pokefirered/src/battle_ai_script_commands.c

1968 lines
54 KiB
C

#include "global.h"
#include "battle.h"
#include "battle_anim.h"
#include "util.h"
#include "item.h"
#include "random.h"
#include "pokemon.h"
#include "battle_ai_script_commands.h"
#include "constants/species.h"
#include "constants/abilities.h"
#include "constants/battle_ai.h"
#include "constants/battle_move_effects.h"
#include "constants/moves.h"
#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 (gBattleResources->ai)
#define BATTLE_HISTORY (gBattleResources->battleHistory)
// AI states
enum
{
AIState_SettingUp,
AIState_Processing,
AIState_FinishedProcessing,
AIState_DoNotProcess
};
/*
sAIScriptPtr is a pointer to the next battle AI cmd command to read.
when a command finishes processing, sAIScriptPtr 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.
*/
static EWRAM_DATA const u8 *sAIScriptPtr = NULL;
extern u8 *gBattleAI_ScriptsTable[];
static void Cmd_if_random_less_than(void);
static void Cmd_if_random_greater_than(void);
static void Cmd_if_random_equal(void);
static void Cmd_if_random_not_equal(void);
static void Cmd_score(void);
static void Cmd_if_hp_less_than(void);
static void Cmd_if_hp_more_than(void);
static void Cmd_if_hp_equal(void);
static void Cmd_if_hp_not_equal(void);
static void Cmd_if_status(void);
static void Cmd_if_not_status(void);
static void Cmd_if_status2(void);
static void Cmd_if_not_status2(void);
static void Cmd_if_status3(void);
static void Cmd_if_not_status3(void);
static void Cmd_if_side_affecting(void);
static void Cmd_if_not_side_affecting(void);
static void Cmd_if_less_than(void);
static void Cmd_if_more_than(void);
static void Cmd_if_equal(void);
static void Cmd_if_not_equal(void);
static void Cmd_if_less_than_ptr(void);
static void Cmd_if_more_than_ptr(void);
static void Cmd_if_equal_ptr(void);
static void Cmd_if_not_equal_ptr(void);
static void Cmd_if_move(void);
static void Cmd_if_not_move(void);
static void Cmd_if_in_bytes(void);
static void Cmd_if_not_in_bytes(void);
static void Cmd_if_in_hwords(void);
static void Cmd_if_not_in_hwords(void);
static void Cmd_if_user_has_attacking_move(void);
static void Cmd_if_user_has_no_attacking_moves(void);
static void Cmd_get_turn_count(void);
static void Cmd_get_type(void);
static void Cmd_get_considered_move_power(void);
static void Cmd_get_how_powerful_move_is(void);
static void Cmd_get_last_used_battler_move(void);
static void Cmd_if_equal_(void);
static void Cmd_if_not_equal_(void);
static void Cmd_if_would_go_first(void);
static void Cmd_if_would_not_go_first(void);
static void Cmd_nullsub_2A(void);
static void Cmd_nullsub_2B(void);
static void Cmd_count_alive_pokemon(void);
static void Cmd_get_considered_move(void);
static void Cmd_get_considered_move_effect(void);
static void Cmd_get_ability(void);
static void Cmd_get_highest_type_effectiveness(void);
static void Cmd_if_type_effectiveness(void);
static void Cmd_nullsub_32(void);
static void Cmd_nullsub_33(void);
static void Cmd_if_status_in_party(void);
static void Cmd_if_status_not_in_party(void);
static void Cmd_get_weather(void);
static void Cmd_if_effect(void);
static void Cmd_if_not_effect(void);
static void Cmd_if_stat_level_less_than(void);
static void Cmd_if_stat_level_more_than(void);
static void Cmd_if_stat_level_equal(void);
static void Cmd_if_stat_level_not_equal(void);
static void Cmd_if_can_faint(void);
static void Cmd_if_cant_faint(void);
static void Cmd_if_has_move(void);
static void Cmd_if_doesnt_have_move(void);
static void Cmd_if_has_move_with_effect(void);
static void Cmd_if_doesnt_have_move_with_effect(void);
static void Cmd_if_any_move_disabled_or_encored(void);
static void Cmd_if_curr_move_disabled_or_encored(void);
static void Cmd_flee(void);
static void Cmd_if_random_safari_flee(void);
static void Cmd_watch(void);
static void Cmd_get_hold_effect(void);
static void Cmd_get_gender(void);
static void Cmd_is_first_turn_for(void);
static void Cmd_get_stockpile_count(void);
static void Cmd_is_double_battle(void);
static void Cmd_get_used_held_item(void);
static void Cmd_get_move_type_from_result(void);
static void Cmd_get_move_power_from_result(void);
static void Cmd_get_move_effect_from_result(void);
static void Cmd_get_protect_count(void);
static void Cmd_nullsub_52(void);
static void Cmd_nullsub_53(void);
static void Cmd_nullsub_54(void);
static void Cmd_nullsub_55(void);
static void Cmd_nullsub_56(void);
static void Cmd_nullsub_57(void);
static void Cmd_call(void);
static void Cmd_goto(void);
static void Cmd_end(void);
static void Cmd_if_level_compare(void);
static void Cmd_if_target_taunted(void);
static void Cmd_if_target_not_taunted(void);
static void RecordLastUsedMoveByTarget(void);
static void BattleAI_DoAIProcessing(void);
static void AIStackPushVar(const u8 *ptr);
static bool8 AIStackPop(void);
typedef void (*BattleAICmdFunc)(void);
static const BattleAICmdFunc sBattleAICmdTable[] =
{
Cmd_if_random_less_than, // 0x0
Cmd_if_random_greater_than, // 0x1
Cmd_if_random_equal, // 0x2
Cmd_if_random_not_equal, // 0x3
Cmd_score, // 0x4
Cmd_if_hp_less_than, // 0x5
Cmd_if_hp_more_than, // 0x6
Cmd_if_hp_equal, // 0x7
Cmd_if_hp_not_equal, // 0x8
Cmd_if_status, // 0x9
Cmd_if_not_status, // 0xA
Cmd_if_status2, // 0xB
Cmd_if_not_status2, // 0xC
Cmd_if_status3, // 0xD
Cmd_if_not_status3, // 0xE
Cmd_if_side_affecting, // 0xF
Cmd_if_not_side_affecting, // 0x10
Cmd_if_less_than, // 0x11
Cmd_if_more_than, // 0x12
Cmd_if_equal, // 0x13
Cmd_if_not_equal, // 0x14
Cmd_if_less_than_ptr, // 0x15
Cmd_if_more_than_ptr, // 0x16
Cmd_if_equal_ptr, // 0x17
Cmd_if_not_equal_ptr, // 0x18
Cmd_if_move, // 0x19
Cmd_if_not_move, // 0x1A
Cmd_if_in_bytes, // 0x1B
Cmd_if_not_in_bytes, // 0x1C
Cmd_if_in_hwords, // 0x1D
Cmd_if_not_in_hwords, // 0x1E
Cmd_if_user_has_attacking_move, // 0x1F
Cmd_if_user_has_no_attacking_moves, // 0x20
Cmd_get_turn_count, // 0x21
Cmd_get_type, // 0x22
Cmd_get_considered_move_power, // 0x23
Cmd_get_how_powerful_move_is, // 0x24
Cmd_get_last_used_battler_move, // 0x25
Cmd_if_equal_, // 0x26
Cmd_if_not_equal_, // 0x27
Cmd_if_would_go_first, // 0x28
Cmd_if_would_not_go_first, // 0x29
Cmd_nullsub_2A, // 0x2A
Cmd_nullsub_2B, // 0x2B
Cmd_count_alive_pokemon, // 0x2C
Cmd_get_considered_move, // 0x2D
Cmd_get_considered_move_effect, // 0x2E
Cmd_get_ability, // 0x2F
Cmd_get_highest_type_effectiveness, // 0x30
Cmd_if_type_effectiveness, // 0x31
Cmd_nullsub_32, // 0x32
Cmd_nullsub_33, // 0x33
Cmd_if_status_in_party, // 0x34
Cmd_if_status_not_in_party, // 0x35
Cmd_get_weather, // 0x36
Cmd_if_effect, // 0x37
Cmd_if_not_effect, // 0x38
Cmd_if_stat_level_less_than, // 0x39
Cmd_if_stat_level_more_than, // 0x3A
Cmd_if_stat_level_equal, // 0x3B
Cmd_if_stat_level_not_equal, // 0x3C
Cmd_if_can_faint, // 0x3D
Cmd_if_cant_faint, // 0x3E
Cmd_if_has_move, // 0x3F
Cmd_if_doesnt_have_move, // 0x40
Cmd_if_has_move_with_effect, // 0x41
Cmd_if_doesnt_have_move_with_effect, // 0x42
Cmd_if_any_move_disabled_or_encored, // 0x43
Cmd_if_curr_move_disabled_or_encored, // 0x44
Cmd_flee, // 0x45
Cmd_if_random_safari_flee, // 0x46
Cmd_watch, // 0x47
Cmd_get_hold_effect, // 0x48
Cmd_get_gender, // 0x49
Cmd_is_first_turn_for, // 0x4A
Cmd_get_stockpile_count, // 0x4B
Cmd_is_double_battle, // 0x4C
Cmd_get_used_held_item, // 0x4D
Cmd_get_move_type_from_result, // 0x4E
Cmd_get_move_power_from_result, // 0x4F
Cmd_get_move_effect_from_result, // 0x50
Cmd_get_protect_count, // 0x51
Cmd_nullsub_52, // 0x52
Cmd_nullsub_53, // 0x53
Cmd_nullsub_54, // 0x54
Cmd_nullsub_55, // 0x55
Cmd_nullsub_56, // 0x56
Cmd_nullsub_57, // 0x57
Cmd_call, // 0x58
Cmd_goto, // 0x59
Cmd_end, // 0x5A
Cmd_if_level_compare, // 0x5B
Cmd_if_target_taunted, // 0x5C
Cmd_if_target_not_taunted, // 0x5D
};
static 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
};
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.
if ((gBattleTypeFlags & BATTLE_TYPE_TRAINER)
&& (gTrainerBattleOpponent_A != SECRET_BASE_OPPONENT)
&& !(gBattleTypeFlags & (BATTLE_TYPE_TRAINER_TOWER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_SAFARI | BATTLE_TYPE_LINK))
)
{
for (i = 0; i < MAX_TRAINER_ITEMS; 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 < MAX_MON_MOVES; i++)
AI_THINKING_STRUCT->score[i] = 100;
moveLimitations = CheckMoveLimitations(gActiveBattler, 0, 0xFF);
// Ignore moves that aren't possible to use.
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (gBitTable[i] & moveLimitations)
AI_THINKING_STRUCT->score[i] = 0;
AI_THINKING_STRUCT->simulatedRNG[i] = 100 - (Random() % 16);
}
gBattleResources->AI_ScriptsStack->size = 0;
gBattlerAttacker = 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 = gBattlerAttacker ^ BIT_SIDE;
}
// Choose proper trainer ai scripts.
// Fire Red, why all the returns?!?
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
{
AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_SAFARI;
return;
}
else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER)
{
AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_ROAMING;
return;
}
else if (!(gBattleTypeFlags & (BATTLE_TYPE_TRAINER_TOWER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_BATTLE_TOWER)) && (gTrainerBattleOpponent_A != SECRET_BASE_OPPONENT))
{
if (gBattleTypeFlags & BATTLE_TYPE_WILD_SCRIPTED)
{
AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_CHECK_BAD_MOVE;
return;
}
else if (gBattleTypeFlags & BATTLE_TYPE_LEGENDARY_FRLG)
{
AI_THINKING_STRUCT->aiFlags = (AI_SCRIPT_CHECK_BAD_MOVE | AI_SCRIPT_TRY_TO_FAINT | AI_SCRIPT_CHECK_VIABILITY);
return;
}
}
else
{
AI_THINKING_STRUCT->aiFlags = (AI_SCRIPT_CHECK_BAD_MOVE | AI_SCRIPT_TRY_TO_FAINT | AI_SCRIPT_CHECK_VIABILITY);
return;
}
AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags;
}
u8 BattleAI_ChooseMoveOrAction(void)
{
u8 currentMoveArray[MAX_MON_MOVES];
u8 consideredMoveArray[MAX_MON_MOVES];
u8 numOfBestMoves;
s32 i;
RecordLastUsedMoveByTarget();
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)
return AI_CHOICE_FLEE;
if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH)
return AI_CHOICE_WATCH;
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.
}
static 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:
sAIScriptPtr = gBattleAI_ScriptsTable[AI_THINKING_STRUCT->aiLogicId];
if (gBattleMons[gBattlerAttacker].pp[AI_THINKING_STRUCT->movesetIndex] == 0)
{
AI_THINKING_STRUCT->moveConsidered = 0; // Don't consider moves with no PP
}
else
{
AI_THINKING_STRUCT->moveConsidered = gBattleMons[gBattlerAttacker].moves[AI_THINKING_STRUCT->movesetIndex];
}
AI_THINKING_STRUCT->aiState++;
break;
case AIState_Processing:
if (AI_THINKING_STRUCT->moveConsidered != 0)
{
sBattleAICmdTable[*sAIScriptPtr](); // Run AI command.
}
else
{
AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0;
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;
}
}
}
static void RecordLastUsedMoveByTarget(void)
{
s32 i;
for (i = 0; i < 8; i++)
{
if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] == 0)
{
BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] = gLastMoves[gBattlerTarget];
return;
}
}
}
// not used
static void ClearBattlerMoveHistory(u8 battlerId)
{
s32 i;
for (i = 0; i < 8; i++)
BATTLE_HISTORY->usedMoves[battlerId / 2][i] = MOVE_NONE;
}
void RecordAbilityBattle(u8 battlerId, u8 abilityId)
{
if (GetBattlerSide(battlerId) == 0)
BATTLE_HISTORY->abilities[GET_BATTLER_SIDE(battlerId)] = abilityId;
}
void RecordItemEffectBattle(u8 battlerId, u8 itemEffect)
{
if (GetBattlerSide(battlerId) == 0)
BATTLE_HISTORY->itemEffects[GET_BATTLER_SIDE(battlerId)] = itemEffect;
}
static void Cmd_if_random_less_than(void)
{
if (Random() % 256 < sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_random_greater_than(void)
{
if (Random() % 256 > sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_random_equal(void)
{
if (Random() % 256 == sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_random_not_equal(void)
{
if (Random() % 256 != sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_score(void)
{
AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] += sAIScriptPtr[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;
sAIScriptPtr += 2; // AI return.
}
static void Cmd_if_hp_less_than(void)
{
u16 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) < sAIScriptPtr[2])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 3);
else
sAIScriptPtr += 7;
}
static void Cmd_if_hp_more_than(void)
{
u16 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) > sAIScriptPtr[2])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 3);
else
sAIScriptPtr += 7;
}
static void Cmd_if_hp_equal(void)
{
u16 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) == sAIScriptPtr[2])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 3);
else
sAIScriptPtr += 7;
}
static void Cmd_if_hp_not_equal(void)
{
u16 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) != sAIScriptPtr[2])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 3);
else
sAIScriptPtr += 7;
}
static void Cmd_if_status(void)
{
u16 battlerId;
u32 status;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
status = T1_READ_32(sAIScriptPtr + 2);
if (gBattleMons[battlerId].status1 & status)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 6);
else
sAIScriptPtr += 10;
}
static void Cmd_if_not_status(void)
{
u16 battlerId;
u32 status;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
status = T1_READ_32(sAIScriptPtr + 2);
if (!(gBattleMons[battlerId].status1 & status))
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 6);
else
sAIScriptPtr += 10;
}
static void Cmd_if_status2(void)
{
u16 battlerId;
u32 status;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
status = T1_READ_32(sAIScriptPtr + 2);
if ((gBattleMons[battlerId].status2 & status))
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 6);
else
sAIScriptPtr += 10;
}
static void Cmd_if_not_status2(void)
{
u16 battlerId;
u32 status;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
status = T1_READ_32(sAIScriptPtr + 2);
if (!(gBattleMons[battlerId].status2 & status))
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 6);
else
sAIScriptPtr += 10;
}
static void Cmd_if_status3(void)
{
u16 battlerId;
u32 status;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
status = T1_READ_32(sAIScriptPtr + 2);
if (gStatuses3[battlerId] & status)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 6);
else
sAIScriptPtr += 10;
}
static void Cmd_if_not_status3(void)
{
u16 battlerId;
u32 status;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
status = T1_READ_32(sAIScriptPtr + 2);
if (!(gStatuses3[battlerId] & status))
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 6);
else
sAIScriptPtr += 10;
}
static void Cmd_if_side_affecting(void)
{
u16 battlerId;
u32 side, status;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
side = GET_BATTLER_SIDE(battlerId);
status = T1_READ_32(sAIScriptPtr + 2);
if (gSideStatuses[side] & status)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 6);
else
sAIScriptPtr += 10;
}
static void Cmd_if_not_side_affecting(void)
{
u16 battlerId;
u32 side, status;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
side = GET_BATTLER_SIDE(battlerId);
status = T1_READ_32(sAIScriptPtr + 2);
if (!(gSideStatuses[side] & status))
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 6);
else
sAIScriptPtr += 10;
}
static void Cmd_if_less_than(void)
{
if (AI_THINKING_STRUCT->funcResult < sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_more_than(void)
{
if (AI_THINKING_STRUCT->funcResult > sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_equal(void)
{
if (AI_THINKING_STRUCT->funcResult == sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_not_equal(void)
{
if (AI_THINKING_STRUCT->funcResult != sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_less_than_ptr(void)
{
const u8 *value = T1_READ_PTR(sAIScriptPtr + 1);
if (AI_THINKING_STRUCT->funcResult < *value)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 5);
else
sAIScriptPtr += 9;
}
static void Cmd_if_more_than_ptr(void)
{
const u8 *value = T1_READ_PTR(sAIScriptPtr + 1);
if (AI_THINKING_STRUCT->funcResult > *value)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 5);
else
sAIScriptPtr += 9;
}
static void Cmd_if_equal_ptr(void)
{
const u8 *value = T1_READ_PTR(sAIScriptPtr + 1);
if (AI_THINKING_STRUCT->funcResult == *value)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 5);
else
sAIScriptPtr += 9;
}
static void Cmd_if_not_equal_ptr(void)
{
const u8 *value = T1_READ_PTR(sAIScriptPtr + 1);
if (AI_THINKING_STRUCT->funcResult != *value)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 5);
else
sAIScriptPtr += 9;
}
static void Cmd_if_move(void)
{
u16 move = T1_READ_16(sAIScriptPtr + 1);
if (AI_THINKING_STRUCT->moveConsidered == move)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 3);
else
sAIScriptPtr += 7;
}
static void Cmd_if_not_move(void)
{
u16 move = T1_READ_16(sAIScriptPtr + 1);
if (AI_THINKING_STRUCT->moveConsidered != move)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 3);
else
sAIScriptPtr += 7;
}
static void Cmd_if_in_bytes(void)
{
const u8 *ptr = T1_READ_PTR(sAIScriptPtr + 1);
while (*ptr != 0xFF)
{
if (AI_THINKING_STRUCT->funcResult == *ptr)
{
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 5);
return;
}
ptr++;
}
sAIScriptPtr += 9;
}
static void Cmd_if_not_in_bytes(void)
{
const u8 *ptr = T1_READ_PTR(sAIScriptPtr + 1);
while (*ptr != 0xFF)
{
if (AI_THINKING_STRUCT->funcResult == *ptr)
{
sAIScriptPtr += 9;
return;
}
ptr++;
}
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 5);
}
static void Cmd_if_in_hwords(void)
{
const u16 *ptr = (const u16 *)T1_READ_PTR(sAIScriptPtr + 1);
while (*ptr != 0xFFFF)
{
if (AI_THINKING_STRUCT->funcResult == *ptr)
{
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 5);
return;
}
ptr++;
}
sAIScriptPtr += 9;
}
static void Cmd_if_not_in_hwords(void)
{
const u16 *ptr = (const u16 *)T1_READ_PTR(sAIScriptPtr + 1);
while (*ptr != 0xFFFF)
{
if (AI_THINKING_STRUCT->funcResult == *ptr)
{
sAIScriptPtr += 9;
return;
}
ptr++;
}
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 5);
}
static void Cmd_if_user_has_attacking_move(void)
{
s32 i;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (gBattleMons[gBattlerAttacker].moves[i] != 0
&& gBattleMoves[gBattleMons[gBattlerAttacker].moves[i]].power != 0)
break;
}
if (i == MAX_MON_MOVES)
sAIScriptPtr += 5;
else
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 1);
}
static void Cmd_if_user_has_no_attacking_moves(void)
{
s32 i;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (gBattleMons[gBattlerAttacker].moves[i] != 0
&& gBattleMoves[gBattleMons[gBattlerAttacker].moves[i]].power != 0)
break;
}
if (i != MAX_MON_MOVES)
sAIScriptPtr += 5;
else
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 1);
}
static void Cmd_get_turn_count(void)
{
AI_THINKING_STRUCT->funcResult = gBattleResults.battleTurnCounter;
sAIScriptPtr += 1;
}
static void Cmd_get_type(void)
{
switch (sAIScriptPtr[1])
{
case AI_TYPE1_USER:
AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerAttacker].type1;
break;
case AI_TYPE1_TARGET:
AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerTarget].type1;
break;
case AI_TYPE2_USER:
AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerAttacker].type2;
break;
case AI_TYPE2_TARGET:
AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerTarget].type2;
break;
case AI_TYPE_MOVE:
AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].type;
break;
}
sAIScriptPtr += 2;
}
static void Cmd_get_considered_move_power(void)
{
AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power;
sAIScriptPtr += 1;
}
static void Cmd_get_how_powerful_move_is(void)
{
s32 i, checkedMove;
s32 moveDmgs[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;
gBattleStruct->dynamicMoveType = 0;
gBattleScripting.dmgMultiplier = 1;
gMoveResultFlags = 0;
gCritMultiplier = 1;
for (checkedMove = 0; checkedMove < MAX_MON_MOVES; checkedMove++)
{
for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++)
{
if (gBattleMoves[gBattleMons[gBattlerAttacker].moves[checkedMove]].effect == sDiscouragedPowerfulMoveEffects[i])
break;
}
if (gBattleMons[gBattlerAttacker].moves[checkedMove] != MOVE_NONE
&& sDiscouragedPowerfulMoveEffects[i] == 0xFFFF
&& gBattleMoves[gBattleMons[gBattlerAttacker].moves[checkedMove]].power > 1)
{
gCurrentMove = gBattleMons[gBattlerAttacker].moves[checkedMove];
AI_CalcDmg(gBattlerAttacker, gBattlerTarget);
TypeCalc(gCurrentMove, gBattlerAttacker, gBattlerTarget);
moveDmgs[checkedMove] = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[checkedMove] / 100;
if (moveDmgs[checkedMove] == 0)
moveDmgs[checkedMove] = 1;
}
else
{
moveDmgs[checkedMove] = 0;
}
}
for (checkedMove = 0; checkedMove < MAX_MON_MOVES; checkedMove++)
{
if (moveDmgs[checkedMove] > moveDmgs[AI_THINKING_STRUCT->movesetIndex])
break;
}
if (checkedMove == MAX_MON_MOVES)
AI_THINKING_STRUCT->funcResult = MOVE_MOST_POWERFUL; // Is the most powerful.
else
AI_THINKING_STRUCT->funcResult = MOVE_NOT_MOST_POWERFUL; // Not the most powerful.
}
else
{
AI_THINKING_STRUCT->funcResult = MOVE_POWER_DISCOURAGED; // Highly discouraged in terms of power.
}
sAIScriptPtr++;
}
static void Cmd_get_last_used_battler_move(void)
{
if (sAIScriptPtr[1] == AI_USER)
AI_THINKING_STRUCT->funcResult = gLastMoves[gBattlerAttacker];
else
AI_THINKING_STRUCT->funcResult = gLastMoves[gBattlerTarget];
sAIScriptPtr += 2;
}
static void Cmd_if_equal_(void) // Same as if_equal.
{
if (sAIScriptPtr[1] == AI_THINKING_STRUCT->funcResult)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_not_equal_(void) // Same as if_not_equal.
{
if (sAIScriptPtr[1] != AI_THINKING_STRUCT->funcResult)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_would_go_first(void)
{
if (GetWhoStrikesFirst(gBattlerAttacker, gBattlerTarget, TRUE) == sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_would_not_go_first(void)
{
if (GetWhoStrikesFirst(gBattlerAttacker, gBattlerTarget, TRUE) != sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_nullsub_2A(void)
{
}
static void Cmd_nullsub_2B(void)
{
}
static void Cmd_count_alive_pokemon(void)
{
u8 battlerId;
u8 battlerOnField1, battlerOnField2;
struct Pokemon *party;
s32 i;
AI_THINKING_STRUCT->funcResult = 0;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if (GetBattlerSide(battlerId) == B_SIDE_PLAYER)
party = gPlayerParty;
else
party = gEnemyParty;
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
u32 position;
battlerOnField1 = gBattlerPartyIndexes[battlerId];
position = GetBattlerPosition(battlerId) ^ BIT_FLANK;
battlerOnField2 = gBattlerPartyIndexes[GetBattlerAtPosition(position)];
}
else // In singles there's only one battlerId by side.
{
battlerOnField1 = gBattlerPartyIndexes[battlerId];
battlerOnField2 = gBattlerPartyIndexes[battlerId];
}
for (i = 0; i < PARTY_SIZE; i++)
{
if (i != battlerOnField1 && i != battlerOnField2
&& 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++;
}
}
sAIScriptPtr += 2;
}
static void Cmd_get_considered_move(void)
{
AI_THINKING_STRUCT->funcResult = AI_THINKING_STRUCT->moveConsidered;
sAIScriptPtr += 1;
}
static void Cmd_get_considered_move_effect(void)
{
AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect;
sAIScriptPtr += 1;
}
static void Cmd_get_ability(void)
{
u8 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if (GetBattlerSide(battlerId) == AI_TARGET)
{
u16 side = GET_BATTLER_SIDE(battlerId);
if (BATTLE_HISTORY->abilities[side] != 0)
{
AI_THINKING_STRUCT->funcResult = BATTLE_HISTORY->abilities[side];
sAIScriptPtr += 2;
return;
}
// abilities that prevent fleeing.
if (gBattleMons[battlerId].ability == ABILITY_SHADOW_TAG
|| gBattleMons[battlerId].ability == ABILITY_MAGNET_PULL
|| gBattleMons[battlerId].ability == ABILITY_ARENA_TRAP)
{
AI_THINKING_STRUCT->funcResult = gBattleMons[battlerId].ability;
sAIScriptPtr += 2;
return;
}
if (gBaseStats[gBattleMons[battlerId].species].abilities[0] != ABILITY_NONE)
{
if (gBaseStats[gBattleMons[battlerId].species].abilities[1] != ABILITY_NONE)
{
// AI has no knowledge of opponent, so it guesses which ability.
if (Random() % 2)
AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[battlerId].species].abilities[0];
else
AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[battlerId].species].abilities[1];
}
else
{
AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[battlerId].species].abilities[0];
}
}
else
{
// AI can't actually reach this part since no pokemon has ability 2 and no ability 1.
AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[battlerId].species].abilities[1];
}
}
else
{
// The AI knows its own ability.
AI_THINKING_STRUCT->funcResult = gBattleMons[battlerId].ability;
}
sAIScriptPtr += 2;
}
static void Cmd_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 < MAX_MON_MOVES; i++)
{
gBattleMoveDamage = 40;
gCurrentMove = gBattleMons[gBattlerAttacker].moves[i];
if (gCurrentMove != MOVE_NONE)
{
TypeCalc(gCurrentMove, gBattlerAttacker, 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;
}
}
sAIScriptPtr += 1;
}
static void Cmd_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, gBattlerAttacker, 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 sAIScriptPtr[1] is a u8.
damageVar = gBattleMoveDamage;
if (damageVar == sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_nullsub_32(void)
{
}
static void Cmd_nullsub_33(void)
{
}
static void Cmd_if_status_in_party(void)
{
struct Pokemon *party;
struct Pokemon *partyPtr;
int i;
u32 statusToCompareTo;
// u8 battlerId
// 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 (sAIScriptPtr[1])
{
case 1:
party = partyPtr = gEnemyParty;
break;
default:
party = partyPtr = gPlayerParty;
break;
}
/* Emerald's fixed version below
switch (sAIScriptPtr[1])
{
case AI_USER:
battlerId = gBattlerAttacker;
break;
default:
battlerId = gBattlerTarget;
break;
}
party = (GetBattlerSide(battlerId) == B_SIDE_PLAYER) ? gPlayerParty : gEnemyParty;
*/
statusToCompareTo = T1_READ_32(sAIScriptPtr + 2);
for (i = 0; i < PARTY_SIZE; 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)
{
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 6);
return;
}
}
sAIScriptPtr += 10;
}
// bugged, doesnt return properly. also unused
static void Cmd_if_status_not_in_party(void)
{
struct Pokemon *party;
struct Pokemon *partyPtr;
int i;
u32 statusToCompareTo;
//u8 battlerId
switch (sAIScriptPtr[1])
{
case 1:
party = partyPtr = gEnemyParty;
break;
default:
party = partyPtr = gPlayerParty;
break;
}
statusToCompareTo = T1_READ_32(sAIScriptPtr + 2);
for (i = 0; i < PARTY_SIZE; 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)
sAIScriptPtr += 10; // doesnt return?
}
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 6);
}
enum
{
WEATHER_TYPE_SUNNY,
WEATHER_TYPE_RAIN,
WEATHER_TYPE_SANDSTORM,
WEATHER_TYPE_HAIL,
};
extern u16 gBattleWeather;
static void Cmd_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_SUNNY;
if (gBattleWeather & WEATHER_HAIL)
AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_HAIL;
sAIScriptPtr += 1;
}
static void Cmd_if_effect(void)
{
if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_not_effect(void)
{
if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect != sAIScriptPtr[1])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
}
static void Cmd_if_stat_level_less_than(void)
{
u32 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if (gBattleMons[battlerId].statStages[sAIScriptPtr[2]] < sAIScriptPtr[3])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 4);
else
sAIScriptPtr += 8;
}
static void Cmd_if_stat_level_more_than(void)
{
u32 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if (gBattleMons[battlerId].statStages[sAIScriptPtr[2]] > sAIScriptPtr[3])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 4);
else
sAIScriptPtr += 8;
}
static void Cmd_if_stat_level_equal(void)
{
u32 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if (gBattleMons[battlerId].statStages[sAIScriptPtr[2]] == sAIScriptPtr[3])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 4);
else
sAIScriptPtr += 8;
}
static void Cmd_if_stat_level_not_equal(void)
{
u32 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if (gBattleMons[battlerId].statStages[sAIScriptPtr[2]] != sAIScriptPtr[3])
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 4);
else
sAIScriptPtr += 8;
}
static void Cmd_if_can_faint(void)
{
if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2)
{
sAIScriptPtr += 5;
return;
}
gDynamicBasePower = 0;
gBattleStruct->dynamicMoveType = 0;
gBattleScripting.dmgMultiplier = 1;
gMoveResultFlags = 0;
gCritMultiplier = 1;
gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
AI_CalcDmg(gBattlerAttacker, gBattlerTarget);
TypeCalc(gCurrentMove, gBattlerAttacker, 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)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 1);
else
sAIScriptPtr += 5;
}
static void Cmd_if_cant_faint(void)
{
if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2)
{
sAIScriptPtr += 5;
return;
}
gDynamicBasePower = 0;
gBattleStruct->dynamicMoveType = 0;
gBattleScripting.dmgMultiplier = 1;
gMoveResultFlags = 0;
gCritMultiplier = 1;
gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
AI_CalcDmg(gBattlerAttacker, gBattlerTarget);
TypeCalc(gCurrentMove, gBattlerAttacker, 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)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 1);
else
sAIScriptPtr += 5;
}
static void Cmd_if_has_move(void)
{
int i;
const u16 *movePtr = (u16 *)(sAIScriptPtr + 2);
switch (sAIScriptPtr[1])
{
case AI_USER:
case AI_USER_PARTNER:
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (gBattleMons[gBattlerAttacker].moves[i] == *movePtr)
break;
}
if (i == MAX_MON_MOVES)
sAIScriptPtr += 8;
else
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 4);
break;
case AI_TARGET:
case AI_TARGET_PARTNER:
for (i = 0; i < 8; i++)
{
if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] == *movePtr)
break;
}
if (i == 8)
sAIScriptPtr += 8;
else
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 4);
break;
}
}
static void Cmd_if_doesnt_have_move(void)
{
int i;
const u16 *movePtr = (u16 *)(sAIScriptPtr + 2);
switch (sAIScriptPtr[1])
{
case AI_USER:
case AI_USER_PARTNER:
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (gBattleMons[gBattlerAttacker].moves[i] == *movePtr)
break;
}
if (i != MAX_MON_MOVES)
sAIScriptPtr += 8;
else
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 4);
break;
case AI_TARGET:
case AI_TARGET_PARTNER:
for (i = 0; i < 8; i++)
{
if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] == *movePtr)
break;
}
if (i != 8)
sAIScriptPtr += 8;
else
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 4);
break;
}
}
static void Cmd_if_has_move_with_effect(void)
{
int i;
switch (sAIScriptPtr[1])
{
case AI_USER:
case AI_USER_PARTNER:
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (gBattleMons[gBattlerAttacker].moves[i] != 0 && gBattleMoves[gBattleMons[gBattlerAttacker].moves[i]].effect == sAIScriptPtr[2])
break;
}
if (i != MAX_MON_MOVES)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 3);
else
sAIScriptPtr += 7;
break;
case AI_TARGET:
case AI_TARGET_PARTNER:
for (i = 0; i < 8; i++)
{
if (gBattleMons[gBattlerAttacker].moves[i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i]].effect == sAIScriptPtr[2])
break;
}
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 3);
}
}
static void Cmd_if_doesnt_have_move_with_effect(void)
{
int i;
switch (sAIScriptPtr[1])
{
case AI_USER:
case AI_USER_PARTNER:
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (gBattleMons[gBattlerAttacker].moves[i] != 0 && gBattleMoves[gBattleMons[gBattlerAttacker].moves[i]].effect == sAIScriptPtr[2])
break;
}
if (i != MAX_MON_MOVES)
sAIScriptPtr += 7;
else
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 3);
break;
case AI_TARGET:
case AI_TARGET_PARTNER:
for (i = 0; i < 8; i++)
{
if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i]].effect == sAIScriptPtr[2])
break;
}
sAIScriptPtr += 7;
}
}
static void Cmd_if_any_move_disabled_or_encored(void)
{
u8 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if (sAIScriptPtr[2] == 0)
{
if (gDisableStructs[battlerId].disabledMove == MOVE_NONE)
sAIScriptPtr += 7;
else
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 3);
}
else if (sAIScriptPtr[2] != 1)
{
sAIScriptPtr += 7;
}
else
{
if (gDisableStructs[battlerId].encoredMove != MOVE_NONE)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 3);
else
sAIScriptPtr += 7;
}
}
static void Cmd_if_curr_move_disabled_or_encored(void)
{
switch (sAIScriptPtr[1])
{
case 0:
if (gDisableStructs[gActiveBattler].disabledMove == AI_THINKING_STRUCT->moveConsidered)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
break;
case 1:
if (gDisableStructs[gActiveBattler].encoredMove == AI_THINKING_STRUCT->moveConsidered)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
else
sAIScriptPtr += 6;
break;
default:
sAIScriptPtr += 6;
break;
}
}
static void Cmd_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 Cmd_if_random_safari_flee(void)
{
u8 safariFleeRate;
if (gBattleStruct->safariGoNearCounter)
{
safariFleeRate = gBattleStruct->safariEscapeFactor * 2;
if (safariFleeRate > 20)
safariFleeRate = 20;
}
else if (gBattleStruct->safariPkblThrowCounter != 0)
{
safariFleeRate = gBattleStruct->safariEscapeFactor / 4;
if (safariFleeRate == 0)
safariFleeRate = 1;
}
else
safariFleeRate = gBattleStruct->safariEscapeFactor;
safariFleeRate *= 5;
if ((u8)(Random() % 100) < safariFleeRate)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 1);
else
sAIScriptPtr += 5;
}
static void Cmd_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 Cmd_get_hold_effect(void)
{
u8 battlerId;
u16 side;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
if (GetBattlerSide(battlerId) == B_SIDE_PLAYER)
{
side = GET_BATTLER_SIDE(battlerId);
AI_THINKING_STRUCT->funcResult = BATTLE_HISTORY->itemEffects[side];
}
else
AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(gBattleMons[battlerId].item);
sAIScriptPtr += 2;
}
static void Cmd_get_gender(void)
{
u8 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
AI_THINKING_STRUCT->funcResult = GetGenderFromSpeciesAndPersonality(gBattleMons[battlerId].species, gBattleMons[battlerId].personality);
sAIScriptPtr += 2;
}
static void Cmd_is_first_turn_for(void)
{
u8 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
AI_THINKING_STRUCT->funcResult = gDisableStructs[battlerId].isFirstTurn;
sAIScriptPtr += 2;
}
static void Cmd_get_stockpile_count(void)
{
u8 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
AI_THINKING_STRUCT->funcResult = gDisableStructs[battlerId].stockpileCounter;
sAIScriptPtr += 2;
}
static void Cmd_is_double_battle(void)
{
AI_THINKING_STRUCT->funcResult = gBattleTypeFlags & BATTLE_TYPE_DOUBLE;
sAIScriptPtr += 1;
}
static void Cmd_get_used_held_item(void)
{
u8 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
AI_THINKING_STRUCT->funcResult = ((u8 *)gBattleStruct->usedHeldItems)[battlerId * 2];
sAIScriptPtr += 2;
}
static void Cmd_get_move_type_from_result(void)
{
AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].type;
sAIScriptPtr += 1;
}
static void Cmd_get_move_power_from_result(void)
{
AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].power;
sAIScriptPtr += 1;
}
static void Cmd_get_move_effect_from_result(void)
{
AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].effect;
sAIScriptPtr += 1;
}
static void Cmd_get_protect_count(void)
{
u8 battlerId;
if (sAIScriptPtr[1] == AI_USER)
battlerId = gBattlerAttacker;
else
battlerId = gBattlerTarget;
AI_THINKING_STRUCT->funcResult = gDisableStructs[battlerId].protectUses;
sAIScriptPtr += 2;
}
static void Cmd_nullsub_52(void)
{
}
static void Cmd_nullsub_53(void)
{
}
static void Cmd_nullsub_54(void)
{
}
static void Cmd_nullsub_55(void)
{
}
static void Cmd_nullsub_56(void)
{
}
static void Cmd_nullsub_57(void)
{
}
static void Cmd_call(void)
{
AIStackPushVar(sAIScriptPtr + 5);
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 1);
}
static void Cmd_goto(void)
{
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 1);
}
static void Cmd_end(void)
{
if (AIStackPop() == FALSE)
AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE;
}
static void Cmd_if_level_compare(void)
{
switch (sAIScriptPtr[1])
{
case 0: // greater than
if (gBattleMons[gBattlerAttacker].level > gBattleMons[gBattlerTarget].level)
{
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
return;
}
sAIScriptPtr += 6;
return;
case 1: // less than
if (gBattleMons[gBattlerAttacker].level < gBattleMons[gBattlerTarget].level)
{
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
return;
}
sAIScriptPtr += 6;
return;
case 2: // equal
if (gBattleMons[gBattlerAttacker].level == gBattleMons[gBattlerTarget].level)
{
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 2);
return;
}
sAIScriptPtr += 6;
return;
}
}
static void Cmd_if_target_taunted(void)
{
if (gDisableStructs[gBattlerTarget].tauntTimer != 0)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 1);
else
sAIScriptPtr += 5;
}
static void Cmd_if_target_not_taunted(void)
{
if (gDisableStructs[gBattlerTarget].tauntTimer == 0)
sAIScriptPtr = T1_READ_PTR(sAIScriptPtr + 1);
else
sAIScriptPtr += 5;
}
static void AIStackPushVar(const u8 *var)
{
gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = var;
}
// unused
static void AIStackPushVar_cursor(void)
{
gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = sAIScriptPtr;
}
static bool8 AIStackPop(void)
{
if (gBattleResources->AI_ScriptsStack->size != 0)
{
--gBattleResources->AI_ScriptsStack->size;
sAIScriptPtr = gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size];
return TRUE;
}
else
return FALSE;
}