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authorProjectRevoTPP <projectrevotpp@hotmail.com>2018-10-03 21:30:13 -0400
committerProjectRevoTPP <projectrevotpp@hotmail.com>2018-10-03 21:30:13 -0400
commit621cfbebee08dfd856a4e5a6164b9f27bcdbbadd (patch)
treee2fa5828e97a76d109276ed1d144e14cbce88f56 /src
parent4880b33ff2cff769a7c9bc73c9d792b40c10fbf7 (diff)
decompile battle_ai_script_commands.c
Diffstat (limited to 'src')
-rw-r--r--src/battle_ai_script_commands.c2022
1 files changed, 2022 insertions, 0 deletions
diff --git a/src/battle_ai_script_commands.c b/src/battle_ai_script_commands.c
new file mode 100644
index 000000000..0ce6b6c35
--- /dev/null
+++ b/src/battle_ai_script_commands.c
@@ -0,0 +1,2022 @@
+#include "global.h"
+#include "battle.h"
+#include "item.h"
+#include "pokemon.h"
+#include "constants/species.h"
+#include "constants/abilities.h"
+#include "constants/battle_ai.h"
+
+extern u16 Random(void);
+extern void sub_80C7164(void);
+
+#define AI_ACTION_DONE 0x0001
+#define AI_ACTION_FLEE 0x0002
+#define AI_ACTION_WATCH 0x0004
+#define AI_ACTION_DO_NOT_ATTACK 0x0008
+#define AI_ACTION_UNK5 0x0010
+#define AI_ACTION_UNK6 0x0020
+#define AI_ACTION_UNK7 0x0040
+#define AI_ACTION_UNK8 0x0080
+
+#define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai))
+#define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory))
+
+// AI states
+enum
+{
+ AIState_SettingUp,
+ AIState_Processing,
+ AIState_FinishedProcessing,
+ AIState_DoNotProcess
+};
+
+extern const u8 *gAIScriptPtr;
+extern u8 *BattleAIs[];
+extern u16 gLastUsedMove[];
+
+typedef void (*BattleAICmdFunc)(void);
+
+extern const BattleAICmdFunc sBattleAICmdTable[];
+
+// TODO: move these
+extern u8 sBattler_AI;
+extern const u32 gBitTable[]; // util.h
+extern u32 gStatuses3[]; // battle_2.h
+extern u16 gSideAffecting[2];
+extern const struct BattleMove gBattleMoves[];
+extern u16 gBattlerPartyIndexes[];
+extern u16 gDynamicBasePower;
+extern u8 gMoveResultFlags;
+extern u8 gCritMultiplier;
+extern u16 gCurrentMove;
+extern s32 gBattleMoveDamage;
+
+void BattleAI_SetupAIData(void);
+void BattleAI_DoAIProcessing(void);
+void AIStackPushVar(const u8 *ptr);
+bool8 AIStackPop(void);
+
+void BattleAI_HandleItemUseBeforeAISetup(void)
+{
+ s32 i;
+ u8 *data = (u8 *)BATTLE_HISTORY;
+
+ for (i = 0; i < sizeof(struct BattleHistory); i++)
+ data[i] = 0;
+
+ // Items are allowed to use in ONLY trainer battles.
+ // TODO: Use proper flags
+ if ((gBattleTypeFlags & 0x8)
+ && (gTrainerBattleOpponent_A != 0x400)
+ && !(gBattleTypeFlags & 0x80982)
+ )
+ {
+ for (i = 0; i < 4; i++)
+ {
+ if (gTrainers[gTrainerBattleOpponent_A].items[i] != 0)
+ {
+ BATTLE_HISTORY->trainerItems[BATTLE_HISTORY->itemsNo] = gTrainers[gTrainerBattleOpponent_A].items[i];
+ BATTLE_HISTORY->itemsNo++;
+ }
+ }
+ }
+
+ BattleAI_SetupAIData();
+}
+
+void BattleAI_SetupAIData(void)
+{
+ s32 i;
+ u8 *data = (u8 *)AI_THINKING_STRUCT;
+ u8 moveLimitations;
+
+ // Clear AI data.
+ for (i = 0; i < sizeof(struct AI_ThinkingStruct); i++)
+ data[i] = 0;
+
+ for (i = 0; i < 4; i++)
+ AI_THINKING_STRUCT->score[i] = 100;
+
+ moveLimitations = CheckMoveLimitations(gActiveBattler, 0, 0xFF);
+
+ // Ignore moves that aren't possible to use.
+ for (i = 0; i < 4; i++)
+ {
+ if (gBitTable[i] & moveLimitations)
+ AI_THINKING_STRUCT->score[i] = 0;
+
+ AI_THINKING_STRUCT->simulatedRNG[i] = 100 - (Random() % 16);
+ }
+
+ gBattleResources->AI_ScriptsStack->size = 0;
+ sBattler_AI = gActiveBattler;
+
+ // Decide a random target battlerId in doubles.
+ if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
+ {
+ gBattlerTarget = (Random() & BIT_FLANK);
+
+ if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
+ gBattlerTarget ^= BIT_FLANK;
+ }
+ // There's only one choice in single battles.
+ else
+ {
+ gBattlerTarget = sBattler_AI ^ BIT_SIDE;
+ }
+
+ // Choose proper trainer ai scripts.
+ // Fire Red, why all the returns?!?
+ if (gBattleTypeFlags & BATTLE_TYPE_SAFARI) // _080C6E84
+ {
+ AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_SAFARI;
+ return;
+ }
+ else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER) // _080C6EAC
+ {
+ AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_ROAMING;
+ return;
+ }
+ else if (!(gBattleTypeFlags & (0x80900)) && (gTrainerBattleOpponent_A != 0x400)) // _080C6ECC
+ {
+ if(gBattleTypeFlags & (0x80 << 10))
+ {
+ AI_THINKING_STRUCT->aiFlags = 1;
+ return;
+ }
+ else if(gBattleTypeFlags & (0x80 << 11))
+ {
+ AI_THINKING_STRUCT->aiFlags = 7;
+ return;
+ }
+ }
+ else
+ {
+ AI_THINKING_STRUCT->aiFlags = 7;
+ return;
+ }
+ AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags;
+}
+
+u8 BattleAI_GetAIActionToUse(void)
+{
+ u8 currentMoveArray[MAX_MON_MOVES];
+ u8 consideredMoveArray[MAX_MON_MOVES];
+ u8 numOfBestMoves;
+ s32 i;
+
+ sub_80C7164();
+ while (AI_THINKING_STRUCT->aiFlags != 0)
+ {
+ if (AI_THINKING_STRUCT->aiFlags & 1)
+ {
+ AI_THINKING_STRUCT->aiState = AIState_SettingUp;
+ BattleAI_DoAIProcessing();
+ }
+ AI_THINKING_STRUCT->aiFlags >>= 1;
+ AI_THINKING_STRUCT->aiLogicId++;
+ AI_THINKING_STRUCT->movesetIndex = 0;
+ }
+
+ // special flee or watch cases for safari.
+ if (AI_THINKING_STRUCT->aiAction & (AI_ACTION_FLEE)) // flee
+ return 4;
+ if (AI_THINKING_STRUCT->aiAction & (AI_ACTION_WATCH)) // watch
+ return 5;
+
+ numOfBestMoves = 1;
+ currentMoveArray[0] = AI_THINKING_STRUCT->score[0];
+ consideredMoveArray[0] = 0;
+
+ for (i = 1; i < MAX_MON_MOVES; i++)
+ {
+ if (currentMoveArray[0] < AI_THINKING_STRUCT->score[i])
+ {
+ numOfBestMoves = 1;
+ currentMoveArray[0] = AI_THINKING_STRUCT->score[i];
+ consideredMoveArray[0] = i;
+ }
+ if (currentMoveArray[0] == AI_THINKING_STRUCT->score[i])
+ {
+ currentMoveArray[numOfBestMoves] = AI_THINKING_STRUCT->score[i];
+ consideredMoveArray[numOfBestMoves++] = i;
+ }
+ }
+
+ return consideredMoveArray[Random() % numOfBestMoves]; // break any ties that exist.
+}
+
+void BattleAI_DoAIProcessing(void)
+{
+ while (AI_THINKING_STRUCT->aiState != AIState_FinishedProcessing)
+ {
+ switch (AI_THINKING_STRUCT->aiState)
+ {
+ case AIState_DoNotProcess: //Needed to match.
+ break;
+ case AIState_SettingUp:
+ gAIScriptPtr = BattleAIs[AI_THINKING_STRUCT->aiLogicId]; // set the AI ptr.
+ if (gBattleMons[sBattler_AI].pp[AI_THINKING_STRUCT->movesetIndex] == 0)
+ {
+ AI_THINKING_STRUCT->moveConsidered = 0; // don't consider a move you have 0 PP for, idiot.
+ }
+ else
+ {
+ AI_THINKING_STRUCT->moveConsidered = gBattleMons[sBattler_AI].moves[AI_THINKING_STRUCT->movesetIndex];
+ }
+ AI_THINKING_STRUCT->aiState++;
+ break;
+ case AIState_Processing:
+ if (AI_THINKING_STRUCT->moveConsidered != 0)
+ sBattleAICmdTable[*gAIScriptPtr](); // run AI command.
+ else
+ {
+ AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0; // definitely do not consider any move that has 0 PP.
+ AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE;
+ }
+ if (AI_THINKING_STRUCT->aiAction & AI_ACTION_DONE)
+ {
+ AI_THINKING_STRUCT->movesetIndex++;
+ if (AI_THINKING_STRUCT->movesetIndex < MAX_MON_MOVES && (AI_THINKING_STRUCT->aiAction & AI_ACTION_DO_NOT_ATTACK) == 0)
+ AI_THINKING_STRUCT->aiState = AIState_SettingUp; // as long as their are more moves to process, keep setting this to setup state.
+ else
+ AI_THINKING_STRUCT->aiState++; // done processing.
+ AI_THINKING_STRUCT->aiAction &= (AI_ACTION_FLEE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK |
+ AI_ACTION_UNK5 | AI_ACTION_UNK6 | AI_ACTION_UNK7 | AI_ACTION_UNK8); // disable AI_ACTION_DONE.
+ }
+ break;
+ }
+ }
+}
+
+void sub_80C7164(void)
+{
+ s32 i;
+
+ for (i = 0; i < 8; i++)
+ {
+ if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] == 0)
+ {
+ BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] = gLastUsedMove[gBattlerTarget];
+ return;
+ }
+ }
+}
+
+void sub_80C71A8(u8 a)
+{
+ s32 i;
+
+ for (i = 0; i < 8; i++)
+ BATTLE_HISTORY->usedMoves[a / 2][i] = 0;
+}
+
+void sub_80C71D0(u8 a, u8 b)
+{
+ if (GetBankSide(a) == 0)
+ BATTLE_HISTORY->abilities[GetBankIdentity(a) & 1] = b;
+}
+
+void sub_80C7208(u8 a, u8 b)
+{
+ if (GetBankSide(a) == 0)
+ BATTLE_HISTORY->itemEffects[GetBankIdentity(a) & 1] = b;
+}
+
+static void BattleAICmd_if_random_less_than(void)
+{
+ if (Random() % 256 < gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_random_greater_than(void)
+{
+ if (Random() % 256 > gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_random_equal(void)
+{
+ if (Random() % 256 == gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_random_not_equal(void)
+{
+ if (Random() % 256 != gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_score(void)
+{
+ AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] += gAIScriptPtr[1]; // add the result to the array of the move consider's score.
+
+ if (AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] < 0) // if the score is negative, flatten it to 0.
+ AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0;
+
+ gAIScriptPtr += 2; // AI return.
+}
+
+enum {
+ TARGET,
+ USER
+};
+
+static void BattleAICmd_if_hp_less_than(void)
+{
+ u16 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) < gAIScriptPtr[2])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_hp_more_than(void)
+{
+ u16 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) > gAIScriptPtr[2])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_hp_equal(void)
+{
+ u16 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) == gAIScriptPtr[2])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_hp_not_equal(void)
+{
+ u16 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) != gAIScriptPtr[2])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_status(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status1 & arg) != 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_status(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status1 & arg) == 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_status2(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status2 & arg) != 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_status2(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status2 & arg) == 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_status3(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gStatuses3[index] & arg) != 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_status3(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gStatuses3[index] & arg) == 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_status4(void)
+{
+ u16 index;
+ u32 arg1, arg2;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ arg1 = GetBankIdentity(index) & 1;
+ arg2 = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gSideAffecting[arg1] & arg2) != 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_status4(void)
+{
+ u16 index;
+ u32 arg1, arg2;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ arg1 = GetBankIdentity(index) & 1;
+ arg2 = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gSideAffecting[arg1] & arg2) == 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_less_than(void)
+{
+ if (AI_THINKING_STRUCT->funcResult < gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_more_than(void)
+{
+ if (AI_THINKING_STRUCT->funcResult > gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_equal(void)
+{
+ if (AI_THINKING_STRUCT->funcResult == gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_not_equal(void)
+{
+ if (AI_THINKING_STRUCT->funcResult != gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_less_than_32(void)
+{
+ u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult < *temp)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_more_than_32(void)
+{
+ u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult > *temp)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_equal_32(void)
+{
+ u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult == *temp)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_not_equal_32(void)
+{
+ u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult != *temp)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_move(void)
+{
+ u16 move = T1_READ_16(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->moveConsidered == move)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_not_move(void)
+{
+ u16 move = T1_READ_16(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->moveConsidered != move)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_in_bytes(void)
+{
+ u8 *ptr = T1_READ_PTR(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_not_in_bytes(void)
+{
+ u8 *ptr = T1_READ_PTR(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr += 9;
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+}
+
+static void BattleAICmd_if_in_words(void)
+{
+ u16 *ptr = (u16 *)T1_READ_PTR(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFFFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_not_in_words(void)
+{
+ u16 *ptr = (u16 *)T1_READ_PTR(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFFFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr += 9;
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+}
+
+static void BattleAICmd_if_user_can_damage(void)
+{
+ s32 i;
+
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[sBattler_AI].moves[i] != 0
+ && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].power != 0)
+ break;
+ }
+ if (i == MAX_MON_MOVES)
+ gAIScriptPtr += 5;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_if_user_cant_damage(void)
+{
+ s32 i;
+
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[sBattler_AI].moves[i] != 0
+ && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].power != 0)
+ break;
+ }
+ if (i != MAX_MON_MOVES)
+ gAIScriptPtr += 5;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_get_turn_count(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleResults.battleTurnCounter;
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_type(void)
+{
+ switch (gAIScriptPtr[1])
+ {
+ case 1: // player primary type
+ AI_THINKING_STRUCT->funcResult = gBattleMons[sBattler_AI].type1;
+ break;
+ case 0: // enemy primary type
+ AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerTarget].type1;
+ break;
+ case 3: // player secondary type
+ AI_THINKING_STRUCT->funcResult = gBattleMons[sBattler_AI].type2;
+ break;
+ case 2: // enemy secondary type
+ AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerTarget].type2;
+ break;
+ case 4: // type of move being pointed to
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].type;
+ break;
+ }
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_get_move_power(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power;
+ gAIScriptPtr += 1;
+}
+
+// still a nonmatching
+#ifdef NONMATCHING
+void BattleAICmd_is_most_powerful_move(void)
+{
+ int i, j;
+ s32 damages[MAX_MON_MOVES];
+
+ for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++)
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == sDiscouragedPowerfulMoveEffects[i])
+ break;
+
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power > 1
+ && sDiscouragedPowerfulMoveEffects[i] == 0xFFFF)
+ {
+ gDynamicBasePower = 0;
+ eDynamicMoveType = 0;
+ eDmgMultiplier = 1;
+ gMoveResultFlags = 0;
+ gCritMultiplier = 1;
+
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ for (j = 0; sDiscouragedPowerfulMoveEffects[j] != 0xFFFF; j++)
+ { // _08108276
+ if (gBattleMoves[gBattleMons[gBankAttacker].moves[i]].effect == sDiscouragedPowerfulMoveEffects[j])
+ break;
+ }
+
+ // _081082BA
+ if (gBattleMons[gBankAttacker].moves[i]
+ && sDiscouragedPowerfulMoveEffects[j] == 0xFFFF
+ && gBattleMoves[gBattleMons[gBankAttacker].moves[i]].power > 1)
+ {
+ gCurrentMove = gBattleMons[gBankAttacker].moves[i];
+ AI_CalcDmg(gBankAttacker, gBankTarget);
+ TypeCalc(gCurrentMove, gBankAttacker, gBankTarget);
+ damages[i] = (gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[i]) / 100;
+
+ if (damages[i] == 0) // moves always do at least 1 damage.
+ damages[i] = 1;
+ }
+ else
+ {
+ damages[i] = 0;
+ }
+ }
+
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ if (damages[i] > damages[AI_THINKING_STRUCT->movesetIndex])
+ break;
+
+ if (i == MAX_MON_MOVES)
+ AI_THINKING_STRUCT->funcResult = 2;
+ else
+ AI_THINKING_STRUCT->funcResult = 1;
+ }
+ else
+ {
+ AI_THINKING_STRUCT->funcResult = 0;
+ }
+
+ gAIScriptPtr += 1;
+}
+#else
+NAKED
+void BattleAICmd_is_most_powerful_move(void)
+{
+ asm(".syntax unified\n\
+ push {r4-r7,lr}\n\
+ mov r7, r10\n\
+ mov r6, r9\n\
+ mov r5, r8\n\
+ push {r5-r7}\n\
+ sub sp, 0x14\n\
+ movs r3, 0\n\
+ ldr r0, _080C80A4 @ =gUnknown_83F571C\n\
+ ldrh r1, [r0]\n\
+ ldr r5, _080C80A8 @ =0x0000ffff\n\
+ ldr r6, _080C80AC @ =gBattleMoves\n\
+ ldr r2, _080C80B0 @ =gBattleResources\n\
+ cmp r1, r5\n\
+ beq _080C7FA2\n\
+ ldr r0, [r2]\n\
+ ldr r0, [r0, 0x14]\n\
+ ldrh r1, [r0, 0x2]\n\
+ lsls r0, r1, 1\n\
+ adds r0, r1\n\
+ lsls r0, 2\n\
+ adds r0, r6\n\
+ ldrb r4, [r0]\n\
+ ldr r1, _080C80A4 @ =gUnknown_83F571C\n\
+_080C7F92:\n\
+ ldrh r0, [r1]\n\
+ cmp r4, r0\n\
+ beq _080C7FA2\n\
+ adds r1, 0x2\n\
+ adds r3, 0x1\n\
+ ldrh r0, [r1]\n\
+ cmp r0, r5\n\
+ bne _080C7F92\n\
+_080C7FA2:\n\
+ ldr r0, [r2]\n\
+ ldr r0, [r0, 0x14]\n\
+ ldrh r1, [r0, 0x2]\n\
+ lsls r0, r1, 1\n\
+ adds r0, r1\n\
+ lsls r0, 2\n\
+ adds r0, r6\n\
+ ldrb r0, [r0, 0x1]\n\
+ cmp r0, 0x1\n\
+ bhi _080C7FB8\n\
+ b _080C8142\n\
+_080C7FB8:\n\
+ lsls r0, r3, 1\n\
+ ldr r1, _080C80A4 @ =gUnknown_83F571C\n\
+ adds r0, r1\n\
+ ldrh r3, [r0]\n\
+ ldr r0, _080C80A8 @ =0x0000ffff\n\
+ cmp r3, r0\n\
+ beq _080C7FC8\n\
+ b _080C8142\n\
+_080C7FC8:\n\
+ ldr r0, _080C80B4 @ =gDynamicBasePower\n\
+ movs r1, 0\n\
+ strh r1, [r0]\n\
+ ldr r0, _080C80B8 @ =gBattleStruct\n\
+ ldr r0, [r0]\n\
+ strb r1, [r0, 0x13]\n\
+ ldr r0, _080C80BC @ =gBattleScripting\n\
+ movs r2, 0x1\n\
+ strb r2, [r0, 0xE]\n\
+ ldr r0, _080C80C0 @ =gMoveResultFlags\n\
+ strb r1, [r0]\n\
+ ldr r0, _080C80C4 @ =gCritMultiplier\n\
+ strb r2, [r0]\n\
+ movs r6, 0\n\
+ mov r9, r3\n\
+ ldr r2, _080C80A4 @ =gUnknown_83F571C\n\
+ ldrh r2, [r2]\n\
+ str r2, [sp, 0x10]\n\
+_080C7FEC:\n\
+ movs r3, 0\n\
+ ldr r5, _080C80C8 @ =gBattleMons\n\
+ lsls r4, r6, 1\n\
+ ldr r7, _080C80CC @ =sBattler_AI\n\
+ lsls r0, r6, 2\n\
+ mov r8, r0\n\
+ adds r1, r6, 0x1\n\
+ mov r10, r1\n\
+ ldr r2, [sp, 0x10]\n\
+ cmp r2, r9\n\
+ beq _080C8030\n\
+ ldr r2, _080C80AC @ =gBattleMoves\n\
+ ldrb r1, [r7]\n\
+ movs r0, 0x58\n\
+ muls r0, r1\n\
+ adds r0, r4, r0\n\
+ adds r1, r5, 0\n\
+ adds r1, 0xC\n\
+ adds r0, r1\n\
+ ldrh r1, [r0]\n\
+ lsls r0, r1, 1\n\
+ adds r0, r1\n\
+ lsls r0, 2\n\
+ adds r0, r2\n\
+ ldrb r2, [r0]\n\
+ ldr r1, _080C80A4 @ =gUnknown_83F571C\n\
+_080C8020:\n\
+ ldrh r0, [r1]\n\
+ cmp r2, r0\n\
+ beq _080C8030\n\
+ adds r1, 0x2\n\
+ adds r3, 0x1\n\
+ ldrh r0, [r1]\n\
+ cmp r0, r9\n\
+ bne _080C8020\n\
+_080C8030:\n\
+ ldrb r1, [r7]\n\
+ movs r0, 0x58\n\
+ muls r0, r1\n\
+ adds r0, r4, r0\n\
+ adds r1, r5, 0\n\
+ adds r1, 0xC\n\
+ adds r1, r0, r1\n\
+ ldrh r0, [r1]\n\
+ cmp r0, 0\n\
+ beq _080C80DC\n\
+ lsls r0, r3, 1\n\
+ ldr r2, _080C80A4 @ =gUnknown_83F571C\n\
+ adds r0, r2\n\
+ ldrh r0, [r0]\n\
+ cmp r0, r9\n\
+ bne _080C80DC\n\
+ ldr r0, _080C80AC @ =gBattleMoves\n\
+ ldrh r2, [r1]\n\
+ lsls r1, r2, 1\n\
+ adds r1, r2\n\
+ lsls r1, 2\n\
+ adds r1, r0\n\
+ ldrb r0, [r1, 0x1]\n\
+ cmp r0, 0x1\n\
+ bls _080C80DC\n\
+ ldr r5, _080C80D0 @ =gCurrentMove\n\
+ strh r2, [r5]\n\
+ ldrb r0, [r7]\n\
+ ldr r4, _080C80D4 @ =gBattlerTarget\n\
+ ldrb r1, [r4]\n\
+ bl AI_CalcDmg\n\
+ ldrh r0, [r5]\n\
+ ldrb r1, [r7]\n\
+ ldrb r2, [r4]\n\
+ bl TypeCalc\n\
+ mov r4, sp\n\
+ add r4, r8\n\
+ ldr r2, _080C80D8 @ =gBattleMoveDamage\n\
+ ldr r0, _080C80B0 @ =gBattleResources\n\
+ ldr r0, [r0]\n\
+ ldr r0, [r0, 0x14]\n\
+ adds r0, 0x18\n\
+ adds r0, r6\n\
+ ldrb r1, [r0]\n\
+ ldr r0, [r2]\n\
+ muls r0, r1\n\
+ movs r1, 0x64\n\
+ bl __divsi3\n\
+ str r0, [r4]\n\
+ cmp r0, 0\n\
+ bne _080C80E4\n\
+ movs r0, 0x1\n\
+ str r0, [r4]\n\
+ b _080C80E4\n\
+ .align 2, 0\n\
+_080C80A4: .4byte gUnknown_83F571C\n\
+_080C80A8: .4byte 0x0000ffff\n\
+_080C80AC: .4byte gBattleMoves\n\
+_080C80B0: .4byte gBattleResources\n\
+_080C80B4: .4byte gDynamicBasePower\n\
+_080C80B8: .4byte gBattleStruct\n\
+_080C80BC: .4byte gBattleScripting\n\
+_080C80C0: .4byte gMoveResultFlags\n\
+_080C80C4: .4byte gCritMultiplier\n\
+_080C80C8: .4byte gBattleMons\n\
+_080C80CC: .4byte sBattler_AI\n\
+_080C80D0: .4byte gCurrentMove\n\
+_080C80D4: .4byte gBattlerTarget\n\
+_080C80D8: .4byte gBattleMoveDamage\n\
+_080C80DC:\n\
+ mov r1, sp\n\
+ add r1, r8\n\
+ movs r0, 0\n\
+ str r0, [r1]\n\
+_080C80E4:\n\
+ mov r6, r10\n\
+ cmp r6, 0x3\n\
+ bgt _080C80EC\n\
+ b _080C7FEC\n\
+_080C80EC:\n\
+ movs r6, 0\n\
+ ldr r2, _080C8130 @ =gBattleResources\n\
+ ldr r0, [r2]\n\
+ ldr r0, [r0, 0x14]\n\
+ ldrb r0, [r0, 0x1]\n\
+ lsls r0, 2\n\
+ add r0, sp\n\
+ ldr r1, [sp]\n\
+ ldr r0, [r0]\n\
+ ldr r5, _080C8134 @ =gAIScriptPtr\n\
+ cmp r1, r0\n\
+ bgt _080C8122\n\
+ adds r4, r2, 0\n\
+ mov r3, sp\n\
+_080C8108:\n\
+ adds r3, 0x4\n\
+ adds r6, 0x1\n\
+ cmp r6, 0x3\n\
+ bgt _080C8122\n\
+ ldr r0, [r4]\n\
+ ldr r0, [r0, 0x14]\n\
+ ldrb r0, [r0, 0x1]\n\
+ lsls r0, 2\n\
+ add r0, sp\n\
+ ldr r1, [r3]\n\
+ ldr r0, [r0]\n\
+ cmp r1, r0\n\
+ ble _080C8108\n\
+_080C8122:\n\
+ cmp r6, 0x4\n\
+ bne _080C8138\n\
+ ldr r0, [r2]\n\
+ ldr r1, [r0, 0x14]\n\
+ movs r0, 0x2\n\
+ str r0, [r1, 0x8]\n\
+ b _080C814C\n\
+ .align 2, 0\n\
+_080C8130: .4byte gBattleResources\n\
+_080C8134: .4byte gAIScriptPtr\n\
+_080C8138:\n\
+ ldr r0, [r2]\n\
+ ldr r1, [r0, 0x14]\n\
+ movs r0, 0x1\n\
+ str r0, [r1, 0x8]\n\
+ b _080C814C\n\
+_080C8142:\n\
+ ldr r0, [r2]\n\
+ ldr r1, [r0, 0x14]\n\
+ movs r0, 0\n\
+ str r0, [r1, 0x8]\n\
+ ldr r5, _080C8164 @ =gAIScriptPtr\n\
+_080C814C:\n\
+ ldr r0, [r5]\n\
+ adds r0, 0x1\n\
+ str r0, [r5]\n\
+ add sp, 0x14\n\
+ pop {r3-r5}\n\
+ mov r8, r3\n\
+ mov r9, r4\n\
+ mov r10, r5\n\
+ pop {r4-r7}\n\
+ pop {r0}\n\
+ bx r0\n\
+ .align 2, 0\n\
+_080C8164: .4byte gAIScriptPtr\n\
+ .syntax divided\n");
+}
+#endif
+
+static void BattleAICmd_get_move(void)
+{
+ if (gAIScriptPtr[1] == USER)
+ AI_THINKING_STRUCT->funcResult = gLastUsedMove[sBattler_AI];
+ else
+ AI_THINKING_STRUCT->funcResult = gLastUsedMove[gBattlerTarget];
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_if_arg_equal(void)
+{
+ if (gAIScriptPtr[1] == AI_THINKING_STRUCT->funcResult)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_arg_not_equal(void)
+{
+ if (gAIScriptPtr[1] != AI_THINKING_STRUCT->funcResult)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_would_go_first(void)
+{
+ if (GetWhoStrikesFirst(sBattler_AI, gBattlerTarget, TRUE) == gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_would_not_go_first(void)
+{
+ if (GetWhoStrikesFirst(sBattler_AI, gBattlerTarget, TRUE) != gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_nullsub_2A(void)
+{
+}
+
+static void BattleAICmd_nullsub_2B(void)
+{
+}
+
+static void BattleAICmd_count_alive_pokemon(void)
+{
+ struct Pokemon *party;
+ int i;
+ u8 index;
+ u8 var, var2;
+
+ AI_THINKING_STRUCT->funcResult = 0;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ if (GetBankSide(index) == 0)
+ party = gPlayerParty;
+ else
+ party = gEnemyParty;
+
+ if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
+ {
+ u32 status;
+ var = gBattlerPartyIndexes[index];
+ status = GetBankIdentity(index) ^ 2;
+ var2 = gBattlerPartyIndexes[GetBankByIdentity(status)];
+ }
+ else
+ {
+ var = gBattlerPartyIndexes[index];
+ var2 = gBattlerPartyIndexes[index];
+ }
+
+ for (i = 0; i < 6; i++)
+ {
+ if (i != var && i != var2
+ && GetMonData(&party[i], MON_DATA_HP) != 0
+ && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_NONE
+ && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_EGG)
+ {
+ AI_THINKING_STRUCT->funcResult++;
+ }
+ }
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_get_considered_move(void)
+{
+ AI_THINKING_STRUCT->funcResult = AI_THINKING_STRUCT->moveConsidered;
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_considered_move_effect(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect;
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_ability(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ if (GetBankSide(index) == TARGET)
+ {
+ u16 side = GetBankIdentity(index) & 1;
+
+ if (BATTLE_HISTORY->abilities[side] != 0)
+ {
+ AI_THINKING_STRUCT->funcResult = BATTLE_HISTORY->abilities[side];
+ gAIScriptPtr += 2;
+ return;
+ }
+
+ // abilities that prevent fleeing.
+ if (gBattleMons[index].ability == ABILITY_SHADOW_TAG
+ || gBattleMons[index].ability == ABILITY_MAGNET_PULL
+ || gBattleMons[index].ability == ABILITY_ARENA_TRAP)
+ {
+ AI_THINKING_STRUCT->funcResult = gBattleMons[index].ability;
+ gAIScriptPtr += 2;
+ return;
+ }
+
+ if (gBaseStats[gBattleMons[index].species].ability1 != ABILITY_NONE)
+ {
+ if (gBaseStats[gBattleMons[index].species].ability2 != ABILITY_NONE)
+ {
+ // AI has no knowledge of opponent, so it guesses which ability.
+ if (Random() % 2)
+ {
+ AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability1;
+ }
+ else
+ {
+ AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability2;
+ }
+ }
+ else
+ {
+ AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability1; // it's definitely ability 1.
+ }
+ }
+ else
+ {
+ AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability2; // AI cant actually reach this part since every mon has at least 1 ability.
+ }
+ }
+ else
+ {
+ // The AI knows its own ability.
+ AI_THINKING_STRUCT->funcResult = gBattleMons[index].ability;
+ }
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_get_highest_type_effectiveness(void)
+{
+ s32 i;
+ u8 *dynamicMoveType;
+
+ gDynamicBasePower = 0;
+ dynamicMoveType = &gBattleStruct->dynamicMoveType;
+ *dynamicMoveType = 0;
+ gBattleScripting.dmgMultiplier = 1;
+ gMoveResultFlags = 0;
+ gCritMultiplier = 1;
+ AI_THINKING_STRUCT->funcResult = 0;
+
+ for (i = 0; i < 4; i++)
+ {
+ gBattleMoveDamage = 40;
+ gCurrentMove = gBattleMons[sBattler_AI].moves[i];
+
+ if (gCurrentMove != 0)
+ {
+ TypeCalc(gCurrentMove, sBattler_AI, gBattlerTarget);
+
+ if (gBattleMoveDamage == 120) // Super effective STAB.
+ gBattleMoveDamage = AI_EFFECTIVENESS_x2;
+ if (gBattleMoveDamage == 240)
+ gBattleMoveDamage = AI_EFFECTIVENESS_x4;
+ if (gBattleMoveDamage == 30) // Not very effective STAB.
+ gBattleMoveDamage = AI_EFFECTIVENESS_x0_5;
+ if (gBattleMoveDamage == 15)
+ gBattleMoveDamage = AI_EFFECTIVENESS_x0_25;
+
+ if (gMoveResultFlags & MOVE_RESULT_DOESNT_AFFECT_FOE)
+ gBattleMoveDamage = AI_EFFECTIVENESS_x0;
+
+ if (AI_THINKING_STRUCT->funcResult < gBattleMoveDamage)
+ AI_THINKING_STRUCT->funcResult = gBattleMoveDamage;
+ }
+ }
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_if_type_effectiveness(void)
+{
+ u8 damageVar;
+
+ gDynamicBasePower = 0;
+ gBattleStruct->dynamicMoveType = 0;
+ gBattleScripting.dmgMultiplier = 1;
+ gMoveResultFlags = 0;
+ gCritMultiplier = 1;
+
+ gBattleMoveDamage = AI_EFFECTIVENESS_x1;
+ gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
+
+ TypeCalc(gCurrentMove, sBattler_AI, gBattlerTarget);
+
+ if (gBattleMoveDamage == 120) // Super effective STAB.
+ gBattleMoveDamage = AI_EFFECTIVENESS_x2;
+ if (gBattleMoveDamage == 240)
+ gBattleMoveDamage = AI_EFFECTIVENESS_x4;
+ if (gBattleMoveDamage == 30) // Not very effective STAB.
+ gBattleMoveDamage = AI_EFFECTIVENESS_x0_5;
+ if (gBattleMoveDamage == 15)
+ gBattleMoveDamage = AI_EFFECTIVENESS_x0_25;
+
+ if (gMoveResultFlags & MOVE_RESULT_DOESNT_AFFECT_FOE)
+ gBattleMoveDamage = AI_EFFECTIVENESS_x0;
+
+ // Store gBattleMoveDamage in a u8 variable because gAIScriptPtr[1] is a u8.
+ damageVar = gBattleMoveDamage;
+
+ if (damageVar == gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_nullsub_32(void)
+{
+}
+
+static void BattleAICmd_nullsub_33(void)
+{
+}
+
+static void BattleAICmd_if_status_in_party(void)
+{
+ struct Pokemon *party;
+ struct Pokemon *partyPtr;
+ int i;
+ u32 statusToCompareTo;
+
+ // for whatever reason, game freak put the party pointer into 2 variables instead of 1. it's possible at some point the switch encompassed the whole function and used each respective variable creating largely duplicate code.
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ party = partyPtr = gEnemyParty;
+ break;
+ default:
+ party = partyPtr = gPlayerParty;
+ break;
+ }
+
+ statusToCompareTo = T1_READ_32(gAIScriptPtr + 2);
+
+ for (i = 0; i < 6; i++)
+ {
+ u16 species = GetMonData(&party[i], MON_DATA_SPECIES);
+ u16 hp = GetMonData(&party[i], MON_DATA_HP);
+ u32 status = GetMonData(&party[i], MON_DATA_STATUS);
+
+ if (species != SPECIES_NONE && species != SPECIES_EGG && hp != 0 && status == statusToCompareTo)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); // WHAT. why is this being merged into the above switch
+ return;
+ }
+ }
+
+ gAIScriptPtr += 10;
+}
+
+// bugged, doesnt return properly. also unused
+static void BattleAICmd_if_status_not_in_party(void)
+{
+ struct Pokemon *party;
+ struct Pokemon *partyPtr;
+ int i;
+ u32 statusToCompareTo;
+
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ party = partyPtr = gEnemyParty;
+ break;
+ default:
+ party = partyPtr = gPlayerParty;
+ break;
+ }
+
+ statusToCompareTo = T1_READ_32(gAIScriptPtr + 2);
+
+ for (i = 0; i < 6; i++)
+ {
+ u16 species = GetMonData(&party[i], MON_DATA_SPECIES);
+ u16 hp = GetMonData(&party[i], MON_DATA_HP);
+ u32 status = GetMonData(&party[i], MON_DATA_STATUS);
+
+ // everytime the status is found, the AI's logic jumps further and further past its intended destination. this results in a broken AI macro and is probably why it is unused.
+ if (species != SPECIES_NONE && species != SPECIES_EGG && hp != 0 && status == statusToCompareTo)
+ gAIScriptPtr += 10; // doesnt return?
+ }
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+}
+
+enum
+{
+ WEATHER_TYPE_SUN,
+ WEATHER_TYPE_RAIN,
+ WEATHER_TYPE_SANDSTORM,
+ WEATHER_TYPE_HAIL,
+};
+
+extern u16 gBattleWeather;
+
+static void BattleAICmd_get_weather(void)
+{
+ if (gBattleWeather & WEATHER_RAIN_ANY)
+ AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_RAIN;
+ if (gBattleWeather & WEATHER_SANDSTORM_ANY)
+ AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_SANDSTORM;
+ if (gBattleWeather & WEATHER_SUN_ANY)
+ AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_SUN;
+ if (gBattleWeather & WEATHER_HAIL)
+ AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_HAIL;
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_if_effect(void)
+{
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_not_effect(void)
+{
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect != gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_stat_level_less_than(void)
+{
+ u32 party;
+
+ if (gAIScriptPtr[1] == USER)
+ party = sBattler_AI;
+ else
+ party = gBattlerTarget;
+
+ if (gBattleMons[party].statStages[gAIScriptPtr[2]] < gAIScriptPtr[3])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_if_stat_level_more_than(void)
+{
+ u32 party;
+
+ if (gAIScriptPtr[1] == USER)
+ party = sBattler_AI;
+ else
+ party = gBattlerTarget;
+
+ if (gBattleMons[party].statStages[gAIScriptPtr[2]] > gAIScriptPtr[3])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_if_stat_level_equal(void)
+{
+ u32 party;
+
+ if (gAIScriptPtr[1] == USER)
+ party = sBattler_AI;
+ else
+ party = gBattlerTarget;
+
+ if (gBattleMons[party].statStages[gAIScriptPtr[2]] == gAIScriptPtr[3])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_if_stat_level_not_equal(void)
+{
+ u32 party;
+
+ if (gAIScriptPtr[1] == USER)
+ party = sBattler_AI;
+ else
+ party = gBattlerTarget;
+
+ if (gBattleMons[party].statStages[gAIScriptPtr[2]] != gAIScriptPtr[3])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_if_can_faint(void)
+{
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2)
+ {
+ gAIScriptPtr += 5;
+ return;
+ }
+
+ gDynamicBasePower = 0;
+ gBattleStruct->dynamicMoveType = 0;
+ gBattleScripting.dmgMultiplier = 1;
+ gMoveResultFlags = 0;
+ gCritMultiplier = 1;
+ gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
+ AI_CalcDmg(sBattler_AI, gBattlerTarget);
+ TypeCalc(gCurrentMove, sBattler_AI, gBattlerTarget);
+
+ gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[AI_THINKING_STRUCT->movesetIndex] / 100;
+
+ // Moves always do at least 1 damage.
+ if (gBattleMoveDamage == 0)
+ gBattleMoveDamage = 1;
+
+ if (gBattleMons[gBattlerTarget].hp <= gBattleMoveDamage)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_if_cant_faint(void)
+{
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2)
+ {
+ gAIScriptPtr += 5;
+ return;
+ }
+
+ gDynamicBasePower = 0;
+ gBattleStruct->dynamicMoveType = 0;
+ gBattleScripting.dmgMultiplier = 1;
+ gMoveResultFlags = 0;
+ gCritMultiplier = 1;
+ gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
+ AI_CalcDmg(sBattler_AI, gBattlerTarget);
+ TypeCalc(gCurrentMove, sBattler_AI, gBattlerTarget);
+
+ gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[AI_THINKING_STRUCT->movesetIndex] / 100;
+
+ // This macro is missing the damage 0 = 1 assumption.
+
+ if (gBattleMons[gBattlerTarget].hp > gBattleMoveDamage)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_if_has_move(void)
+{
+ int i;
+ u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2);
+
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ case 3:
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[sBattler_AI].moves[i] == *temp_ptr)
+ break;
+ }
+ if (i == MAX_MON_MOVES)
+ gAIScriptPtr += 8;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ break;
+ case 0:
+ case 2:
+ for (i = 0; i < 8; i++)
+ {
+ if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] == *temp_ptr)
+ break;
+ }
+ if (i == 8)
+ gAIScriptPtr += 8;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ break;
+ }
+}
+
+static void BattleAICmd_if_dont_have_move(void)
+{
+ int i;
+ u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2);
+
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ case 3:
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[sBattler_AI].moves[i] == *temp_ptr)
+ break;
+ }
+ if (i != MAX_MON_MOVES)
+ gAIScriptPtr += 8;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ break;
+ case 0:
+ case 2:
+ for (i = 0; i < 8; i++)
+ {
+ if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] == *temp_ptr)
+ break;
+ }
+ if (i != 8)
+ gAIScriptPtr += 8;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ break;
+ }
+}
+
+static void BattleAICmd_if_move_effect(void)
+{
+ int i;
+
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ case 3:
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ if (i != MAX_MON_MOVES)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+ break;
+ case 0:
+ case 2:
+ for (i = 0; i < 8; i++)
+ {
+ if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ }
+}
+
+static void BattleAICmd_if_not_move_effect(void)
+{
+ int i;
+
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ case 3:
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ if (i != MAX_MON_MOVES)
+ gAIScriptPtr += 7;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ break;
+ case 0:
+ case 2:
+ for (i = 0; i < 8; i++)
+ {
+ if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ gAIScriptPtr += 7;
+ }
+}
+
+static void BattleAICmd_if_last_move_did_damage(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ if (gAIScriptPtr[2] == 0)
+ {
+ if (gDisableStructs[index].disabledMove == 0)
+ {
+ gAIScriptPtr += 7;
+ return;
+ }
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ return;
+ }
+ else if (gAIScriptPtr[2] != 1) // ignore the macro if its not 0 or 1.
+ {
+ gAIScriptPtr += 7;
+ return;
+ }
+ else if (gDisableStructs[index].encoredMove != 0)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ return;
+ }
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_encored(void)
+{
+ switch (gAIScriptPtr[1])
+ {
+ case 0: // _08109348
+ if (gDisableStructs[gActiveBattler].disabledMove == AI_THINKING_STRUCT->moveConsidered)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ case 1: // _08109370
+ if (gDisableStructs[gActiveBattler].encoredMove == AI_THINKING_STRUCT->moveConsidered)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ default:
+ gAIScriptPtr += 6;
+ return;
+ }
+}
+
+static void BattleAICmd_flee(void)
+{
+ AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_FLEE | AI_ACTION_DO_NOT_ATTACK); // what matters is AI_ACTION_FLEE being enabled.
+}
+
+// FRLG safari command
+static void BattleAICmd_frlg_safari(void)
+{
+ u8 var;
+
+ if(gBattleStruct->safariGoNearCounter)
+ {
+ var = gBattleStruct->safariEscapeFactor * 2;
+ if(var > 20)
+ var = 20;
+ }
+ else if(gBattleStruct->safariPkblThrowCounter != 0) // _080C91DC
+ {
+ var = gBattleStruct->safariEscapeFactor / 4;
+ if(var == 0)
+ var = 1;
+ }
+ else
+ var = gBattleStruct->safariEscapeFactor;
+ var *= 5;
+ if((u8)(Random() % 100) < var)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_watch(void)
+{
+ AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK); // what matters is AI_ACTION_WATCH being enabled.
+}
+
+static void BattleAICmd_get_hold_effect(void)
+{
+ u8 index;
+ u16 side;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ if (GetBankSide(index) == 0)
+ {
+ side = (GetBankIdentity(index) & 1);
+ AI_THINKING_STRUCT->funcResult = BATTLE_HISTORY->itemEffects[side];
+ }
+ else
+ AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(gBattleMons[index].item);
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_get_gender(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ AI_THINKING_STRUCT->funcResult = GetGenderFromSpeciesAndPersonality(gBattleMons[index].species, gBattleMons[index].personality);
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_is_first_turn(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ AI_THINKING_STRUCT->funcResult = gDisableStructs[index].isFirstTurn;
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_get_stockpile_count(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ AI_THINKING_STRUCT->funcResult = gDisableStructs[index].stockpileCounter;
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_is_double_battle(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleTypeFlags & BATTLE_TYPE_DOUBLE;
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_used_held_item(void)
+{
+ u8 battlerId;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ battlerId = sBattler_AI;
+ else
+ battlerId = gBattlerTarget;
+
+ // This is likely a leftover from Ruby's code and its ugly ewram access.
+ #ifdef NONMATCHING
+ AI_THINKING_STRUCT->funcResult = gBattleStruct->usedHeldItems[battlerId];
+ #else
+ AI_THINKING_STRUCT->funcResult = *(u8*)((u8*)(gBattleStruct) + offsetof(struct BattleStruct, usedHeldItems) + (battlerId * 2));
+ #endif // NONMATCHING
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_get_move_type_from_result(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].type;
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_move_power_from_result(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].power;
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_move_effect_from_result(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].effect;
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_protect_count(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = sBattler_AI;
+ else
+ index = gBattlerTarget;
+
+ AI_THINKING_STRUCT->funcResult = gDisableStructs[index].protectUses;
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_nullsub_52(void)
+{
+}
+
+static void BattleAICmd_nullsub_53(void)
+{
+}
+
+static void BattleAICmd_nullsub_54(void)
+{
+}
+
+static void BattleAICmd_nullsub_55(void)
+{
+}
+
+static void BattleAICmd_nullsub_56(void)
+{
+}
+
+static void BattleAICmd_nullsub_57(void)
+{
+}
+
+static void BattleAICmd_call(void)
+{
+ AIStackPushVar(gAIScriptPtr + 5);
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_jump(void)
+{
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_end(void)
+{
+ if (AIStackPop() == FALSE)
+ AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE;
+}
+
+static void BattleAICmd_if_level_compare(void)
+{
+ switch (gAIScriptPtr[1])
+ {
+ case 0: // greater than
+ if (gBattleMons[sBattler_AI].level > gBattleMons[gBattlerTarget].level)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ case 1: // less than
+ if (gBattleMons[sBattler_AI].level < gBattleMons[gBattlerTarget].level)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ case 2: // equal
+ if (gBattleMons[sBattler_AI].level == gBattleMons[gBattlerTarget].level)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ }
+}
+
+static void BattleAICmd_if_taunted(void)
+{
+ if (gDisableStructs[gBattlerTarget].tauntTimer1 != 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_if_not_taunted(void)
+{
+ if (gDisableStructs[gBattlerTarget].tauntTimer1 == 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+void AIStackPushVar(const u8 *var)
+{
+ gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = var;
+}
+
+// unused
+void AIStackPushVar_cursor(void)
+{
+ gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = gAIScriptPtr;
+}
+
+bool8 AIStackPop(void)
+{
+ if (gBattleResources->AI_ScriptsStack->size != 0)
+ {
+ --gBattleResources->AI_ScriptsStack->size;
+ gAIScriptPtr = gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size];
+ return TRUE;
+ }
+ else
+ return FALSE;
+}