Files
pokeruby/src/battle_ai_script_commands.c
T
2019-07-28 20:33:25 -05:00

2158 lines
58 KiB
C

#include "global.h"
#include "battle_ai_script_commands.h"
#include "constants/abilities.h"
#include "battle.h"
#include "constants/battle_move_effects.h"
#include "data2.h"
#include "item.h"
#include "constants/moves.h"
#include "pokemon.h"
#include "random.h"
#include "rom_8077ABC.h"
#include "constants/species.h"
#include "util.h"
#include "ewram.h"
extern u8 gUnknown_02023A14_50;
extern u32 gUnknown_02023A14_4C;
extern u16 gBattleTypeFlags;
extern u16 gBattleWeather;
extern u8 gActiveBattler;
extern u16 gBattlerPartyIndexes[MAX_BATTLERS_COUNT];
extern u16 gCurrentMove;
extern int gBattleMoveDamage;
extern u8 gBankAttacker;
extern u8 gBankTarget;
extern u8 gAbsentBattlerFlags;
extern u8 gMoveResultFlags;
extern u16 gDynamicBasePower;
extern u16 gLastUsedMove[MAX_BATTLERS_COUNT];
extern u32 gStatuses3[MAX_BATTLERS_COUNT];
extern u16 gSideAffecting[2];
extern struct BattlePokemon gBattleMons[MAX_BATTLERS_COUNT];
extern u8 gCritMultiplier;
extern u16 gTrainerBattleOpponent;
extern u8 *BattleAIs[];
enum
{
WEATHER_TYPE_SUN,
WEATHER_TYPE_RAIN,
WEATHER_TYPE_SANDSTORM,
WEATHER_TYPE_HAIL,
};
/*
gAIScriptPtr is a pointer to the next battle AI cmd command to read.
when a command finishes processing, gAIScriptPtr is incremented by
the number of bytes that the current command had reserved for arguments
in order to read the next command correctly. refer to battle_ai_scripts.s for the
AI scripts.
*/
EWRAM_DATA u8 *gAIScriptPtr = NULL;
static void BattleAICmd_if_random_less_than(void);
static void BattleAICmd_if_random_greater_than(void);
static void BattleAICmd_if_random_equal(void);
static void BattleAICmd_if_random_not_equal(void);
static void BattleAICmd_score(void);
static void BattleAICmd_if_hp_less_than(void);
static void BattleAICmd_if_hp_more_than(void);
static void BattleAICmd_if_hp_equal(void);
static void BattleAICmd_if_hp_not_equal(void);
static void BattleAICmd_if_status(void);
static void BattleAICmd_if_not_status(void);
static void BattleAICmd_if_status2(void);
static void BattleAICmd_if_not_status2(void);
static void BattleAICmd_if_status3(void);
static void BattleAICmd_if_not_status3(void);
static void BattleAICmd_if_status4(void);
static void BattleAICmd_if_not_status4(void);
static void BattleAICmd_if_less_than(void);
static void BattleAICmd_if_more_than(void);
static void BattleAICmd_if_equal(void);
static void BattleAICmd_if_not_equal(void);
static void BattleAICmd_if_less_than_32(void);
static void BattleAICmd_if_more_than_32(void);
static void BattleAICmd_if_equal_32(void);
static void BattleAICmd_if_not_equal_32(void);
static void BattleAICmd_if_move(void);
static void BattleAICmd_if_not_move(void);
static void BattleAICmd_if_in_bytes(void);
static void BattleAICmd_if_not_in_bytes(void);
static void BattleAICmd_if_in_words(void);
static void BattleAICmd_if_not_in_words(void);
static void BattleAICmd_if_user_can_damage(void);
static void BattleAICmd_if_user_cant_damage(void);
static void BattleAICmd_get_turn_count(void);
static void BattleAICmd_get_type(void);
static void BattleAICmd_get_move_power(void);
static void BattleAICmd_is_most_powerful_move(void);
static void BattleAICmd_get_move(void);
static void BattleAICmd_if_arg_equal(void);
static void BattleAICmd_if_arg_not_equal(void);
static void BattleAICmd_if_would_go_first(void);
static void BattleAICmd_if_would_not_go_first(void);
static void BattleAICmd_nullsub_2A(void);
static void BattleAICmd_nullsub_2B(void);
static void BattleAICmd_count_alive_pokemon(void);
static void BattleAICmd_get_considered_move(void);
static void BattleAICmd_get_considered_move_effect(void);
static void BattleAICmd_get_ability(void);
static void BattleAICmd_get_highest_possible_damage(void);
static void BattleAICmd_if_damage_bonus(void);
static void BattleAICmd_nullsub_32(void);
static void BattleAICmd_nullsub_33(void);
static void BattleAICmd_if_status_in_party(void);
static void BattleAICmd_if_status_not_in_party(void);
static void BattleAICmd_get_weather(void);
static void BattleAICmd_if_effect(void);
static void BattleAICmd_if_not_effect(void);
static void BattleAICmd_if_stat_level_less_than(void);
static void BattleAICmd_if_stat_level_more_than(void);
static void BattleAICmd_if_stat_level_equal(void);
static void BattleAICmd_if_stat_level_not_equal(void);
static void BattleAICmd_if_can_faint(void);
static void BattleAICmd_if_cant_faint(void);
static void BattleAICmd_if_has_move(void);
static void BattleAICmd_if_dont_have_move(void);
static void BattleAICmd_if_move_effect(void);
static void BattleAICmd_if_not_move_effect(void);
static void BattleAICmd_if_last_move_did_damage(void);
static void BattleAICmd_if_encored(void);
static void BattleAICmd_flee(void);
static void BattleAICmd_if_random_100(void);
static void BattleAICmd_watch(void);
static void BattleAICmd_get_hold_effect(void);
static void BattleAICmd_get_gender(void);
static void BattleAICmd_is_first_turn(void);
static void BattleAICmd_get_stockpile_count(void);
static void BattleAICmd_is_double_battle(void);
static void BattleAICmd_get_used_item(void);
static void BattleAICmd_get_move_type_from_result(void);
static void BattleAICmd_get_move_power_from_result(void);
static void BattleAICmd_get_move_effect_from_result(void);
static void BattleAICmd_get_protect_count(void);
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);
static void BattleAICmd_jump(void);
static void BattleAICmd_end(void);
static void BattleAICmd_if_level_compare(void);
static void BattleAICmd_if_taunted(void);
static void BattleAICmd_if_not_taunted(void);
typedef void (*BattleAICmdFunc)(void);
static const BattleAICmdFunc sBattleAICmdTable[] =
{
BattleAICmd_if_random_less_than, // 0x0
BattleAICmd_if_random_greater_than, // 0x1
BattleAICmd_if_random_equal, // 0x2
BattleAICmd_if_random_not_equal, // 0x3
BattleAICmd_score, // 0x4
BattleAICmd_if_hp_less_than, // 0x5
BattleAICmd_if_hp_more_than, // 0x6
BattleAICmd_if_hp_equal, // 0x7
BattleAICmd_if_hp_not_equal, // 0x8
BattleAICmd_if_status, // 0x9
BattleAICmd_if_not_status, // 0xA
BattleAICmd_if_status2, // 0xB
BattleAICmd_if_not_status2, // 0xC
BattleAICmd_if_status3, // 0xD
BattleAICmd_if_not_status3, // 0xE
BattleAICmd_if_status4, // 0xF
BattleAICmd_if_not_status4, // 0x10
BattleAICmd_if_less_than, // 0x11
BattleAICmd_if_more_than, // 0x12
BattleAICmd_if_equal, // 0x13
BattleAICmd_if_not_equal, // 0x14
BattleAICmd_if_less_than_32, // 0x15
BattleAICmd_if_more_than_32, // 0x16
BattleAICmd_if_equal_32, // 0x17
BattleAICmd_if_not_equal_32, // 0x18
BattleAICmd_if_move, // 0x19
BattleAICmd_if_not_move, // 0x1A
BattleAICmd_if_in_bytes, // 0x1B
BattleAICmd_if_not_in_bytes, // 0x1C
BattleAICmd_if_in_words, // 0x1D
BattleAICmd_if_not_in_words, // 0x1E
BattleAICmd_if_user_can_damage, // 0x1F
BattleAICmd_if_user_cant_damage, // 0x20
BattleAICmd_get_turn_count, // 0x21
BattleAICmd_get_type, // 0x22
BattleAICmd_get_move_power, // 0x23
BattleAICmd_is_most_powerful_move, // 0x24
BattleAICmd_get_move, // 0x25
BattleAICmd_if_arg_equal, // 0x26
BattleAICmd_if_arg_not_equal, // 0x27
BattleAICmd_if_would_go_first, // 0x28
BattleAICmd_if_would_not_go_first, // 0x29
BattleAICmd_nullsub_2A, // 0x2A
BattleAICmd_nullsub_2B, // 0x2B
BattleAICmd_count_alive_pokemon, // 0x2C
BattleAICmd_get_considered_move, // 0x2D
BattleAICmd_get_considered_move_effect, // 0x2E
BattleAICmd_get_ability, // 0x2F
BattleAICmd_get_highest_possible_damage, // 0x30
BattleAICmd_if_damage_bonus, // 0x31
BattleAICmd_nullsub_32, // 0x32
BattleAICmd_nullsub_33, // 0x33
BattleAICmd_if_status_in_party, // 0x34
BattleAICmd_if_status_not_in_party, // 0x35
BattleAICmd_get_weather, // 0x36
BattleAICmd_if_effect, // 0x37
BattleAICmd_if_not_effect, // 0x38
BattleAICmd_if_stat_level_less_than, // 0x39
BattleAICmd_if_stat_level_more_than, // 0x3A
BattleAICmd_if_stat_level_equal, // 0x3B
BattleAICmd_if_stat_level_not_equal, // 0x3C
BattleAICmd_if_can_faint, // 0x3D
BattleAICmd_if_cant_faint, // 0x3E
BattleAICmd_if_has_move, // 0x3F
BattleAICmd_if_dont_have_move, // 0x40
BattleAICmd_if_move_effect, // 0x41
BattleAICmd_if_not_move_effect, // 0x42
BattleAICmd_if_last_move_did_damage, // 0x43
BattleAICmd_if_encored, // 0x44
BattleAICmd_flee, // 0x45
BattleAICmd_if_random_100, // 0x46
BattleAICmd_watch, // 0x47
BattleAICmd_get_hold_effect, // 0x48
BattleAICmd_get_gender, // 0x49
BattleAICmd_is_first_turn, // 0x4A
BattleAICmd_get_stockpile_count, // 0x4B
BattleAICmd_is_double_battle, // 0x4C
BattleAICmd_get_used_item, // 0x4D
BattleAICmd_get_move_type_from_result, // 0x4E
BattleAICmd_get_move_power_from_result, // 0x4F
BattleAICmd_get_move_effect_from_result, // 0x50
BattleAICmd_get_protect_count, // 0x51
BattleAICmd_nullsub_52, // 0x52
BattleAICmd_nullsub_53, // 0x53
BattleAICmd_nullsub_54, // 0x54
BattleAICmd_nullsub_55, // 0x55
BattleAICmd_nullsub_56, // 0x56
BattleAICmd_nullsub_57, // 0x57
BattleAICmd_call, // 0x58
BattleAICmd_jump, // 0x59
BattleAICmd_end, // 0x5A
BattleAICmd_if_level_compare, // 0x5B
BattleAICmd_if_taunted, // 0x5C
BattleAICmd_if_not_taunted, // 0x5D
};
#ifdef NONMATCHING
static
#endif
const u16 sDiscouragedPowerfulMoveEffects[] =
{
EFFECT_EXPLOSION,
EFFECT_DREAM_EATER,
EFFECT_RAZOR_WIND,
EFFECT_SKY_ATTACK,
EFFECT_RECHARGE,
EFFECT_SKULL_BASH,
EFFECT_SOLARBEAM,
EFFECT_SPIT_UP,
EFFECT_FOCUS_PUNCH,
EFFECT_SUPERPOWER,
EFFECT_ERUPTION,
EFFECT_OVERHEAT,
0xFFFF
};
// if the AI is a Link battle, safari, battle tower, or ereader, it will ignore considering item uses.
void BattleAI_HandleItemUseBeforeAISetup(void)
{
s32 i;
u8 *data;
MEMSET_ALT(AI_BATTLE_HISTORY, 0, sizeof(struct BattleHistory), i, data);
if ((gBattleTypeFlags & BATTLE_TYPE_TRAINER)
&& gTrainerBattleOpponent != 0x400
&& !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_EREADER_TRAINER)))
{
for (i = 0; i < MAX_TRAINER_ITEMS; i++)
{
if (gTrainers[gTrainerBattleOpponent].items[i] != 0)
{
AI_BATTLE_HISTORY->trainerItems[AI_BATTLE_HISTORY->numItems] = gTrainers[gTrainerBattleOpponent].items[i];
AI_BATTLE_HISTORY->numItems++;
}
}
}
BattleAI_SetupAIData();
}
void BattleAI_SetupAIData(void)
{
s32 i;
u8 limitations;
u8 *data;
// clear AI data and set default move score to 100. strange that they didn't use memset here.
MEMSET_ALT(AI_THINKING_STRUCT, 0, sizeof(struct AI_ThinkingStruct), i, data);
for (i = 0; i < MAX_MON_MOVES; i++)
AI_THINKING_STRUCT->score[i] = 100;
limitations = CheckMoveLimitations(gActiveBattler, 0, 0xFF);
// 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] & limitations)
AI_THINKING_STRUCT->score[i] = 0;
AI_THINKING_STRUCT->simulatedRNG[i] = 100 - (Random() % 16);
}
// clear AI stack.
AI_STACK->size = 0;
gBankAttacker = gActiveBattler;
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
gBankTarget = Random() & 2; // just pick somebody to target.
if (gAbsentBattlerFlags & gBitTable[gBankTarget])
gBankTarget ^= 2;
}
else
gBankTarget = gActiveBattler ^ 1;
// special AI flag cases.
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
AI_THINKING_STRUCT->aiFlags = 0x40000000;
else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER)
AI_THINKING_STRUCT->aiFlags = 0x20000000;
else if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
AI_THINKING_STRUCT->aiFlags = 0x80000000;
#ifdef GERMAN
else if (gBattleTypeFlags & (BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_BATTLE_TOWER) || gTrainerBattleOpponent == SECRET_BASE_OPPONENT)
AI_THINKING_STRUCT->aiFlags = 7;
#endif
else // otherwise, just set aiFlags to whatever flags the trainer has set in their data.
AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent].aiFlags;
#if DEBUG
if (gUnknown_02023A14_50 & 1)
AI_THINKING_STRUCT->aiFlags = gUnknown_02023A14_4C;
#endif
}
u8 BattleAI_GetAIActionToUse(void)
{
u8 currentMoveArray[MAX_MON_MOVES];
u8 consideredMoveArray[MAX_MON_MOVES];
u8 numOfBestMoves;
s32 i;
sub_810745C();
while (AI_THINKING_STRUCT->aiFlags != 0)
{
if (AI_THINKING_STRUCT->aiFlags & 1)
{
AI_THINKING_STRUCT->aiState = BATTLEAI_SETTING_UP;
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 != BATTLEAI_FINISHED)
{
switch (AI_THINKING_STRUCT->aiState)
{
case BATTLEAI_DO_NOT_PROCESS: //Needed to match.
break;
case BATTLEAI_SETTING_UP:
gAIScriptPtr = BattleAIs[AI_THINKING_STRUCT->aiLogicId]; // set the AI ptr.
if (gBattleMons[gBankAttacker].pp[AI_THINKING_STRUCT->movesetIndex] == 0)
{
AI_THINKING_STRUCT->moveConsidered = MOVE_NONE; // don't consider a move you have 0 PP for, idiot.
}
else
{
AI_THINKING_STRUCT->moveConsidered = gBattleMons[gBankAttacker].moves[AI_THINKING_STRUCT->movesetIndex];
}
AI_THINKING_STRUCT->aiState++;
break;
case BATTLEAI_PROCESSING:
if (AI_THINKING_STRUCT->moveConsidered != MOVE_NONE)
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 = BATTLEAI_SETTING_UP; // 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_810745C(void)
{
s32 i;
for (i = 0; i < 8; i++)
{
if (AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 1][i] == 0)
{
AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 1][i] = gLastUsedMove[gBankTarget];
return;
}
}
}
void unref_sub_81074A0(u8 a)
{
s32 i;
for (i = 0; i < 8; i++)
AI_BATTLE_HISTORY->usedMoves[a / 2][i] = 0;
}
void RecordAbilityBattle(u8 a, u8 b)
{
if (GetBattlerSide(a) == 0)
AI_BATTLE_HISTORY->abilities[GetBattlerPosition(a) & 1] = b;
}
void RecordItemBattle(u8 a, u8 b)
{
if (GetBattlerSide(a) == 0)
AI_BATTLE_HISTORY->itemEffects[GetBattlerPosition(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.
}
static void BattleAICmd_if_hp_less_than(void)
{
u16 index;
if (gAIScriptPtr[1] == USER)
index = gBankAttacker;
else
index = gBankTarget;
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 = gBankAttacker;
else
index = gBankTarget;
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 = gBankAttacker;
else
index = gBankTarget;
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 = gBankAttacker;
else
index = gBankTarget;
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 = gBankAttacker;
else
index = gBankTarget;
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 = gBankAttacker;
else
index = gBankTarget;
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 = gBankAttacker;
else
index = gBankTarget;
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 = gBankAttacker;
else
index = gBankTarget;
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 = gBankAttacker;
else
index = gBankTarget;
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 = gBankAttacker;
else
index = gBankTarget;
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 = gBankAttacker;
else
index = gBankTarget;
arg1 = GetBattlerPosition(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 = gBankAttacker;
else
index = gBankTarget;
arg1 = GetBattlerPosition(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[gBankAttacker].moves[i] != 0
&& gBattleMoves[gBattleMons[gBankAttacker].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[gBankAttacker].moves[i] != 0
&& gBattleMoves[gBattleMons[gBankAttacker].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[gBankAttacker].type1;
break;
case 0: // enemy primary type
AI_THINKING_STRUCT->funcResult = gBattleMons[gBankTarget].type1;
break;
case 3: // player secondary type
AI_THINKING_STRUCT->funcResult = gBattleMons[gBankAttacker].type2;
break;
case 2: // enemy secondary type
AI_THINKING_STRUCT->funcResult = gBattleMons[gBankTarget].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;
}
#ifdef NONMATCHING
static 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
static 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, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
ldrh r1, [r0]\n\
ldr r4, _0810832C @ =0x0000ffff\n\
ldr r6, _08108330 @ =gBattleMoves\n\
ldr r5, _08108334 @ =gSharedMem + 0x16800\n\
cmp r1, r4\n\
beq _0810822E\n\
ldrh r1, [r5, 0x2]\n\
lsls r0, r1, 1\n\
adds r0, r1\n\
lsls r0, 2\n\
adds r0, r6\n\
ldrb r2, [r0]\n\
ldr r1, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
_0810821E:\n\
ldrh r0, [r1]\n\
cmp r2, r0\n\
beq _0810822E\n\
adds r1, 0x2\n\
adds r3, 0x1\n\
ldrh r0, [r1]\n\
cmp r0, r4\n\
bne _0810821E\n\
_0810822E:\n\
ldrh r0, [r5, 0x2]\n\
lsls r1, r0, 1\n\
adds r1, r0\n\
lsls r1, 2\n\
adds r1, r6\n\
ldrb r0, [r1, 0x1]\n\
cmp r0, 0x1\n\
bhi _08108240\n\
b _081083B2\n\
_08108240:\n\
lsls r0, r3, 1\n\
ldr r1, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
adds r0, r1\n\
ldrh r3, [r0]\n\
ldr r0, _0810832C @ =0x0000ffff\n\
cmp r3, r0\n\
beq _08108250\n\
b _081083B2\n\
_08108250:\n\
ldr r0, _08108338 @ =gDynamicBasePower\n\
movs r1, 0\n\
strh r1, [r0]\n\
ldr r2, _0810833C @ =0xfffff81c\n\
adds r0, r5, r2\n\
strb r1, [r0]\n\
adds r2, 0x3\n\
adds r0, r5, r2\n\
movs r2, 0x1\n\
strb r2, [r0]\n\
ldr r0, _08108340 @ =gMoveResultFlags\n\
strb r1, [r0]\n\
ldr r0, _08108344 @ =gCritMultiplier\n\
strb r2, [r0]\n\
movs r6, 0\n\
mov r9, r3\n\
ldr r0, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
ldrh r0, [r0]\n\
str r0, [sp, 0x10]\n\
_08108276:\n\
movs r3, 0\n\
ldr r5, _08108348 @ =gBattleMons\n\
lsls r4, r6, 1\n\
ldr r7, _0810834C @ =gBankAttacker\n\
lsls r1, r6, 2\n\
mov r8, r1\n\
adds r2, r6, 0x1\n\
mov r10, r2\n\
ldr r0, [sp, 0x10]\n\
cmp r0, r9\n\
beq _081082BA\n\
ldr r2, _08108330 @ =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, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
_081082AA:\n\
ldrh r0, [r1]\n\
cmp r2, r0\n\
beq _081082BA\n\
adds r1, 0x2\n\
adds r3, 0x1\n\
ldrh r0, [r1]\n\
cmp r0, r9\n\
bne _081082AA\n\
_081082BA:\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 _0810835C\n\
lsls r0, r3, 1\n\
ldr r2, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
adds r0, r2\n\
ldrh r0, [r0]\n\
cmp r0, r9\n\
bne _0810835C\n\
ldr r0, _08108330 @ =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 _0810835C\n\
ldr r5, _08108350 @ =gCurrentMove\n\
strh r2, [r5]\n\
ldrb r0, [r7]\n\
ldr r4, _08108354 @ =gBankTarget\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, _08108358 @ =gBattleMoveDamage\n\
ldr r0, _08108334 @ =gSharedMem + 0x16800\n\
adds r0, 0x18\n\
adds r0, r6, r0\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 _08108364\n\
movs r0, 0x1\n\
str r0, [r4]\n\
b _08108364\n\
.align 2, 0\n\
_08108328: .4byte sDiscouragedPowerfulMoveEffects\n\
_0810832C: .4byte 0x0000ffff\n\
_08108330: .4byte gBattleMoves\n\
_08108334: .4byte gSharedMem + 0x16800\n\
_08108338: .4byte gDynamicBasePower\n\
_0810833C: .4byte 0xfffff81c\n\
_08108340: .4byte gMoveResultFlags\n\
_08108344: .4byte gCritMultiplier\n\
_08108348: .4byte gBattleMons\n\
_0810834C: .4byte gBankAttacker\n\
_08108350: .4byte gCurrentMove\n\
_08108354: .4byte gBankTarget\n\
_08108358: .4byte gBattleMoveDamage\n\
_0810835C:\n\
mov r1, sp\n\
add r1, r8\n\
movs r0, 0\n\
str r0, [r1]\n\
_08108364:\n\
mov r6, r10\n\
cmp r6, 0x3\n\
ble _08108276\n\
movs r6, 0\n\
ldr r1, _081083A4 @ =gSharedMem + 0x16800\n\
ldrb r0, [r1, 0x1]\n\
lsls r0, 2\n\
add r0, sp\n\
ldr r2, [sp]\n\
ldr r0, [r0]\n\
adds r5, r1, 0\n\
ldr r4, _081083A8 @ =gAIScriptPtr\n\
cmp r2, r0\n\
bgt _0810839A\n\
adds r3, r5, 0\n\
mov r2, sp\n\
_08108384:\n\
adds r2, 0x4\n\
adds r6, 0x1\n\
cmp r6, 0x3\n\
bgt _0810839A\n\
ldrb r0, [r3, 0x1]\n\
lsls r0, 2\n\
add r0, sp\n\
ldr r1, [r2]\n\
ldr r0, [r0]\n\
cmp r1, r0\n\
ble _08108384\n\
_0810839A:\n\
cmp r6, 0x4\n\
bne _081083AC\n\
movs r0, 0x2\n\
str r0, [r5, 0x8]\n\
b _081083B8\n\
.align 2, 0\n\
_081083A4: .4byte gSharedMem + 0x16800\n\
_081083A8: .4byte gAIScriptPtr\n\
_081083AC:\n\
movs r0, 0x1\n\
str r0, [r5, 0x8]\n\
b _081083B8\n\
_081083B2:\n\
movs r0, 0\n\
str r0, [r5, 0x8]\n\
ldr r4, _081083D0 @ =gAIScriptPtr\n\
_081083B8:\n\
ldr r0, [r4]\n\
adds r0, 0x1\n\
str r0, [r4]\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\
_081083D0: .4byte gAIScriptPtr\n\
.syntax divided\n");
}
#endif // NONMATCHING
static void BattleAICmd_get_move(void)
{
if (gAIScriptPtr[1] == USER)
AI_THINKING_STRUCT->funcResult = gLastUsedMove[gBankAttacker];
else
AI_THINKING_STRUCT->funcResult = gLastUsedMove[gBankTarget];
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(gBankAttacker, gBankTarget, TRUE) == gAIScriptPtr[1])
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
static void BattleAICmd_if_would_not_go_first(void)
{
if (GetWhoStrikesFirst(gBankAttacker, gBankTarget, 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 = gBankAttacker;
else
index = gBankTarget;
if (GetBattlerSide(index) == 0)
party = gPlayerParty;
else
party = gEnemyParty;
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
u32 status;
var = gBattlerPartyIndexes[index];
status = GetBattlerPosition(index) ^ 2;
var2 = gBattlerPartyIndexes[GetBattlerAtPosition(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 = gBankAttacker;
else
index = gBankTarget;
if (GetBattlerSide(index) == TARGET)
{
u16 side = GetBattlerPosition(index) & 1;
if (AI_BATTLE_HISTORY->abilities[side] != 0)
{
AI_THINKING_STRUCT->funcResult = AI_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_possible_damage(void)
{
s32 i;
gDynamicBasePower = 0;
gBattleStruct->dynamicMoveType = 0;
gBattleStruct->dmgMultiplier = 1;
gMoveResultFlags = 0;
gCritMultiplier = 1;
AI_THINKING_STRUCT->funcResult = 0;
for (i = 0; i < MAX_MON_MOVES; i++)
{
gBattleMoveDamage = 40;
gCurrentMove = gBattleMons[gBankAttacker].moves[i];
if (gCurrentMove)
{
TypeCalc(gCurrentMove, gBankAttacker, gBankTarget);
// reduce by 1/3.
if (gBattleMoveDamage == 120)
gBattleMoveDamage = 80;
if (gBattleMoveDamage == 240)
gBattleMoveDamage = 160;
if (gBattleMoveDamage == 30)
gBattleMoveDamage = 20;
if (gBattleMoveDamage == 15)
gBattleMoveDamage = 10;
if (gMoveResultFlags & 8) // if it's a status move, it wont do anything.
gBattleMoveDamage = 0;
if (AI_THINKING_STRUCT->funcResult < gBattleMoveDamage)
AI_THINKING_STRUCT->funcResult = gBattleMoveDamage;
}
}
gAIScriptPtr += 1;
}
static void BattleAICmd_if_damage_bonus(void)
{
u8 damageVar;
gDynamicBasePower = 0;
gBattleStruct->dynamicMoveType = 0;
gBattleStruct->dmgMultiplier = 1;
gMoveResultFlags = 0;
gCritMultiplier = 1;
gBattleMoveDamage = 40;
gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
TypeCalc(gCurrentMove, gBankAttacker, gBankTarget);
if (gBattleMoveDamage == 120)
gBattleMoveDamage = 80;
if (gBattleMoveDamage == 240)
gBattleMoveDamage = 160;
if (gBattleMoveDamage == 30)
gBattleMoveDamage = 20;
if (gBattleMoveDamage == 15)
gBattleMoveDamage = 10;
if (gMoveResultFlags & 8)
gBattleMoveDamage = 0;
// 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);
}
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 = gBankAttacker;
else
party = gBankTarget;
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 = gBankAttacker;
else
party = gBankTarget;
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 = gBankAttacker;
else
party = gBankTarget;
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 = gBankAttacker;
else
party = gBankTarget;
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;
gBattleStruct->dmgMultiplier = 1;
gMoveResultFlags = 0;
gCritMultiplier = 1;
gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
AI_CalcDmg(gBankAttacker, gBankTarget);
TypeCalc(gCurrentMove, gBankAttacker, gBankTarget);
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[gBankTarget].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;
gBattleStruct->dmgMultiplier = 1;
gMoveResultFlags = 0;
gCritMultiplier = 1;
gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
AI_CalcDmg(gBankAttacker, gBankTarget);
TypeCalc(gCurrentMove, gBankAttacker, gBankTarget);
gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[AI_THINKING_STRUCT->movesetIndex] / 100;
// this macro is missing the damage 0 = 1 assumption.
if (gBattleMons[gBankTarget].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[gBankAttacker].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 (AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 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[gBankAttacker].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 (AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 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[gBankAttacker].moves[i] != 0 && gBattleMoves[gBattleMons[gBankAttacker].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[gBankAttacker].moves[i] != 0 && gBattleMoves[AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 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[gBankAttacker].moves[i] != 0 && gBattleMoves[gBattleMons[gBankAttacker].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 (AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 1][i] != 0 && gBattleMoves[AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 1][i]].effect == gAIScriptPtr[2])
break;
}
gAIScriptPtr += 7;
}
}
static void BattleAICmd_if_last_move_did_damage(void)
{
u8 index;
if (gAIScriptPtr[1] == USER)
index = gBankAttacker;
else
index = gBankTarget;
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.
}
static void BattleAICmd_if_random_100(void)
{
u8 safariFleeRate = gBattleStruct->safariFleeRate * 5; // safari flee rate, from 0-20
if ((u8)(Random() % 100) < safariFleeRate)
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 = gBankAttacker;
else
index = gBankTarget;
if (GetBattlerSide(index) == 0)
{
side = (GetBattlerPosition(index) & 1);
AI_THINKING_STRUCT->funcResult = AI_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 = gBankAttacker;
else
index = gBankTarget;
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 = gBankAttacker;
else
index = gBankTarget;
AI_THINKING_STRUCT->funcResult = gDisableStructs[index].isFirstTurn;
gAIScriptPtr += 2;
}
static void BattleAICmd_get_stockpile_count(void)
{
u8 index;
if (gAIScriptPtr[1] == USER)
index = gBankAttacker;
else
index = gBankTarget;
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_item(void)
{
u8 index;
if (gAIScriptPtr[1] == USER)
index = gBankAttacker;
else
index = gBankTarget;
AI_THINKING_STRUCT->funcResult = AI_ARRAY_160CC(index);
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 = gBankAttacker;
else
index = gBankTarget;
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[gBankAttacker].level > gBattleMons[gBankTarget].level)
{
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
return;
}
gAIScriptPtr += 6;
return;
case 1: // less than
if (gBattleMons[gBankAttacker].level < gBattleMons[gBankTarget].level)
{
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
return;
}
gAIScriptPtr += 6;
return;
case 2: // equal
if (gBattleMons[gBankAttacker].level == gBattleMons[gBankTarget].level)
{
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
return;
}
gAIScriptPtr += 6;
return;
}
}
static void BattleAICmd_if_taunted(void)
{
if (gDisableStructs[gBankTarget].tauntTimer1 != 0)
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
else
gAIScriptPtr += 5;
}
static void BattleAICmd_if_not_taunted(void)
{
if (gDisableStructs[gBankTarget].tauntTimer1 == 0)
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
else
gAIScriptPtr += 5;
}
void AIStackPushVar(u8 *var)
{
AI_STACK->ptr[AI_STACK->size++] = var;
}
// unused
void AIStackPushAIPtr(void)
{
AI_STACK->ptr[AI_STACK->size++] = gAIScriptPtr;
}
bool8 AIStackPop(void)
{
if (AI_STACK->size != 0)
{
--AI_STACK->size;
gAIScriptPtr = AI_STACK->ptr[AI_STACK->size];
return TRUE;
}
else
return FALSE;
}