//=============================================================================
// 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 <meta/locatorevents.h>
#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