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-rw-r--r--src/battle/battle_ai.c21
1 files changed, 11 insertions, 10 deletions
diff --git a/src/battle/battle_ai.c b/src/battle/battle_ai.c
index 1869bbe36..a8bd7aa19 100644
--- a/src/battle/battle_ai.c
+++ b/src/battle/battle_ai.c
@@ -267,10 +267,9 @@ const u16 sDiscouragedPowerfulMoveEffects[] =
void BattleAI_HandleItemUseBeforeAISetup(void)
{
s32 i;
- u8 *data = (u8 *)UNK_2016A00_STRUCT;
+ u8 *data;
- for (i = 0; (u32)i < sizeof(struct UnkBattleStruct1); i++)
- data[i] = 0;
+ BAD_MEMSET(UNK_2016A00_STRUCT, 0, sizeof(struct UnkBattleStruct1), i, data)
if ((gBattleTypeFlags & BATTLE_TYPE_TRAINER)
&& gTrainerBattleOpponent != 0x400
@@ -292,21 +291,23 @@ void BattleAI_HandleItemUseBeforeAISetup(void)
void BattleAI_SetupAIData(void)
{
s32 i;
- u8 *data = (u8 *)AI_THINKING_STRUCT;
- u8 r7;
+ u8 limitations;
+ u8 *data;
// clear AI data and set default move score to 100. strange that they didn't use memset here.
- for (i = 0; (u32)i < sizeof(struct AI_ThinkingStruct); i++)
- data[i] = 0;
+ BAD_MEMSET(AI_THINKING_STRUCT, 0, sizeof(struct AI_ThinkingStruct), i, data)
+
for (i = 0; i < MAX_MON_MOVES; i++)
AI_THINKING_STRUCT->score[i] = 100;
- r7 = CheckMoveLimitations(gActiveBank, 0, 0xFF);
+ limitations = CheckMoveLimitations(gActiveBank, 0, 0xFF);
- // probably sets up the moves to consider and ignores non-valid moves such as NO_MOVE or glitch moves.
+ // do not consider moves the AI cannot select
+ // also, roll simulated RNG for moves that have a degree of
+ // randomness.
for (i = 0; i < MAX_MON_MOVES; i++)
{
- if (gBitTable[i] & r7)
+ if (gBitTable[i] & limitations)
AI_THINKING_STRUCT->score[i] = 0;
AI_THINKING_STRUCT->simulatedRNG[i] = 100 - (Random() % 16);