change some more variables to u32

This commit is contained in:
DizzyEggg 2023-09-24 11:06:45 +02:00
parent 5d77123c50
commit 7d9555dadb
3 changed files with 54 additions and 54 deletions

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@ -24,7 +24,7 @@ void ClearBattlerItemEffectHistory(u32 battlerId);
void SaveBattlerData(u32 battlerId); void SaveBattlerData(u32 battlerId);
void SetBattlerData(u32 battlerId); void SetBattlerData(u32 battlerId);
void RestoreBattlerData(u32 battlerId); void RestoreBattlerData(u32 battlerId);
u16 GetAIChosenMove(u32 battlerId); u32 GetAIChosenMove(u32 battlerId);
u32 GetTotalBaseStat(u32 species); u32 GetTotalBaseStat(u32 species);
bool32 IsTruantMonVulnerable(u32 battlerAI, u32 opposingBattler); bool32 IsTruantMonVulnerable(u32 battlerAI, u32 opposingBattler);
bool32 AtMaxHp(u32 battler); bool32 AtMaxHp(u32 battler);
@ -55,16 +55,16 @@ bool32 ShouldAbsorb(u32 battlerAtk, u32 battlerDef, u32 move, s32 damage);
bool32 ShouldRecover(u32 battlerAtk, u32 battlerDef, u32 move, u32 healPercent); bool32 ShouldRecover(u32 battlerAtk, u32 battlerDef, u32 move, u32 healPercent);
bool32 ShouldSetScreen(u32 battlerAtk, u32 battlerDef, u32 moveEffect); bool32 ShouldSetScreen(u32 battlerAtk, u32 battlerDef, u32 moveEffect);
bool32 ShouldPivot(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 moveIndex); bool32 ShouldPivot(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 moveIndex);
bool32 IsRecycleEncouragedItem(u16 item); bool32 IsRecycleEncouragedItem(u32 item);
bool32 ShouldRestoreHpBerry(u32 battlerAtk, u16 item); bool32 ShouldRestoreHpBerry(u32 battlerAtk, u32 item);
bool32 IsStatBoostingBerry(u16 item); bool32 IsStatBoostingBerry(u32 item);
bool32 CanKnockOffItem(u32 battler, u16 item); bool32 CanKnockOffItem(u32 battler, u32 item);
bool32 IsAbilityOfRating(u32 ability, s8 rating); bool32 IsAbilityOfRating(u32 ability, s8 rating);
s8 GetAbilityRating(u32 ability); s8 GetAbilityRating(u32 ability);
bool32 AI_IsAbilityOnSide(u32 battlerId, u32 ability); bool32 AI_IsAbilityOnSide(u32 battlerId, u32 ability);
bool32 AI_MoveMakesContact(u32 ability, u32 holdEffect, u32 move); bool32 AI_MoveMakesContact(u32 ability, u32 holdEffect, u32 move);
u32 AI_GetBattlerMoveTargetType(u32 battlerId, u32 move); u32 AI_GetBattlerMoveTargetType(u32 battlerId, u32 move);
bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u16 chosenMove); bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u32 chosenMove);
// stat stage checks // stat stage checks
bool32 AnyStatIsRaised(u32 battlerId); bool32 AnyStatIsRaised(u32 battlerId);

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@ -28,8 +28,8 @@
#define AI_ACTION_WATCH (1 << 2) #define AI_ACTION_WATCH (1 << 2)
#define AI_ACTION_DO_NOT_ATTACK (1 << 3) #define AI_ACTION_DO_NOT_ATTACK (1 << 3)
static u8 ChooseMoveOrAction_Singles(u32 battlerAi); static u32 ChooseMoveOrAction_Singles(u32 battlerAi);
static u8 ChooseMoveOrAction_Doubles(u32 battlerAi); static u32 ChooseMoveOrAction_Doubles(u32 battlerAi);
static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battler); static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battler);
static bool32 IsPinchBerryItemEffect(u32 holdEffect); static bool32 IsPinchBerryItemEffect(u32 holdEffect);
@ -117,7 +117,7 @@ void BattleAI_SetupItems(void)
static u32 GetWildAiFlags(void) static u32 GetWildAiFlags(void)
{ {
u8 avgLevel = GetMonData(&gEnemyParty[0], MON_DATA_LEVEL); u32 avgLevel = GetMonData(&gEnemyParty[0], MON_DATA_LEVEL);
u32 flags; u32 flags;
if (IsDoubleBattle()) if (IsDoubleBattle())
@ -469,7 +469,7 @@ static bool32 AI_ShouldSwitchIfBadMoves(u32 battler, bool32 doubleBattle)
return FALSE; return FALSE;
} }
static u8 ChooseMoveOrAction_Singles(u32 battlerAi) static u32 ChooseMoveOrAction_Singles(u32 battlerAi)
{ {
u8 currentMoveArray[MAX_MON_MOVES]; u8 currentMoveArray[MAX_MON_MOVES];
u8 consideredMoveArray[MAX_MON_MOVES]; u8 consideredMoveArray[MAX_MON_MOVES];
@ -527,7 +527,7 @@ static u8 ChooseMoveOrAction_Singles(u32 battlerAi)
return consideredMoveArray[Random() % numOfBestMoves]; return consideredMoveArray[Random() % numOfBestMoves];
} }
static u8 ChooseMoveOrAction_Doubles(u32 battlerAi) static u32 ChooseMoveOrAction_Doubles(u32 battlerAi)
{ {
s32 i, j; s32 i, j;
u32 flags; u32 flags;
@ -686,17 +686,17 @@ static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u3
static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score) static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
{ {
// move data // move data
u8 atkPriority = GetMovePriority(battlerAtk, move); s8 atkPriority = GetMovePriority(battlerAtk, move);
u32 moveEffect = gBattleMoves[move].effect; u32 moveEffect = gBattleMoves[move].effect;
s32 moveType; s32 moveType;
u32 moveTarget = AI_GetBattlerMoveTargetType(battlerAtk, move); u32 moveTarget = AI_GetBattlerMoveTargetType(battlerAtk, move);
u16 accuracy = AI_GetMoveAccuracy(battlerAtk, battlerDef, move); u32 accuracy = AI_GetMoveAccuracy(battlerAtk, battlerDef, move);
struct AiLogicData *aiData = AI_DATA; struct AiLogicData *aiData = AI_DATA;
u32 effectiveness = aiData->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex]; u32 effectiveness = aiData->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex];
bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk); bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
u32 i; u32 i;
u32 weather; u32 weather;
u16 predictedMove = aiData->predictedMoves[battlerDef]; u32 predictedMove = aiData->predictedMoves[battlerDef];
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef)) if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
return score; return score;
@ -2255,10 +2255,10 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
} }
else else
{ {
u8 atkAttack = gBattleMons[battlerAtk].attack; u32 atkAttack = gBattleMons[battlerAtk].attack;
u8 defAttack = gBattleMons[battlerDef].attack; u32 defAttack = gBattleMons[battlerDef].attack;
u8 atkSpAttack = gBattleMons[battlerAtk].spAttack; u32 atkSpAttack = gBattleMons[battlerAtk].spAttack;
u8 defSpAttack = gBattleMons[battlerDef].spAttack; u32 defSpAttack = gBattleMons[battlerDef].spAttack;
if (atkAttack + atkSpAttack >= defAttack + defSpAttack) // Combined attacker stats are > than combined target stats if (atkAttack + atkSpAttack >= defAttack + defSpAttack) // Combined attacker stats are > than combined target stats
score -= 10; score -= 10;
@ -2272,10 +2272,10 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
} }
else else
{ {
u8 atkDefense = gBattleMons[battlerAtk].defense; u32 atkDefense = gBattleMons[battlerAtk].defense;
u8 defDefense = gBattleMons[battlerDef].defense; u32 defDefense = gBattleMons[battlerDef].defense;
u8 atkSpDefense = gBattleMons[battlerAtk].spDefense; u32 atkSpDefense = gBattleMons[battlerAtk].spDefense;
u8 defSpDefense = gBattleMons[battlerDef].spDefense; u32 defSpDefense = gBattleMons[battlerDef].spDefense;
if (atkDefense + atkSpDefense >= defDefense + defSpDefense) //Combined attacker stats are > than combined target stats if (atkDefense + atkSpDefense >= defDefense + defSpDefense) //Combined attacker stats are > than combined target stats
score -= 10; score -= 10;
@ -2475,8 +2475,8 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
case EFFECT_TOPSY_TURVY: case EFFECT_TOPSY_TURVY:
if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef)) if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef))
{ {
u8 targetPositiveStages = CountPositiveStatStages(battlerDef); u32 targetPositiveStages = CountPositiveStatStages(battlerDef);
u8 targetNegativeStages = CountNegativeStatStages(battlerDef); u32 targetNegativeStages = CountNegativeStatStages(battlerDef);
if (targetPositiveStages == 0 //No good stat changes to make bad if (targetPositiveStages == 0 //No good stat changes to make bad
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove)) || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
@ -2728,18 +2728,18 @@ static s32 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score) static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
{ {
// move data // move data
u8 moveType = gBattleMoves[move].type; u32 moveType = gBattleMoves[move].type;
u16 effect = gBattleMoves[move].effect; u32 effect = gBattleMoves[move].effect;
u32 moveTarget = AI_GetBattlerMoveTargetType(battlerAtk, move); u32 moveTarget = AI_GetBattlerMoveTargetType(battlerAtk, move);
// ally data // ally data
u32 battlerAtkPartner = BATTLE_PARTNER(battlerAtk); u32 battlerAtkPartner = BATTLE_PARTNER(battlerAtk);
struct AiLogicData *aiData = AI_DATA; struct AiLogicData *aiData = AI_DATA;
u16 atkPartnerAbility = aiData->abilities[BATTLE_PARTNER(battlerAtk)]; u32 atkPartnerAbility = aiData->abilities[BATTLE_PARTNER(battlerAtk)];
u16 atkPartnerHoldEffect = aiData->holdEffects[BATTLE_PARTNER(battlerAtk)]; u32 atkPartnerHoldEffect = aiData->holdEffects[BATTLE_PARTNER(battlerAtk)];
bool32 partnerProtecting = (gBattleMoves[aiData->partnerMove].effect == EFFECT_PROTECT); bool32 partnerProtecting = (gBattleMoves[aiData->partnerMove].effect == EFFECT_PROTECT);
bool32 attackerHasBadAbility = (GetAbilityRating(aiData->abilities[battlerAtk]) < 0); bool32 attackerHasBadAbility = (GetAbilityRating(aiData->abilities[battlerAtk]) < 0);
bool32 partnerHasBadAbility = (GetAbilityRating(atkPartnerAbility) < 0); bool32 partnerHasBadAbility = (GetAbilityRating(atkPartnerAbility) < 0);
u16 predictedMove = aiData->predictedMoves[battlerDef]; u32 predictedMove = aiData->predictedMoves[battlerDef];
SetTypeBeforeUsingMove(move, battlerAtk); SetTypeBeforeUsingMove(move, battlerAtk);
GET_MOVE_TYPE(move, moveType); GET_MOVE_TYPE(move, moveType);
@ -3142,8 +3142,8 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
u32 moveEffect = gBattleMoves[move].effect; u32 moveEffect = gBattleMoves[move].effect;
struct AiLogicData *aiData = AI_DATA; struct AiLogicData *aiData = AI_DATA;
u32 effectiveness = aiData->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex]; u32 effectiveness = aiData->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex];
u8 atkPriority = GetMovePriority(battlerAtk, move); s8 atkPriority = GetMovePriority(battlerAtk, move);
u16 predictedMove = aiData->predictedMoves[battlerDef]; u32 predictedMove = aiData->predictedMoves[battlerDef];
u32 predictedMoveSlot = GetMoveSlot(GetMovesArray(battlerDef), predictedMove); u32 predictedMoveSlot = GetMoveSlot(GetMovesArray(battlerDef), predictedMove);
bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk); bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
u32 i; u32 i;
@ -3780,8 +3780,8 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
break; break;
case EFFECT_PAIN_SPLIT: case EFFECT_PAIN_SPLIT:
{ {
u16 newHp = (gBattleMons[battlerAtk].hp + gBattleMons[battlerDef].hp) / 2; u32 newHp = (gBattleMons[battlerAtk].hp + gBattleMons[battlerDef].hp) / 2;
u16 healthBenchmark = (gBattleMons[battlerAtk].hp * 12) / 10; u32 healthBenchmark = (gBattleMons[battlerAtk].hp * 12) / 10;
if (newHp > healthBenchmark && ShouldAbsorb(battlerAtk, battlerDef, move, aiData->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex])) if (newHp > healthBenchmark && ShouldAbsorb(battlerAtk, battlerDef, move, aiData->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex]))
score += 2; score += 2;
} }
@ -4268,7 +4268,7 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
&& (move != MOVE_RAGE_POWDER || IsAffectedByPowder(battlerDef, aiData->abilities[battlerDef], aiData->holdEffects[battlerDef])) // Rage Powder doesn't affect powder immunities && (move != MOVE_RAGE_POWDER || IsAffectedByPowder(battlerDef, aiData->abilities[battlerDef], aiData->holdEffects[battlerDef])) // Rage Powder doesn't affect powder immunities
&& IsBattlerAlive(BATTLE_PARTNER(battlerAtk))) && IsBattlerAlive(BATTLE_PARTNER(battlerAtk)))
{ {
u16 predictedMoveOnPartner = gLastMoves[BATTLE_PARTNER(battlerAtk)]; u32 predictedMoveOnPartner = gLastMoves[BATTLE_PARTNER(battlerAtk)];
if (predictedMoveOnPartner != MOVE_NONE && !IS_MOVE_STATUS(predictedMoveOnPartner)) if (predictedMoveOnPartner != MOVE_NONE && !IS_MOVE_STATUS(predictedMoveOnPartner))
score += 3; score += 3;
} }
@ -4409,8 +4409,8 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
score++; score++;
if (aiData->abilities[battlerAtk] == ABILITY_RIPEN) if (aiData->abilities[battlerAtk] == ABILITY_RIPEN)
{ {
u16 item = GetUsedHeldItem(battlerAtk); u32 item = GetUsedHeldItem(battlerAtk);
u16 toHeal = (ItemId_GetHoldEffectParam(item) == 10) ? 10 : gBattleMons[battlerAtk].maxHP / ItemId_GetHoldEffectParam(item); u32 toHeal = (ItemId_GetHoldEffectParam(item) == 10) ? 10 : gBattleMons[battlerAtk].maxHP / ItemId_GetHoldEffectParam(item);
if (IsStatBoostingBerry(item) && aiData->hpPercents[battlerAtk] > 60) if (IsStatBoostingBerry(item) && aiData->hpPercents[battlerAtk] > 60)
score++; score++;
@ -4602,8 +4602,8 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
case EFFECT_GUARD_SPLIT: case EFFECT_GUARD_SPLIT:
{ {
// TODO also kind of cheating... // TODO also kind of cheating...
u16 newDefense = (gBattleMons[battlerAtk].defense + gBattleMons[battlerDef].defense) / 2; u32 newDefense = (gBattleMons[battlerAtk].defense + gBattleMons[battlerDef].defense) / 2;
u16 newSpDef = (gBattleMons[battlerAtk].spDefense + gBattleMons[battlerDef].spDefense) / 2; u32 newSpDef = (gBattleMons[battlerAtk].spDefense + gBattleMons[battlerDef].spDefense) / 2;
if ((newDefense > gBattleMons[battlerAtk].defense && newSpDef >= gBattleMons[battlerAtk].spDefense) if ((newDefense > gBattleMons[battlerAtk].defense && newSpDef >= gBattleMons[battlerAtk].spDefense)
|| (newSpDef > gBattleMons[battlerAtk].spDefense && newDefense >= gBattleMons[battlerAtk].defense)) || (newSpDef > gBattleMons[battlerAtk].spDefense && newDefense >= gBattleMons[battlerAtk].defense))
@ -4612,8 +4612,8 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
break; break;
case EFFECT_POWER_SPLIT: case EFFECT_POWER_SPLIT:
{ {
u16 newAttack = (gBattleMons[battlerAtk].attack + gBattleMons[battlerDef].attack) / 2; u32 newAttack = (gBattleMons[battlerAtk].attack + gBattleMons[battlerDef].attack) / 2;
u16 newSpAtk = (gBattleMons[battlerAtk].spAttack + gBattleMons[battlerDef].spAttack) / 2; u32 newSpAtk = (gBattleMons[battlerAtk].spAttack + gBattleMons[battlerDef].spAttack) / 2;
if ((newAttack > gBattleMons[battlerAtk].attack && newSpAtk >= gBattleMons[battlerAtk].spAttack) if ((newAttack > gBattleMons[battlerAtk].attack && newSpAtk >= gBattleMons[battlerAtk].spAttack)
|| (newSpAtk > gBattleMons[battlerAtk].spAttack && newAttack >= gBattleMons[battlerAtk].attack)) || (newSpAtk > gBattleMons[battlerAtk].spAttack && newAttack >= gBattleMons[battlerAtk].attack))
@ -5162,8 +5162,8 @@ static s32 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u32 move, s32 scor
static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u32 move, s32 score) static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
{ {
u16 effect = gBattleMoves[move].effect; u32 effect = gBattleMoves[move].effect;
u8 moveType = gBattleMoves[move].type; u32 moveType = gBattleMoves[move].type;
SetTypeBeforeUsingMove(move, battlerAtk); SetTypeBeforeUsingMove(move, battlerAtk);
GET_MOVE_TYPE(move, moveType); GET_MOVE_TYPE(move, moveType);
@ -5375,7 +5375,7 @@ static s32 AI_Roaming(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
// Safari pokemon logic // Safari pokemon logic
static s32 AI_Safari(u32 battlerAtk, u32 battlerDef, u32 move, s32 score) static s32 AI_Safari(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
{ {
u8 safariFleeRate = gBattleStruct->safariEscapeFactor * 5; // Safari flee rate, from 0-20. u32 safariFleeRate = gBattleStruct->safariEscapeFactor * 5; // Safari flee rate, from 0-20.
if ((Random() % 100) < safariFleeRate) if ((Random() % 100) < safariFleeRate)
AI_Flee(); AI_Flee();

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@ -419,7 +419,7 @@ static const u16 sOtherMoveCallingMoves[] =
}; };
// Functions // Functions
u16 GetAIChosenMove(u32 battlerId) u32 GetAIChosenMove(u32 battlerId)
{ {
return (gBattleMons[battlerId].moves[gBattleStruct->aiMoveOrAction[battlerId]]); return (gBattleMons[battlerId].moves[gBattleStruct->aiMoveOrAction[battlerId]]);
} }
@ -1543,7 +1543,7 @@ bool32 ShouldTryOHKO(u32 battlerAtk, u32 battlerDef, u32 atkAbility, u32 defAbil
} }
else // test the odds else // test the odds
{ {
u16 odds = accuracy + (gBattleMons[battlerAtk].level - gBattleMons[battlerDef].level); u32 odds = accuracy + (gBattleMons[battlerAtk].level - gBattleMons[battlerDef].level);
#if B_SHEER_COLD_ACC >= GEN_7 #if B_SHEER_COLD_ACC >= GEN_7
if (move == MOVE_SHEER_COLD && !IS_BATTLER_OF_TYPE(gBattlerAttacker, TYPE_ICE)) if (move == MOVE_SHEER_COLD && !IS_BATTLER_OF_TYPE(gBattlerAttacker, TYPE_ICE))
odds -= 10; odds -= 10;
@ -2508,7 +2508,7 @@ static bool32 PartyBattlerShouldAvoidHazards(u32 currBattler, u32 switchBattler)
struct Pokemon *mon = GetPartyBattlerPartyData(currBattler, switchBattler); struct Pokemon *mon = GetPartyBattlerPartyData(currBattler, switchBattler);
u32 ability = GetMonAbility(mon); // we know our own party data u32 ability = GetMonAbility(mon); // we know our own party data
u32 holdEffect; u32 holdEffect;
u16 species = GetMonData(mon, MON_DATA_SPECIES); u32 species = GetMonData(mon, MON_DATA_SPECIES);
u32 flags = gSideStatuses[GetBattlerSide(currBattler)] & (SIDE_STATUS_SPIKES | SIDE_STATUS_STEALTH_ROCK | SIDE_STATUS_STICKY_WEB | SIDE_STATUS_TOXIC_SPIKES); u32 flags = gSideStatuses[GetBattlerSide(currBattler)] & (SIDE_STATUS_SPIKES | SIDE_STATUS_STEALTH_ROCK | SIDE_STATUS_STICKY_WEB | SIDE_STATUS_TOXIC_SPIKES);
s32 hazardDamage = 0; s32 hazardDamage = 0;
u32 type1 = gSpeciesInfo[species].types[0]; u32 type1 = gSpeciesInfo[species].types[0];
@ -2726,7 +2726,7 @@ bool32 ShouldPivot(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32
return DONT_PIVOT; return DONT_PIVOT;
} }
bool32 CanKnockOffItem(u32 battler, u16 item) bool32 CanKnockOffItem(u32 battler, u32 item)
{ {
if (item == ITEM_NONE) if (item == ITEM_NONE)
return FALSE; return FALSE;
@ -3312,8 +3312,8 @@ bool32 ShouldUseWishAromatherapy(u32 battlerAtk, u32 battlerDef, u32 move)
for (i = 0; i < PARTY_SIZE; i++) for (i = 0; i < PARTY_SIZE; i++)
{ {
u16 currHp = GetMonData(&party[i], MON_DATA_HP); u32 currHp = GetMonData(&party[i], MON_DATA_HP);
u16 maxHp = GetMonData(&party[i], MON_DATA_MAX_HP); u32 maxHp = GetMonData(&party[i], MON_DATA_MAX_HP);
if (!GetMonData(&party[i], MON_DATA_IS_EGG, NULL) && currHp > 0) if (!GetMonData(&party[i], MON_DATA_IS_EGG, NULL) && currHp > 0)
{ {
@ -3477,7 +3477,7 @@ bool32 PartyHasMoveSplit(u32 battlerId, u32 split)
for (j = 0; j < MAX_MON_MOVES; j++) for (j = 0; j < MAX_MON_MOVES; j++)
{ {
u32 move = GetMonData(&party[i], MON_DATA_MOVE1 + j, NULL); u32 move = GetMonData(&party[i], MON_DATA_MOVE1 + j, NULL);
u16 pp = GetMonData(&party[i], MON_DATA_PP1 + j, NULL); u32 pp = GetMonData(&party[i], MON_DATA_PP1 + j, NULL);
if (pp > 0 && move != MOVE_NONE) if (pp > 0 && move != MOVE_NONE)
{ {
@ -3532,7 +3532,7 @@ static const u16 sRecycleEncouragedItems[] =
}; };
// Its assumed that the berry is strategically given, so no need to check benefits of the berry // Its assumed that the berry is strategically given, so no need to check benefits of the berry
bool32 IsStatBoostingBerry(u16 item) bool32 IsStatBoostingBerry(u32 item)
{ {
switch (item) switch (item)
{ {
@ -3550,7 +3550,7 @@ bool32 IsStatBoostingBerry(u16 item)
} }
} }
bool32 ShouldRestoreHpBerry(u32 battlerAtk, u16 item) bool32 ShouldRestoreHpBerry(u32 battlerAtk, u32 item)
{ {
switch (item) switch (item)
{ {
@ -3570,7 +3570,7 @@ bool32 ShouldRestoreHpBerry(u32 battlerAtk, u16 item)
} }
} }
bool32 IsRecycleEncouragedItem(u16 item) bool32 IsRecycleEncouragedItem(u32 item)
{ {
u32 i; u32 i;
for (i = 0; i < ARRAY_COUNT(sRecycleEncouragedItems); i++) for (i = 0; i < ARRAY_COUNT(sRecycleEncouragedItems); i++)
@ -3797,7 +3797,7 @@ bool32 AI_MoveMakesContact(u32 ability, u32 holdEffect, u32 move)
} }
//TODO - this could use some more sophisticated logic //TODO - this could use some more sophisticated logic
bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u16 chosenMove) bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u32 chosenMove)
{ {
// simple logic. just upgrades chosen move to z move if possible, unless regular move would kill opponent // simple logic. just upgrades chosen move to z move if possible, unless regular move would kill opponent
if ((gBattleTypeFlags & BATTLE_TYPE_DOUBLE) && battlerDef == BATTLE_PARTNER(battlerAtk)) if ((gBattleTypeFlags & BATTLE_TYPE_DOUBLE) && battlerDef == BATTLE_PARTNER(battlerAtk))