/*
* EventCode.cs
* Authors: Adam Nabinger
* Copyright (c) 2007-2008 Cornell University
This program 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 program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
namespace MaritimeDefender
{
///
/// All codes currently defined for meteor madness
///
public enum EventCode
{
#region Game Codes
///
/// Defines a lack of an event
///
Null = 0,
///
/// Defines when the dot coherence phase has begun
///
MD_DotPhaseBegin = 1,
///
/// Defines when a dot coherence trial begins
///
MD_DotTrialBegin = 2,
///
/// Defines when a dot coherence trial ends
///
MD_DotTrialExpire = 3,
///
/// Defines when the user responds left during the dot coherence phase
///
MD_DotTrialUserRespondLeft = 4,
///
/// Defines when the user responds right during the dot coherence phase
///
MD_DotTrialUserRespondRight = 5,
///
/// Defines when the dot coherence percentage has been recalculated
///
MD_DotCoherenceEstimate = 6,
///
/// Defines when the ship identifier phase has begun
///
MD_ShipIdentifierTestBegin = 7,
///
/// Defines when the user selects left during the ship identifier phase
///
MD_ShipIdentifierSelectLeft = 8,
///
/// Defines when the user selects right during the ship identifier phase
///
MD_ShipIdentifierSelectRight = 9,
///
/// Defines when the user has confirmed their selection during the ship identification phase
///
MD_ShipIdentifierConfirmSelection = 10,
///
/// Defines when the user has given a corrent response during the ship identification phase
///
MD_ShipIdentifierTestEndSuccess = 11,
///
/// Defines when the user has given an incorrent response during the ship identification phase
///
MD_ShipIdentifierTestEndFailure = 12,
///
/// Defines when the shooter phase has begun
///
MD_ShooterPhaseBegin = 13,
///
/// Defines when the user activates the wormhole opener beam
///
MD_ShooterActivateOpenWormholeBeam = 14,
///
/// Defines when the wormhole open beam has stopped
///
MD_ShooterCeaseOpenWormholeBeam = 15,
///
/// Defines when the actived wormhole opener beam successfully opened the wormhole
///
MD_ShooterOpenWormholeSuccess = 16,
///
/// Defines when the user starts moving clockwise
///
MD_ShooterActivateMovePort = 17,
///
/// Defines when the user stops moving clockwise
///
MD_ShooterCeaseMovePort = 18,
///
/// Defines when the user starts moving counter-clockwise
///
MD_ShooterActivateMoveStarboard = 19,
///
/// Defines when the user stops moving counter-clockwise
///
MD_ShooterCeaseMoveStarboard = 20,
///
/// Defines when a friendly ship has appeared
///
MD_ShooterPresentFriendly = 21,
///
/// Defines when an enemy ship has appeared
///
MD_ShooterPresentEnemy = 22,
///
/// Defines when a wormhole has appeared
///
MD_ShooterPresentWormhole = 23,
///
/// Defines when the user has started firing
///
MD_ShooterActivateFireWeapon = 24,
///
/// Defines when the user has stopped firing
///
MD_ShooterCeaseFireWeapon = 25,
///
/// Defines when a photon torpedo has been fired by the player
///
MD_ShooterPlayerWeaponFired = 26,
///
/// Defines when a photon torpedo has been fired by the enemy
///
MD_ShooterEnemyWeaponFired = 27,
///
/// Defines when a collectable has spawned
///
MD_ShooterCollectibleSpawned = 28,
///
/// Defines When the player has collided with a collectable
///
MD_ShooterPlayerCollectibleCollision = 29,
///
/// Defines when a meteor has exploded
///
MD_ShooterMeteorExplosion = 30,
///
/// Defines when the player has been hit
///
MD_ShooterPlayerGetsHit = 31,
///
/// Defines when the boss phase has begun
///
MD_BossPhaseBegin = 32,
///
/// Defines when the user has successfully beaten the game
///
MD_GameSuccess = 33,
///
/// Defines when the user has lost the game
///
MD_GameFailure = 34,
///
/// Defines when the user has skipped a dialog
///
MD_DialogSkip = 35,
///
/// Defines when the user has selected an item in the menu
///
MD_MenuSelect = 36,
///
/// Defines when the user has cancelled for the menu
///
MD_MenuCancel = 37,
///
/// Defines when the user has paused the game
///
MD_Pause = 38,
///
/// Defines when the user has unpaused the game
///
MD_Unpause = 39,
///
/// Defines when the user has opened up the console
///
MD_OpenConsole = 40,
///
/// Defines when the overall game has begun
///
MD_MaritimeDefenderGameBegin = 41,
///
/// When the cockpit appears to take damage
///
MD_CockpitDamageFeedback = 42,
#endregion
#region Tutorial Codes
///
/// Defines when the tutorial has begun
///
MD_TutorialStart = 43,
///
/// Defines when section 1 of the tutorial has begun
///
MD_Section1 = 44,
///
/// Defines when section 2 of the tutorial has begun
///
MD_Section2 = 45,
///
/// Defines when section 3 of the tutorial has begun
///
MD_Section3 = 46,
///
/// Defines when section 4 of the tutorial has begun
///
MD_Section4 = 47,
///
/// Defines when section 5 of the tutorial has begun
///
MD_Section5 = 48,
///
/// Defines when section 6 of the tutorial has begun
///
MD_Section6 = 49,
///
/// Defines when section 7 of the tutorial has begun
///
MD_Section7 = 50,
///
/// Defines when section 8 of the tutorial has begun
///
MD_Section8 = 51,
///
/// Defines when section 9 of the tutorial has begun
///
MD_Section9 = 52,
///
/// Defines when section 10 of the tutorial has begun
///
MD_Section10 = 53,
///
/// Defines when section 11 of the tutorial has begun
///
MD_Section11 = 54,
///
/// Defines when section 12 of the tutorial has begun
///
MD_Section12 = 55,
///
/// Defines when section 13 of the tutorial has begun
///
MD_Section13 = 56,
///
/// Defines when section 14 of the tutorial has begun
///
MD_Section14 = 57,
///
/// Defines when section 15 of the tutorial has begun
///
MD_Section15 = 58,
///
/// Defines when section 16 of the tutorial has begun
///
MD_Section16 = 59,
///
/// Defines when the tutorial has ended
///
MD_TutorialEnd = 60,
#endregion
}
}