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