
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EVENT_HIT_BREAKABLE,
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EVENT_HIT_MOVEABLE,
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EVENT_BIG_AIR,
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EVENT_FOOTSTEP,
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EVENT_JUMP_TAKEOFF,
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EVENT_JUMP_LANDING,
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EVENT_PEDESTRIAN_SMACKDOWN,
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EVENT_TURBO_START,
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EVENT_CHARACTER_TIRED_NOW,
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EVENT_WRONG_SIDE_DUMBASS,
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EVENT_PEDESTRIAN_DODGE,
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EVENT_CARD_COLLECTED,
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EVENT_BIG_RED_SWITCH_PRESSED,
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EVENT_BREAK_CAMERA_OR_BOX,
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EVENT_TUTORIAL_DIALOG_PLAY,
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EVENT_TUTORIAL_DIALOG_DONE,
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EVENT_CHASE_VEHICLE_SPAWNED,
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EVENT_CHASE_VEHICLE_DESTROYED,
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EVENT_CHASE_VEHICLE_PROXIMITY,
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EVENT_TIME_RUNNING_OUT,
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EVENT_RACE_PASSED_AI,
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EVENT_RACE_GOT_PASSED_BY_AI,
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EVENT_POSITIONAL_SOUND_TRIGGER_HIT,
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EVENT_PC_NPC_COLLISION,
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EVENT_PLAYER_CAR_HIT_NPC,
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EVENT_PLAYER_MAKES_LIGHT_OF_CAR_HITTING_NPC,
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EVENT_KICK_NPC_SOUND,
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EVENT_HIT_HEAD,
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EVENT_DEATH_VOLUME_SOUND,
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EVENT_TRAFFIC_SPAWN,
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EVENT_TRAFFIC_REMOVE,
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EVENT_TRAFFIC_GOT_HIT,
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EVENT_TRAFFIC_IMPEDED, // Hmm.. could differentiate diff sounds for impeded by character or a vehicle...
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EVENT_PLAYER_VEHICLE_HORN,
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EVENT_TRAFFIC_HORN,
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EVENT_DING_DONG,
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EVENT_PHONE_BOOTH_RIDE_REQUEST,
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EVENT_PHONE_BOOTH_NEW_VEHICLE_SELECTED,
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EVENT_PHONE_BOOTH_OLD_VEHICLE_RESELECTED,
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EVENT_PHONE_BOOTH_CANCEL_RIDEREPLY_LINE,
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EVENT_TAIL_LOST_DIALOG,
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EVENT_MISSION_SUCCESS_DIALOG,
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EVENT_VILLAIN_TAIL_EVADE,
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EVENT_VILLAIN_CAR_HIT_PLAYER,
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EVENT_AMBIENT_GREETING,
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EVENT_AMBIENT_RESPONSE,
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EVENT_AMBIENT_ASKFOOD,
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EVENT_AMBIENT_FOODREPLY,
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EVENT_WASP_CHARGING,
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EVENT_WASP_CHARGED,
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EVENT_WASP_ATTACKING,
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EVENT_WASP_BLOWED_UP,
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EVENT_WASP_BULLET_FIRED,
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EVENT_WASP_BULLET_MISSED,
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EVENT_WASP_BULLET_HIT_CHARACTER_STYLIZED_VIOLENCE_FOLLOWS,
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EVENT_WASP_APPROACHED,
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EVENT_MISSION_COLLECTIBLE_PICKED_UP,
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EVENT_HIT_AND_RUN_START,
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EVENT_HIT_AND_RUN_CAUGHT,
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EVENT_HIT_AND_RUN_EVADED,
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EVENT_HIT_AND_RUN_METER_THROB,
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EVENT_HAGGLING_WITH_GIL,
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EVENT_START_ANIMATION_SOUND,
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EVENT_STOP_ANIMATION_SOUND,
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EVENT_START_ANIM_ENTITY_DSG_SOUND,
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EVENT_STOP_ANIM_ENTITY_DSG_SOUND,
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EVENT_PLAY_BIRD_SOUND,
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EVENT_SUPERSPRINT_WIN,
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EVENT_SUPERSPRINT_LOSE,
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EVENT_PLAY_CREDITS,
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EVENT_PLAY_FE_MUSIC,
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EVENT_PLAY_MUZAK,
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EVENT_PLAY_IDLE_MUSIC,
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EVENT_STOP_THE_MUSIC,
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EVENT_AVATAR_VEHICLE_TOGGLE,
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EVENT_MISSION_BRIEFING_ACCEPTED,
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// GUI in-game events
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//
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EVENT_GUI_MISSION_LOAD_COMPLETE,
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EVENT_GUI_COUNTDOWN_START,
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EVENT_GUI_MISSION_START,
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EVENT_GUI_LEAVING_PAUSE_MENU,
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EVENT_GUI_IRIS_WIPE_CLOSED,
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EVENT_GUI_IRIS_WIPE_OPEN,
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EVENT_GUI_FADE_OUT_DONE, // fade to black completed
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EVENT_GUI_FADE_IN_DONE, // fade to game completed
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EVENT_LETTERBOX_CLOSED, // the letter box has completely closed on the screen
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EVENT_DEATH_VOLUME_SCREEN_BLANK,
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EVENT_GUI_ENTERING_MISSION_SUCCESS_SCREEN,
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EVENT_GUI_TRIGGER_PATTY_AND_SELMA_SCREEN,
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//Conversation EVENTS
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EVENT_CONVERSATION_INIT,
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EVENT_CONVERSATION_INIT_DIALOG,
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EVENT_CONVERSATION_START,
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EVENT_CONVERSATION_SKIP,
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EVENT_CONVERSATION_DONE,
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EVENT_CONVERSATION_DONE_AND_FINISHED, // the letter box screen listens for EVENT_CONVERSATION_DONE,
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// and will then trigger EVENT_CONVERSATION_DONE_AND_FINISHED
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// at its discretion
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EVENT_IN_GAMEPLAY_CONVERSATION,
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//MouthFlapping EVENTS
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EVENT_PC_TALK,
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EVENT_PC_SHUTUP,
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EVENT_NPC_TALK,
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EVENT_NPC_SHUTUP,
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EVENT_OBJECT_KICKED,
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//NPC Events
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EVENT_TALK_TO_NPC,
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//Camera shake events
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EVENT_CAMERA_SHAKE,
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EVENT_RUMBLE_COLLISION,
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EVENT_BONUS_MISSION_DIALOGUE,
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//This is the dumping of Dynaload sections in worldrenderlayer.
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EVENT_DUMP_DYNA_SECTION,
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//Rewards and Unlockable events
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EVENT_UNLOCKED_CAR,
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EVENT_UNLOCKED_SKIN,
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EVENT_COMPLETED_ALLSTREETRACES,
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EVENT_COMPLETED_BONUSMISSIONS,
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EVENT_COLLECTED_ALLCOINS,
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EVENT_COLLECTED_ALLCARDS,
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EVENT_DESTROYED_ALLCAMERAS,
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EVENT_SWITCH_SKIN,
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//Collecting Wrench To Repair car
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EVENT_REPAIR_CAR,
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EVENT_COLLECTED_WRENCH,
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// Actor events
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EVENT_ACTOR_CREATED,
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EVENT_ACTOR_REMOVED,
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// Sent when a stateprop is destroyed, param = stateprop pointer
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// This corresponds to the artist-set callback flag "REMOVE_FROM_WORLD"
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EVENT_STATEPROP_DESTROYED,
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// Sent when a stateprop is moved from AI to sim control
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EVENT_STATEPROP_ADDED_TO_SIM,
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//Teleport pads
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EVENT_ENTERED_TELEPORT_PAD,
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EVENT_EXITED_TELEPORT_PAD,
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EVENT_TAKING_TELEPORT,
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EVENT_LOSE_COLLECTIBLE,
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// Nitro
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EVENT_COLLECTED_NITRO,
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EVENT_USE_NITRO,
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EVENT_CHARACTER_POS_RESET,
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EVENT_TOGGLE_FIRSTPERSON,
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EVENT_ANIMATED_CAM_SHUTDOWN,
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// Indicates that an exploding car has finished playing its animation
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EVENT_CAR_EXPLOSION_DONE,
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EVENT_STATEPROP_COLLECTIBLE_DESTROYED,
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EVENT_AVATAR_OFF_ROAD,
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EVENT_AVATAR_ON_ROAD,
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NUM_EVENTS
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};
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#endif // EVENTENUM_H
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