;temp buckoff debugging stuff *STRUCT DBGEVENT TSTMP .set 0 ;UHW PCNT timestamp EVENT .set 20h ;UHW event type DATA1 .set 30h ;UHL data #1 DATA2 .set 50h ;UHL data #2 DATA3 .set 70h ;UHL data #3 *ENDSTRUCT EVENTSIZ .set 90h ;Event codes BDE_DIES .equ 1 ;wrestler dies ;DATA1 = wrestler process ;DATA2 = wrestlernum ;DATA3 = playernum BDE_MAYBE_BUCK .equ 2 ;dead guy who can buckoff found ;DATA1 = wrestler process ;DATA2 = wrestlernum ;DATA3 = playernum BDE_DONE_BUCK .equ 3 ;successful buckoff ;DATA1 = wrestler process ;DATA2 = wrestlernum ;DATA3 = playernum BDE_ARW_START .equ 4 ;announce_rnd_winner starts ;DATA1 = arw process ;DATA2 = creator ;DATA3 = loc of creation BDE_ARW_DEXIST .equ 5 ;announce_rnd_winner dies on EXISTP call ;DATA1 = arw process ;DATA2 = creator ;DATA3 = loc of creation BDE_ARW_FLAGDIE .equ 6 ;announce_rnd_winner dies on flag test ;DATA1 = arw process ;DATA2 = creator ;DATA3 = loc of creation BDE_ARW_ATTEMPT .equ 7 ;ann_rnd_wnr finds a potential bucker and sleeps ;DATA1 = arw process ;DATA2 = creator ;DATA3 = loc of creation BDE_ARW_WAKEUP .equ 8 ;ann_rnd_wnr wakes up to look for buckoffs ;DATA1 = arw process ;DATA2 = creator ;DATA3 = loc of creation BDE_ARW_NOBUCK .equ 9 ;ann_rnd_wnr finds no buckers ;DATA1 = arw process ;DATA2 = creator ;DATA3 = loc of creation BDE_ARW_ENDRND .equ 10 ;ann_rnd_wnr goes off ;DATA1 = arw process ;DATA2 = creator ;DATA3 = loc of creation BDE_ALL_DEAD .equ 11 ;all-dead condition found by match_timer BDE_ALL_ALIVE .equ 12 ;ann_rnd_wnr finds both teams alive and dies ;DATA1 = arw process ;DATA2 = creator ;DATA3 = loc of creation NUM_EVENTS .equ 50 .global event_data .global event_ptr DBEVENT .macro ETYPE,D1,S1,D2,S2,D3,S3 mmtm sp,a0,a14 move @event_ptr,a0,L move @PCNT,a14,L move a14,*a0(TSTMP),L movi :ETYPE:,a14 move a14,*a0(EVENT) move :D1:,*a0(DATA1),:S1: move :D2:,*a0(DATA2),:S2: move :D3:,*a0(DATA3),:S3: addi EVENTSIZ,a0 cmpi event_data+(EVENTSIZ*NUM_EVENTS),a0 jrlt ok? movi event_data,a0 ok? move a0,@event_ptr,L mmfm sp,a0,a14 .endm