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Generation_Event_Execution:
LD A, $mem_floor_count
LD D, A
LD HL, $mem_dungeon_generation_events
.loop:
LD A, (HL+)
AND A
JR Z, =.skip
CP D
JR NZ, =.skip
LD A, (HL+)
PUSH HL
PUSH DE
LD BC, =Generation_Event_Jump_Table
.JUMP_TABLE
POP DE
POP HL
.skip:
LD A, L
AND $f8
ADD $08
LD L, A
AND A
JR NZ, =.loop
RET
Generation_Event_Jump_Table:
; 00
RET
NOP
NOP
NOP
; 01
JP =.Dialogue_Script
NOP
; 02
JP =.Remove_Stairs
NOP
; 03
JP =.Load_Entity
NOP
; 04
JP =.Entity_Random_Room
NOP
; 05
JP =.Entity_XY
NOP
; 06
JP =.Set_Dialogue_Ptr
NOP
.Dialogue_Script:
LD A, $enum_dungeon_dialogue_mode
LD $mem_requested_mode, A
LD A, (HL+)
LD $mem_dialogue_script_bank, A
LD A, (HL+)
LD ($mem_dialogue_script_program_counter), A
LD A, (HL)
LD ($mem_dialogue_script_program_counter+1), A
JP =Dialogue_script_step
.Load_Entity:
LD A, (HL+)
LD E, A
LD D, $00
LD A, (HL)
LD HL, $mem_loaded_entities_indices
ADD HL, DE
LD (HL), A
RET
.Entity_Random_Room:
LD A, (HL+)
LD E, A
SWAP E
LD A, $01
LD $tmp_var_3, A
LD D, (HL)
LD H, high($mem_entities_list)
LD L, E
LD A, D
JP =Initialize_Entity
.Entity_XY:
LD A, (HL+)
LD E, A
SWAP E
LD A, (HL+)
LD D, A
LD A, (HL+)
LD B, A
LD A, (HL+)
LD C, A
LD A, (HL)
SWAP A
OR $02
LD $tmp_var_3, A
LD H, high($mem_entities_list)
LD L, E
LD A, D
JP =Initialize_Entity
.Set_Dialogue_Ptr:
LD D, high($mem_entities_list)
LD A, (HL+)
LD E, A
SWAP E
LD A, $0b
OR E
LD E, A
LD A, (HL+)
LD (DE), A
INC DE
LD A, (HL+)
LD (DE), A
INC DE
LD A, (HL)
LD (DE), A
RET
.Remove_Stairs:
LD HL, $mem_object_list
LD (HL), $00
RET
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