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; SL0P MENU - a top-level cheat menu opened with SELECT in the overworld
; (hooked in home/overworld.asm). Table-driven: each entry has a name in
; SlopMenuText and a handler in SlopMenuHandlers. A handler returns:
;     carry SET   -> a map warp was started; exit the menu and let it proceed
;     carry CLEAR -> return to the SL0P menu (redraw)
; Handlers may be submenus (WarpSubmenu, GiveItemSubmenu) or direct actions.
;
; To add an entry: add a "NAME" line to SlopMenuText, a `dw Handler` to
; SlopMenuHandlers, and bump SLOP_MENU_COUNT.

DEF SLOP_MENU_COUNT EQU 9

SECTION "Slop Menu", ROMX

SlopMenu::
; ---- open the menu display (shared by the top menu and every submenu) ----
	ldh a, [hUILayoutFlags]
	set BIT_SINGLE_SPACED_LINES, a
	set BIT_DOUBLE_SPACED_MENU, a
	ldh [hUILayoutFlags], a
	ld a, $ff
	ld [wUpdateSpritesEnabled], a
	call ClearSprites
.redraw
	call ClearScreen
	hlcoord 5, 0
	ld de, SlopMenuTitle
	call PlaceString
	hlcoord 4, 2
	lb bc, SLOP_MENU_COUNT + 2, 11
	call TextBoxBorder
	hlcoord 6, 3
	ld de, SlopMenuText
	call PlaceString
; ON marker for the NOWILD toggle (item 7 -> row 10)
	ld a, [wSlopNoWild]
	and a
	jr z, .nowildOff
	hlcoord 13, 10
	ld de, SlopOnText
	call PlaceString
.nowildOff
	call SlopMenuShow
	xor a
	ld [wCurrentMenuItem], a
	ld [wLastMenuItem], a
	ld [wMenuWatchMovingOutOfBounds], a
	ld [wMenuJoypadPollCount], a
	ld a, 5
	ld [wTopMenuItemX], a
	ld a, 3
	ld [wTopMenuItemY], a
	ld a, PAD_A | PAD_B
	ld [wMenuWatchedKeys], a
	ld a, SLOP_MENU_COUNT - 1
	ld [wMaxMenuItem], a
	call HandleMenuInput
	bit B_PAD_B, a
	jr nz, .close
; dispatch: call SlopMenuHandlers[wCurrentMenuItem]
	ld a, [wCurrentMenuItem]
	add a
	ld e, a
	ld d, 0
	ld hl, SlopMenuHandlers
	add hl, de
	ld a, [hli]
	ld h, [hl]
	ld l, a
	ld de, .afterHandler
	push de
	jp hl
.afterHandler
	jr c, .exitProceed
	jr .redraw
.exitProceed
	call SlopMenuRestoreFlags
	ret
.close
	call SlopMenuRestoreFlags
	ld a, $01
	ld [wUpdateSpritesEnabled], a
	call LoadScreenTilesFromBuffer2
	jp CloseTextDisplay

SlopMenuRestoreFlags:
	ldh a, [hUILayoutFlags]
	res BIT_SINGLE_SPACED_LINES, a
	res BIT_DOUBLE_SPACED_MENU, a
	ldh [hUILayoutFlags], a
	ret

; push wTileMap into VRAM and switch on the menu window display
SlopMenuShow:
	ld b, HIGH(vBGMap1)
	call CopyScreenTileBufferToVRAM
	xor a
	ldh [hWY], a
	call LoadFontTilePatterns
	ld a, $01
	ldh [hAutoBGTransferEnabled], a
	ret

SlopMenuTitle:
	db "SL0P MENU@"
SlopMenuText:
	db   "WARP"
	next "HEAL"
	next "MONEY"
	next "BADGES"
	next "DEX"
	next "MAXTEAM"
	next "ITEMS"
	next "NOWILD"
	next "REPEL@"
SlopOnText:
	db "ON@"
SlopMenuHandlers:
	dw WarpSubmenu
	dw SlopHealParty
	dw SlopMaxCash
	dw SlopAllBadges
	dw SlopDex
	dw SlopMaxTeam
	dw GiveItemSubmenu
	dw SlopToggleNoWild
	dw SlopRepel


; ===========================================================================
; WARP submenu
; ===========================================================================
DEF WARP_COUNT EQU 13

WarpSubmenu:
	call ClearScreen
	hlcoord 4, 0
	ld de, WarpTitleText1
	call PlaceString
	hlcoord 5, 1
	ld de, WarpTitleText2
	call PlaceString
	hlcoord 3, 2
	lb bc, 13, 11
	call TextBoxBorder
	hlcoord 5, 3
	ld de, WarpMenuText
	call PlaceString
	call SlopMenuShow
	xor a
	ld [wCurrentMenuItem], a
	ld [wLastMenuItem], a
	ld [wMenuWatchMovingOutOfBounds], a
	ld [wMenuJoypadPollCount], a
	ld a, 4
	ld [wTopMenuItemX], a
	ld a, 3
	ld [wTopMenuItemY], a
	ld a, PAD_A | PAD_B
	ld [wMenuWatchedKeys], a
	ld a, WARP_COUNT - 1
	ld [wMaxMenuItem], a
	call HandleMenuInput
	bit B_PAD_B, a
	jr nz, .cancel
	ld a, [wCurrentMenuItem]
	ld e, a
	ld d, 0
	ld hl, WarpMapTable
	add hl, de
	ld a, [hl]
	ld [wDestinationMap], a
	ld hl, wStatusFlags6
	set BIT_FLY_WARP, [hl]
	scf
	ret
.cancel
	and a
	ret

WarpTitleText1:
	db "SECRET SL0P@"
WarpTitleText2:
	db "WARP MENU@"
WarpMenuText:
	db   "PALLET"
	next "VIRIDIAN"
	next "PEWTER"
	next "CERULEAN"
	next "LAVENDER"
	next "VERMILION"
	next "CELADON"
	next "FUCHSIA"
	next "CINNABAR"
	next "INDIGO"
	next "SAFFRON"
	next "ROUTE 4"
	next "ROUTE 10@"
WarpMapTable:
	db PALLET_TOWN, VIRIDIAN_CITY, PEWTER_CITY, CERULEAN_CITY, LAVENDER_TOWN
	db VERMILION_CITY, CELADON_CITY, FUCHSIA_CITY, CINNABAR_ISLAND, INDIGO_PLATEAU
	db SAFFRON_CITY, ROUTE_4, ROUTE_10


; ===========================================================================
; ITEMS submenu: give 99 of the chosen item (stacks via GiveItem)
; ===========================================================================
DEF GIVE_COUNT EQU 8

GiveItemSubmenu:
	call ClearScreen
	hlcoord 6, 0
	ld de, GiveTitleText
	call PlaceString
	hlcoord 1, 1
	lb bc, GIVE_COUNT + 2, 16
	call TextBoxBorder
	hlcoord 3, 2
	ld de, GiveItemText
	call PlaceString
	call SlopMenuShow
	xor a
	ld [wCurrentMenuItem], a
	ld [wLastMenuItem], a
	ld [wMenuWatchMovingOutOfBounds], a
	ld [wMenuJoypadPollCount], a
	ld a, 2
	ld [wTopMenuItemX], a
	ld [wTopMenuItemY], a
	ld a, PAD_A | PAD_B
	ld [wMenuWatchedKeys], a
	ld a, GIVE_COUNT - 1
	ld [wMaxMenuItem], a
	call HandleMenuInput
	bit B_PAD_B, a
	jr nz, .back
	ld a, [wCurrentMenuItem]
	ld e, a
	ld d, 0
	ld hl, GiveItemTable
	add hl, de
	ld b, [hl]
	ld c, 99
	call GiveItem
.back
	and a
	ret

GiveTitleText:
	db "GIVE x99@"
GiveItemText:
	db   "MASTER BALL"
	next "ULTRA BALL"
	next "RARE CANDY"
	next "FULL RESTORE"
	next "MAX REVIVE"
	next "MAX ELIXER"
	next "PP UP"
	next "NUGGET@"
GiveItemTable:
	db MASTER_BALL, ULTRA_BALL, RARE_CANDY, FULL_RESTORE
	db MAX_REVIVE, MAX_ELIXER, PP_UP, NUGGET


; ===========================================================================
; Direct-action cheats (return carry clear -> back to the SL0P menu)
; ===========================================================================

; HEAL: full HP + clear status for the whole party.
SlopHealParty:
	ld a, [wPartyCount]
	and a
	jr z, .done
	ld c, a
	ld hl, wPartyMon1
.loop
	push hl
	ld de, $04
	add hl, de
	xor a
	ld [hl], a                 ; status = 0
	pop hl
	push hl
	ld de, $22
	add hl, de                 ; -> maxHP
	ld a, [hli]
	ld b, a
	ld e, [hl]
	ld d, b
	pop hl
	push hl
	inc hl                     ; -> curHP
	ld a, d
	ld [hli], a
	ld a, e
	ld [hl], a
	pop hl
	ld de, $2C
	add hl, de
	dec c
	jr nz, .loop
.done
	and a
	ret

; MONEY: 999999 (BCD)
SlopMaxCash:
	ld a, $99
	ld [wPlayerMoney], a
	ld [wPlayerMoney + 1], a
	ld [wPlayerMoney + 2], a
	and a
	ret

; NOWILD toggle: no wild encounters (hooked in TryDoWildEncounter)
SlopToggleNoWild:
	ld a, [wSlopNoWild]
	xor $01
	ld [wSlopNoWild], a
	and a
	ret

; REPEL: refill repel steps
SlopRepel:
	ld a, 255
	ld [wRepelRemainingSteps], a
	and a
	ret

; BADGES: all 8
SlopAllBadges:
	ld a, $ff
	ld [wObtainedBadges], a
	and a
	ret

; DEX: mark every Pokemon owned + seen (19-byte flag arrays; last byte = 7 bits)
SlopDex:
	ld hl, wPokedexOwned
	call .fill
	ld hl, wPokedexSeen
	call .fill
	and a
	ret
.fill
	ld c, 18
.floop
	ld a, $ff
	ld [hli], a
	dec c
	jr nz, .floop
	ld [hl], $7f
	ret

; MAXTEAM: level 100, perfect DVs, maxed EVs, 999 stats + HP, exp = lvl 100
SlopMaxTeam:
	ld a, [wPartyCount]
	and a
	jr z, .done
	ld c, a
	ld hl, wPartyMon1
.loop
	push bc
	push hl
	; current HP (+$01) = 999
	inc hl
	ld a, $03
	ld [hli], a
	ld a, $E7
	ld [hl], a
	pop hl
	push hl
	; exp (+$0E) = 1,000,000
	ld de, $0E
	add hl, de
	ld a, $0F
	ld [hli], a
	ld a, $42
	ld [hli], a
	ld a, $40
	ld [hli], a
	; EVs (+$11..$1A) = FFFF x5, then DVs (+$1B..$1C) = FFFF -> 12 bytes of $FF
	ld b, 12
.ffloop
	ld a, $ff
	ld [hli], a
	dec b
	jr nz, .ffloop
	pop hl
	push hl
	; level (+$21) = 100
	ld de, $21
	add hl, de
	ld a, 100
	ld [hli], a
	; maxHP + 4 stats (+$22..$2B) = 999 x5
	ld b, 5
.statloop
	ld a, $03
	ld [hli], a
	ld a, $E7
	ld [hli], a
	dec b
	jr nz, .statloop
	pop hl
	ld de, $2C
	add hl, de
	pop bc
	dec c
	jr nz, .loop
.done
	and a
	ret