#include "global.h" #include "pokemon.h" #include "battle.h" #include "species.h" #include "abilities.h" #define AIScriptRead32(ptr) ((ptr)[0] | (ptr)[1] << 8 | (ptr)[2] << 16 | (ptr)[3] << 24) #define AIScriptRead16(ptr) ((ptr)[0] | (ptr)[1] << 8) #define AIScriptRead8(ptr) ((ptr)[0]) #define AIScriptReadPtr(ptr) (u8*) AIScriptRead32(ptr) #define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai)) #define UNK_2016A00_STRUCT ((struct UnknownStruct2 *)(gBattleResources->unk18)) #define UNK_2016C00_STRUCT ((struct UnknownStruct4 *)(gBattleResources->unk1C)) #define UNK_BATTLE_STRUCT ((struct UnknownStruct1 *)(gBattleResources)) #define AI_ACTION_UNK1 0x0001 #define AI_ACTION_UNK2 0x0002 #define AI_ACTION_UNK3 0x0004 #define AI_ACTION_UNK4 0x0008 #define AI_ACTION_UNK5 0x0010 #define AI_ACTION_UNK6 0x0020 #define AI_ACTION_UNK7 0x0040 #define AI_ACTION_UNK8 0x0080 enum { TARGET, USER }; // AI states enum { AIState_SettingUp, AIState_Processing, AIState_FinishedProcessing, AIState_DoNotProcess }; //Copied from pokeruby -- hopefully the same struct Trainer { /*0x00*/ u8 partyFlags; /*0x01*/ u8 trainerClass; /*0x02*/ u8 encounterMusic:7; /*0x02*/ u8 gender:1; /*0x03*/ u8 trainerPic; /*0x04*/ u8 trainerName[12]; /*0x10*/ u16 items[4]; /*0x18*/ bool8 doubleBattle; /*0x1C*/ u32 aiFlags; /*0x20*/ u8 partySize; /*0x24*/ void *party; }; #define POKEMON_NAME_LENGTH 10 struct BattlePokemon { /* 0x00 */ u16 species; /* 0x02 */ u16 attack; /* 0x04 */ u16 defense; /* 0x06 */ u16 speed; /* 0x08 */ u16 spAttack; /* 0x0A */ u16 spDefense; /* 0x0C */ u16 moves[4]; /* 0x14 */ u32 hpIV:5; /* 0x14 */ u32 attackIV:5; /* 0x15 */ u32 defenseIV:5; /* 0x15 */ u32 speedIV:5; /* 0x16 */ u32 spAttackIV:5; /* 0x17 */ u32 spDefenseIV:5; /* 0x17 */ u32 isEgg:1; /* 0x17 */ u32 altAbility:1; /* 0x18 */ s8 statStages[8]; /* 0x20 */ u8 ability; /* 0x21 */ u8 type1; /* 0x22 */ u8 type2; /* 0x23 */ u8 unknown; /* 0x24 */ u8 pp[4]; /* 0x28 */ u16 hp; /* 0x2A */ u8 level; /* 0x2B */ u8 friendship; /* 0x2C */ u16 maxHP; /* 0x2E */ u16 item; /* 0x30 */ u8 nickname[POKEMON_NAME_LENGTH + 1]; /* 0x3B */ u8 ppBonuses; /* 0x3C */ u8 otName[8]; /* 0x44 */ u32 experience; /* 0x48 */ u32 personality; /* 0x4C */ u32 status1; /* 0x50 */ u32 status2; /* 0x54 */ u32 otId; }; //size should be 0x1C struct AI_ThinkingStruct { u8 aiState; u8 movesetIndex; u16 moveConsidered; s8 score[4]; u32 funcResult; u32 aiFlags; u8 aiAction; u8 aiLogicId; u8 filler12[6]; u8 unk18[4]; }; //size should be 0x54 struct UnknownStruct2 { u16 unk0[2][8]; u8 unk20[2]; u8 filler20[0x1E]; u8 unk40[4]; u8 unk44[4]; u16 unk48[4]; u8 unk50; }; struct UnknownStruct4 { u8 *ptr[8]; u8 unk20; }; struct SimpleUnknownStruct { u32 unkArray[4]; // unknown size }; struct UnknownStruct1 { u8 unk0; u8 filler1[0x3]; struct SimpleUnknownStruct *unk4; u8 filler8[0xC]; struct AI_ThinkingStruct *ai; struct UnknownStruct2 *unk18; struct UnknownStruct4 *unk1C; }; struct UnknownStruct5 { u8 filler0[0x3]; u16 unk4; u16 unk6; u8 unk8; u8 unk9; u8 fillerA[0x9]; u8 taunt:4; u8 unkC:4; u8 fillerD[0x2]; u8 unk16; u8 filler17[0x4]; }; extern struct UnknownStruct5 gDisableStructs[]; /* 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. */ extern u8 *gAIScriptPtr; extern u32 gBattleTypeFlags; extern u8 gActiveBank; extern struct BattlePokemon gBattleMons[]; extern u16 gCurrentMove; extern u8 gBankTarget; extern u8 gAbsentBankFlags; extern u16 gUnknown_02024248[]; extern u8 *gBattleStruct; extern struct UnknownStruct1 *gBattleResources; extern u16 gUnknown_02038BCA; extern u16 gUnknown_02038BCC; extern u8 gPlayerMonIndex; extern struct Trainer gTrainers[]; extern const u32 gBitTable[]; extern u8 *gUnknown_082DBEF8[]; extern u32 gStatuses3[]; extern u16 gUnknown_0202428E[]; extern struct BattleMove gBattleMoves[]; extern u8 gUnknown_03005D10[]; extern u8 gBattlePartyID[][2]; extern struct BaseStats gBaseStats[]; extern u16 gUnknown_02024400; extern u8 gBattleScripting[]; extern u8 gBattleMoveFlags; extern int gBattleMoveDamage; extern u8 gCritMultiplier; extern u16 gBattleWeather; extern u8 GetBankIdentity(u8); extern u8 b_first_side(u8, u8, u8); extern u8 GetBankByPlayerAI(u8); extern void move_effectiveness_something(u16, u8, u8); extern u8 ItemId_GetHoldEffect(); extern void b_mc_stack_push(u8 *); extern bool8 b_mc_stack_pop_cursor(void); extern void sub_8046E7C(u8, u8); typedef void (*BattleAICmdFunc)(void); extern const BattleAICmdFunc sBattleAICmdTable[]; extern u8 sub_803FECC(); extern u16 Random(); extern u8 GetBankSide(); extern u32 sub_8186438(); extern u32 sub_81A6FB4(); void BattleAI_SetupAIData(u8 a); u8 BattleAI_GetAIActionToUse(void); u8 sub_8130CF4(void); void sub_8131074(void); void BattleAI_DoAIProcessing(void); void BattleAI_HandleItemUseBeforeAISetup(u8 a) { s32 i; u8 *data = (u8 *)gBattleResources->unk18; for (i = 0; (u32)i < 0x54; i++) data[i] = 0; if ((gBattleTypeFlags & 0x0A7F098A) == 8) { for (i = 0; i < 4; i++) { if (gTrainers[gUnknown_02038BCA].items[i] != 0) { gBattleResources->unk18->unk48[gBattleResources->unk18->unk50] = gTrainers[gUnknown_02038BCA].items[i]; gBattleResources->unk18->unk50++; } } } BattleAI_SetupAIData(a); } void BattleAI_SetupAIData(u8 a) { s32 i; u8 *data = (u8 *)AI_THINKING_STRUCT; u8 r6; // clear AI data. for (i = 0; (u32)i < sizeof(struct AI_ThinkingStruct); i++) data[i] = 0; // conditional score reset, unlike Ruby. for (i = 0; i < 4; i++) { if (a & 1) AI_THINKING_STRUCT->score[i] = 100; else AI_THINKING_STRUCT->score[i] = 0; a >>= 1; } r6 = sub_803FECC(gActiveBank, 0, 0xFF); for (i = 0; i < 4; i++) { if (gBitTable[i] & r6) AI_THINKING_STRUCT->score[i] = 0; AI_THINKING_STRUCT->unk18[i] = 100 - (Random() % 16); } gBattleResources->unk1C->unk20 = 0; gPlayerMonIndex = gActiveBank; if (gBattleTypeFlags & 1) { gBankTarget = (Random() & 2) + ((u32)GetBankSide(gActiveBank) ^ 1); if (gAbsentBankFlags & gBitTable[gBankTarget]) gBankTarget ^= 2; } else { //_08130A60 gBankTarget = gPlayerMonIndex ^ 1; } //_08130A68 if (gBattleTypeFlags & 0x1000000) AI_THINKING_STRUCT->aiFlags = sub_8186438(); else if (gBattleTypeFlags & 0x80) AI_THINKING_STRUCT->aiFlags = 0x40000000; else if (gBattleTypeFlags & 0x400) AI_THINKING_STRUCT->aiFlags = 0x20000000; else if (gBattleTypeFlags & 0x10) AI_THINKING_STRUCT->aiFlags = 0x80000000; else if (gBattleTypeFlags & 0x80000) AI_THINKING_STRUCT->aiFlags = sub_81A6FB4(); else if (gBattleTypeFlags & 0x0C3F0900) AI_THINKING_STRUCT->aiFlags = 7; else if (gBattleTypeFlags & 0x8000) AI_THINKING_STRUCT->aiFlags = gTrainers[gUnknown_02038BCA].aiFlags | gTrainers[gUnknown_02038BCC].aiFlags; else AI_THINKING_STRUCT->aiFlags = gTrainers[gUnknown_02038BCA].aiFlags; if (gBattleTypeFlags & 1) AI_THINKING_STRUCT->aiFlags |= 0x80; } u8 sub_8130BA4(void) { u16 r4 = gCurrentMove; u8 ret; if (!(gBattleTypeFlags & 1)) ret = BattleAI_GetAIActionToUse(); else ret = sub_8130CF4(); gCurrentMove = r4; return ret; } u8 BattleAI_GetAIActionToUse(void) { u8 currentMoveArray[4]; u8 consideredMoveArray[4]; u8 numOfBestMoves; s32 i; sub_8131074(); 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 flags for safari watch/flee. if (AI_THINKING_STRUCT->aiAction & 2) return 4; if (AI_THINKING_STRUCT->aiAction & 4) return 5; numOfBestMoves = 1; currentMoveArray[0] = AI_THINKING_STRUCT->score[0]; consideredMoveArray[0] = 0; for (i = 1; i < 4; i++) { if (gBattleMons[gPlayerMonIndex].moves[i] != 0) // emerald adds an extra move ID check for some reason. { // in ruby, the order of these if statements are reversed. if (currentMoveArray[0] == AI_THINKING_STRUCT->score[i]) { currentMoveArray[numOfBestMoves] = AI_THINKING_STRUCT->score[i]; consideredMoveArray[numOfBestMoves++] = i; } if (currentMoveArray[0] < AI_THINKING_STRUCT->score[i]) { numOfBestMoves = 1; currentMoveArray[0] = AI_THINKING_STRUCT->score[i]; consideredMoveArray[0] = i; } } } return consideredMoveArray[Random() % numOfBestMoves]; } #ifdef NONMATCHING u8 sub_8130CF4(void) { s32 i; s32 j; //s32 r4_2; #define r4_2 r4 s32 r5; s16 r5_2; s32 r4; s16 sp0[4]; s8 sp8[4]; s8 spC[4]; u8 sp10[4]; // definitely unsigned u8 sp14[4]; //u8 *sp1C = spC; //u8 *sp18 = sp8; //u8 *sp20 = spC; for (i = 0; i < 4; i++) //_08130D14 { if (i == gPlayerMonIndex || gBattleMons[i].hp == 0) { //_08130D2E spC[i] = -1; sp0[i] = -1; } //_08130D48 else { if (gBattleTypeFlags & 0x20000) BattleAI_SetupAIData(gBattleStruct[0x92] >> 4); else BattleAI_SetupAIData(0xF); //_08130D76 gBankTarget = i; if ((i & 1) != (gPlayerMonIndex & 1)) sub_8131074(); //_08130D90 AI_THINKING_STRUCT->unk11 = 0; AI_THINKING_STRUCT->unk1 = 0; r4 = AI_THINKING_STRUCT->aiFlags; while (r4 != 0) { if (r4 & 1) { AI_THINKING_STRUCT->aiState = AIState_SettingUp; BattleAI_DoAIProcessing(); } r4 >>= 1; AI_THINKING_STRUCT->unk11++; AI_THINKING_STRUCT->unk1 = 0; } //_08130DD8 if (AI_THINKING_STRUCT->unk10 & 2) spC[i] = 4; else if (AI_THINKING_STRUCT->unk10 & 4) spC[i] = 5; else { //_08130E10 sp10[0] = AI_THINKING_STRUCT->score[0]; sp14[0] = 0; r5 = 1; for (j = 1; j < 4; j++) { if (gBattleMons[gPlayerMonIndex].moves[j] != 0) { if (sp10[0] == AI_THINKING_STRUCT->score[j]) { sp10[r5] = AI_THINKING_STRUCT->score[j]; sp14[r5] = j; r5++; } if (sp10[0] < AI_THINKING_STRUCT->score[j]) { sp10[0] = AI_THINKING_STRUCT->score[j]; sp14[0] = j; r5 = 1; } } //_08130E72 } spC[i] = sp14[Random() % r5]; //asm("":::"r3"); sp0[i] = sp10[0]; if (i == (gPlayerMonIndex ^ 2) && sp0[i] < 100) sp0[i] = -1; } } //_08130EAE } //#define i r5 //_08130EC4 r5_2 = sp0[0]; sp8[0] = 0; r4_2 = 1; for (i = 1; i < 4; i++) { //_08130EDA if (r5_2 == sp0[i]) { sp8[r4_2] = i; r4_2++; } //_08130EEE if (r5_2 < sp0[i]) { r5_2 = sp0[i]; sp8[0] = i; r4_2 = 1; } } gBankTarget = sp8[Random() % r4_2]; return spC[gBankTarget]; } #else __attribute__((naked)) u8 sub_8130CF4(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, 0x24\n\ movs r0, 0\n\ mov r8, r0\n\ mov r1, sp\n\ adds r1, 0xC\n\ str r1, [sp, 0x1C]\n\ mov r2, sp\n\ adds r2, 0x8\n\ str r2, [sp, 0x18]\n\ str r1, [sp, 0x20]\n\ mov r10, sp\n\ _08130D14:\n\ ldr r0, =gPlayerMonIndex\n\ ldrb r0, [r0]\n\ cmp r8, r0\n\ beq _08130D2E\n\ movs r0, 0x58\n\ mov r7, r8\n\ muls r7, r0\n\ adds r0, r7, 0\n\ ldr r1, =gBattleMons\n\ adds r0, r1\n\ ldrh r0, [r0, 0x28]\n\ cmp r0, 0\n\ bne _08130D48\n\ _08130D2E:\n\ movs r0, 0xFF\n\ ldr r2, [sp, 0x20]\n\ strb r0, [r2]\n\ ldr r0, =0x0000ffff\n\ mov r7, r10\n\ strh r0, [r7]\n\ b _08130EAE\n\ .pool\n\ _08130D48:\n\ ldr r0, =gBattleTypeFlags\n\ ldr r0, [r0]\n\ movs r1, 0x80\n\ lsls r1, 10\n\ ands r0, r1\n\ cmp r0, 0\n\ beq _08130D70\n\ ldr r0, =gBattleStruct\n\ ldr r0, [r0]\n\ adds r0, 0x92\n\ ldrb r0, [r0]\n\ lsrs r0, 4\n\ bl BattleAI_SetupAIData\n\ b _08130D76\n\ .pool\n\ _08130D70:\n\ movs r0, 0xF\n\ bl BattleAI_SetupAIData\n\ _08130D76:\n\ ldr r0, =gBankTarget\n\ mov r1, r8\n\ strb r1, [r0]\n\ movs r1, 0x1\n\ mov r2, r8\n\ ands r2, r1\n\ ldr r0, =gPlayerMonIndex\n\ ldrb r0, [r0]\n\ ands r1, r0\n\ cmp r2, r1\n\ beq _08130D90\n\ bl sub_8131074\n\ _08130D90:\n\ ldr r2, =gBattleResources\n\ ldr r0, [r2]\n\ ldr r0, [r0, 0x14]\n\ movs r1, 0\n\ strb r1, [r0, 0x11]\n\ ldr r0, [r2]\n\ ldr r0, [r0, 0x14]\n\ strb r1, [r0, 0x1]\n\ ldr r0, [r2]\n\ ldr r0, [r0, 0x14]\n\ ldr r4, [r0, 0xC]\n\ mov r9, r2\n\ cmp r4, 0\n\ beq _08130DD8\n\ mov r5, r9\n\ movs r6, 0\n\ _08130DB0:\n\ movs r0, 0x1\n\ ands r0, r4\n\ cmp r0, 0\n\ beq _08130DC2\n\ ldr r0, [r5]\n\ ldr r0, [r0, 0x14]\n\ strb r6, [r0]\n\ bl BattleAI_DoAIProcessing\n\ _08130DC2:\n\ asrs r4, 1\n\ ldr r0, [r5]\n\ ldr r1, [r0, 0x14]\n\ ldrb r0, [r1, 0x11]\n\ adds r0, 0x1\n\ strb r0, [r1, 0x11]\n\ ldr r0, [r5]\n\ ldr r0, [r0, 0x14]\n\ strb r6, [r0, 0x1]\n\ cmp r4, 0\n\ bne _08130DB0\n\ _08130DD8:\n\ mov r2, r9\n\ ldr r0, [r2]\n\ ldr r3, [r0, 0x14]\n\ ldrb r1, [r3, 0x10]\n\ movs r0, 0x2\n\ ands r0, r1\n\ cmp r0, 0\n\ beq _08130DFC\n\ movs r0, 0x4\n\ ldr r7, [sp, 0x20]\n\ strb r0, [r7]\n\ b _08130EAE\n\ .pool\n\ _08130DFC:\n\ movs r0, 0x4\n\ ands r0, r1\n\ lsls r0, 24\n\ lsrs r2, r0, 24\n\ cmp r2, 0\n\ beq _08130E10\n\ movs r0, 0x5\n\ ldr r1, [sp, 0x20]\n\ strb r0, [r1]\n\ b _08130EAE\n\ _08130E10:\n\ add r1, sp, 0x10\n\ ldrb r0, [r3, 0x4]\n\ strb r0, [r1]\n\ add r0, sp, 0x14\n\ strb r2, [r0]\n\ movs r5, 0x1\n\ movs r3, 0x1\n\ adds r6, r1, 0\n\ ldr r0, =gPlayerMonIndex\n\ ldrb r1, [r0]\n\ movs r0, 0x58\n\ muls r0, r1\n\ ldr r2, =gUnknown_02024090\n\ adds r0, r2\n\ adds r4, r0, 0x2\n\ add r7, sp, 0x14\n\ _08130E30:\n\ ldrh r0, [r4]\n\ cmp r0, 0\n\ beq _08130E72\n\ ldrb r1, [r6]\n\ mov r2, r9\n\ ldr r0, [r2]\n\ ldr r0, [r0, 0x14]\n\ adds r0, 0x4\n\ adds r2, r0, r3\n\ movs r0, 0\n\ ldrsb r0, [r2, r0]\n\ cmp r1, r0\n\ bne _08130E56\n\ adds r0, r6, r5\n\ ldrb r1, [r2]\n\ strb r1, [r0]\n\ adds r0, r7, r5\n\ strb r3, [r0]\n\ adds r5, 0x1\n\ _08130E56:\n\ ldrb r1, [r6]\n\ mov r2, r9\n\ ldr r0, [r2]\n\ ldr r0, [r0, 0x14]\n\ adds r0, 0x4\n\ adds r2, r0, r3\n\ movs r0, 0\n\ ldrsb r0, [r2, r0]\n\ cmp r1, r0\n\ bge _08130E72\n\ ldrb r0, [r2]\n\ strb r0, [r6]\n\ strb r3, [r7]\n\ movs r5, 0x1\n\ _08130E72:\n\ adds r4, 0x2\n\ adds r3, 0x1\n\ cmp r3, 0x3\n\ ble _08130E30\n\ bl Random\n\ lsls r0, 16\n\ lsrs r0, 16\n\ adds r1, r5, 0\n\ bl __modsi3\n\ add r0, sp\n\ adds r0, 0x14\n\ ldrb r0, [r0]\n\ ldr r7, [sp, 0x20]\n\ strb r0, [r7]\n\ ldrb r2, [r6]\n\ mov r0, r10\n\ strh r2, [r0]\n\ ldr r0, =gPlayerMonIndex\n\ ldrb r1, [r0]\n\ movs r0, 0x2\n\ eors r0, r1\n\ cmp r8, r0\n\ bne _08130EAE\n\ cmp r2, 0x63\n\ bgt _08130EAE\n\ ldr r0, =0x0000ffff\n\ mov r1, r10\n\ strh r0, [r1]\n\ _08130EAE:\n\ ldr r2, [sp, 0x20]\n\ adds r2, 0x1\n\ str r2, [sp, 0x20]\n\ movs r7, 0x2\n\ add r10, r7\n\ movs r0, 0x1\n\ add r8, r0\n\ mov r1, r8\n\ cmp r1, 0x3\n\ bgt _08130EC4\n\ b _08130D14\n\ _08130EC4:\n\ mov r0, sp\n\ ldrh r5, [r0]\n\ movs r0, 0\n\ ldr r2, [sp, 0x18]\n\ strb r0, [r2]\n\ movs r4, 0x1\n\ mov r8, r4\n\ ldr r6, =gBankTarget\n\ ldr r3, [sp, 0x18]\n\ mov r1, sp\n\ adds r1, 0x2\n\ _08130EDA:\n\ lsls r0, r5, 16\n\ asrs r2, r0, 16\n\ movs r7, 0\n\ ldrsh r0, [r1, r7]\n\ cmp r2, r0\n\ bne _08130EEE\n\ adds r0, r3, r4\n\ mov r7, r8\n\ strb r7, [r0]\n\ adds r4, 0x1\n\ _08130EEE:\n\ movs r7, 0\n\ ldrsh r0, [r1, r7]\n\ cmp r2, r0\n\ bge _08130EFE\n\ ldrh r5, [r1]\n\ mov r0, r8\n\ strb r0, [r3]\n\ movs r4, 0x1\n\ _08130EFE:\n\ adds r1, 0x2\n\ movs r2, 0x1\n\ add r8, r2\n\ mov r7, r8\n\ cmp r7, 0x3\n\ ble _08130EDA\n\ bl Random\n\ lsls r0, 16\n\ lsrs r0, 16\n\ adds r1, r4, 0\n\ bl __modsi3\n\ ldr r1, [sp, 0x18]\n\ adds r0, r1, r0\n\ ldrb r0, [r0]\n\ strb r0, [r6]\n\ ldrb r0, [r6]\n\ ldr r2, [sp, 0x1C]\n\ adds r0, r2, r0\n\ ldrb r0, [r0]\n\ add sp, 0x24\n\ pop {r3-r5}\n\ mov r8, r3\n\ mov r9, r4\n\ mov r10, r5\n\ pop {r4-r7}\n\ pop {r1}\n\ bx r1\n\ .pool\n\ .syntax divided\n"); } #endif void BattleAI_DoAIProcessing(void) { while (AI_THINKING_STRUCT->aiState != AIState_FinishedProcessing) { switch (AI_THINKING_STRUCT->aiState) { case AIState_DoNotProcess: //Needed to match. break; case AIState_SettingUp: gAIScriptPtr = gUnknown_082DBEF8[AI_THINKING_STRUCT->aiLogicId]; // set AI ptr to logic ID. if (gBattleMons[gPlayerMonIndex].pp[AI_THINKING_STRUCT->movesetIndex] == 0) { AI_THINKING_STRUCT->moveConsidered = 0; } else { AI_THINKING_STRUCT->moveConsidered = gBattleMons[gPlayerMonIndex].moves[AI_THINKING_STRUCT->movesetIndex]; } AI_THINKING_STRUCT->aiState++; break; case AIState_Processing: if (AI_THINKING_STRUCT->moveConsidered != 0) sBattleAICmdTable[*gAIScriptPtr](); // run AI command. else { AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0; AI_THINKING_STRUCT->aiAction |= 1; } if (AI_THINKING_STRUCT->aiAction & 1) { AI_THINKING_STRUCT->movesetIndex++; if (AI_THINKING_STRUCT->movesetIndex < 4 && !(AI_THINKING_STRUCT->aiAction & 8)) AI_THINKING_STRUCT->aiState = AIState_SettingUp; else AI_THINKING_STRUCT->aiState++; AI_THINKING_STRUCT->aiAction &= 0xFE; } break; } } } void sub_8131074(void) { s32 i; for (i = 0; i < 4; i++) { if (gBattleResources->unk18->unk0[gBankTarget][i] == gUnknown_02024248[gBankTarget]) break; if (gBattleResources->unk18->unk0[gBankTarget][i] != gUnknown_02024248[gBankTarget] //HACK: This redundant condition is a hack to make the asm match. && gBattleResources->unk18->unk0[gBankTarget][i] == 0) { gBattleResources->unk18->unk0[gBankTarget][i] = gUnknown_02024248[gBankTarget]; break; } } } void sub_81310F0(u8 a) { s32 i; for (i = 0; i < 4; i++) gBattleResources->unk18->unk0[a][i] = 0; } void RecordAbilityBattle(u8 a, u8 b) { gBattleResources->unk18->unk40[a] = b; } void sub_8131130(u8 a) { gBattleResources->unk18->unk40[a] = 0; } void b_history__record_item_x12_of_player(u8 a, u8 b) { gBattleResources->unk18->unk44[a] = b; } void sub_8131160(u8 a) { gBattleResources->unk18->unk44[a] = 0; } void BattleAICmd_if_random_less_than(void) { u16 random = Random(); if (random % 256 < gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_random_greater_than(void) { u16 random = Random(); if (random % 256 > gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_random_equal(void) { u16 random = Random(); if (random % 256 == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_random_not_equal(void) { u16 random = Random(); if (random % 256 != gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } 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. } void BattleAICmd_if_hp_less_than(void) { u16 index; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) < gAIScriptPtr[2]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } void BattleAICmd_if_hp_more_than(void) { u16 index; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) > gAIScriptPtr[2]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } void BattleAICmd_if_hp_equal(void) { u16 index; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) == gAIScriptPtr[2]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } void BattleAICmd_if_hp_not_equal(void) { u16 index; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) != gAIScriptPtr[2]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } void BattleAICmd_if_status(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gBattleMons[index].status1 & arg) != 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } void BattleAICmd_if_not_status(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gBattleMons[index].status1 & arg) == 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } void BattleAICmd_if_status2(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gBattleMons[index].status2 & arg) != 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } void BattleAICmd_if_not_status2(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gBattleMons[index].status2 & arg) == 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } void BattleAICmd_if_status3(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gStatuses3[index] & arg) != 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } void BattleAICmd_if_not_status3(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gStatuses3[index] & arg) == 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } void BattleAICmd_if_status4(void) { u16 index; u32 arg1, arg2; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; arg1 = GetBankIdentity(index) & 1; arg2 = AIScriptRead32(gAIScriptPtr + 2); if ((gUnknown_0202428E[arg1] & arg2) != 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } void BattleAICmd_if_not_status4(void) { u16 index; u32 arg1, arg2; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; arg1 = GetBankIdentity(index) & 1; arg2 = AIScriptRead32(gAIScriptPtr + 2); if ((gUnknown_0202428E[arg1] & arg2) == 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } void BattleAICmd_if_less_than(void) { if (AI_THINKING_STRUCT->funcResult < gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_more_than(void) { if (AI_THINKING_STRUCT->funcResult > gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_equal(void) { if (AI_THINKING_STRUCT->funcResult == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_not_equal(void) { if (AI_THINKING_STRUCT->funcResult != gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_less_than_32(void) { u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult < *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } void BattleAICmd_if_more_than_32(void) { u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult > *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } void BattleAICmd_if_equal_32(void) { u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult == *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } void BattleAICmd_if_not_equal_32(void) { u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult != *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } void BattleAICmd_if_move(void) { u16 move = AIScriptRead16(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->moveConsidered == move) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } void BattleAICmd_if_not_move(void) { u16 move = AIScriptRead16(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->moveConsidered != move) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } void BattleAICmd_if_in_bytes(void) { u8 *ptr = AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); return; } ptr++; } gAIScriptPtr += 9; } void BattleAICmd_if_not_in_bytes(void) { u8 *ptr = AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr += 9; return; } ptr++; } gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); } void BattleAICmd_if_in_words(void) { u16 *ptr = (u16 *)AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFFFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); return; } ptr++; } gAIScriptPtr += 9; } void BattleAICmd_if_not_in_words(void) { u16 *ptr = (u16 *)AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFFFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr += 9; return; } ptr++; } gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); } void BattleAICmd_if_user_can_damage(void) { s32 i; for (i = 0; i < 4; i++) { if (gBattleMons[gPlayerMonIndex].moves[i] != 0 && gBattleMoves[gBattleMons[gPlayerMonIndex].moves[i]].power != 0) break; } if (i == 4) gAIScriptPtr += 5; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); } void BattleAICmd_if_user_cant_damage(void) { s32 i; for (i = 0; i < 4; i++) { if (gBattleMons[gPlayerMonIndex].moves[i] != 0 && gBattleMoves[gBattleMons[gPlayerMonIndex].moves[i]].power != 0) break; } if (i != 4) gAIScriptPtr += 5; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); } void BattleAICmd_get_turn_count(void) { AI_THINKING_STRUCT->funcResult = gUnknown_03005D10[19]; gAIScriptPtr += 1; } void BattleAICmd_get_type(void) { u8 typeVar = gAIScriptPtr[1]; switch (typeVar) { case 1: // player primary type AI_THINKING_STRUCT->funcResult = gBattleMons[gPlayerMonIndex].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[gPlayerMonIndex].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; } // util for double battles? whats this doing in the middle of the battle AI macros? u8 sub_8131E70(u8 index) { switch (index) { case 1: return gPlayerMonIndex; case 0: default: return gBankTarget; case 3: return gPlayerMonIndex ^ 2; case 2: return gBankTarget ^ 2; } } void BattleAICmd_unk_5F(void) { u8 index = sub_8131E70(gAIScriptPtr[1]); if(gBattleMons[index].type1 == gAIScriptPtr[2] || gBattleMons[index].type2 == gAIScriptPtr[2]) { AI_THINKING_STRUCT->funcResult = 1; } else { AI_THINKING_STRUCT->funcResult = 0; } gAIScriptPtr += 3; } void BattleAICmd_get_move_power(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power; gAIScriptPtr += 1; } __attribute__((naked)) // not even going to try. if it doesnt match in ruby, it wont match in emerald (yet). 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, =gUnknown_085B09C8\n\ ldrh r1, [r0]\n\ ldr r5, =0x0000ffff\n\ ldr r6, =gBattleMoves\n\ ldr r2, =gBattleResources\n\ cmp r1, r5\n\ beq _08131F86\n\ ldr r0, [r2]\n\ ldr r0, [r0, 0x14]\n\ ldrh r1, [r0, 0x2]\n\ lsls r0, r1, 1\n\ adds r0, r1\n\ lsls r0, 2\n\ adds r0, r6\n\ ldrb r4, [r0]\n\ ldr r1, =gUnknown_085B09C8\n\ _08131F76:\n\ ldrh r0, [r1]\n\ cmp r4, r0\n\ beq _08131F86\n\ adds r1, 0x2\n\ adds r3, 0x1\n\ ldrh r0, [r1]\n\ cmp r0, r5\n\ bne _08131F76\n\ _08131F86:\n\ ldr r0, [r2]\n\ ldr r0, [r0, 0x14]\n\ ldrh r1, [r0, 0x2]\n\ lsls r0, r1, 1\n\ adds r0, r1\n\ lsls r0, 2\n\ adds r0, r6\n\ ldrb r0, [r0, 0x1]\n\ cmp r0, 0x1\n\ bhi _08131F9C\n\ b _08132126\n\ _08131F9C:\n\ lsls r0, r3, 1\n\ ldr r1, =gUnknown_085B09C8\n\ adds r0, r1\n\ ldrh r3, [r0]\n\ ldr r0, =0x0000ffff\n\ cmp r3, r0\n\ beq _08131FAC\n\ b _08132126\n\ _08131FAC:\n\ ldr r0, =gUnknown_02024400\n\ movs r1, 0\n\ strh r1, [r0]\n\ ldr r0, =gBattleStruct\n\ ldr r0, [r0]\n\ strb r1, [r0, 0x13]\n\ ldr r0, =gBattleScripting\n\ movs r2, 0x1\n\ strb r2, [r0, 0xE]\n\ ldr r0, =gBattleMoveFlags\n\ strb r1, [r0]\n\ ldr r0, =gCritMultiplier\n\ strb r2, [r0]\n\ movs r6, 0\n\ mov r9, r3\n\ ldr r2, =gUnknown_085B09C8\n\ ldrh r2, [r2]\n\ str r2, [sp, 0x10]\n\ _08131FD0:\n\ movs r3, 0\n\ ldr r5, =gBattleMons\n\ lsls r4, r6, 1\n\ ldr r7, =gPlayerMonIndex\n\ lsls r0, r6, 2\n\ mov r8, r0\n\ adds r1, r6, 0x1\n\ mov r10, r1\n\ ldr r2, [sp, 0x10]\n\ cmp r2, r9\n\ beq _08132014\n\ ldr r2, =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, =gUnknown_085B09C8\n\ _08132004:\n\ ldrh r0, [r1]\n\ cmp r2, r0\n\ beq _08132014\n\ adds r1, 0x2\n\ adds r3, 0x1\n\ ldrh r0, [r1]\n\ cmp r0, r9\n\ bne _08132004\n\ _08132014:\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 _081320C0\n\ lsls r0, r3, 1\n\ ldr r2, =gUnknown_085B09C8\n\ adds r0, r2\n\ ldrh r0, [r0]\n\ cmp r0, r9\n\ bne _081320C0\n\ ldr r0, =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 _081320C0\n\ ldr r5, =gCurrentMove\n\ strh r2, [r5]\n\ ldrb r0, [r7]\n\ ldr r4, =gBankTarget\n\ ldrb r1, [r4]\n\ bl sub_8046E7C\n\ ldrh r0, [r5]\n\ ldrb r1, [r7]\n\ ldrb r2, [r4]\n\ bl move_effectiveness_something\n\ mov r4, sp\n\ add r4, r8\n\ ldr r2, =gBattleMoveDamage\n\ ldr r0, =gBattleResources\n\ ldr r0, [r0]\n\ ldr r0, [r0, 0x14]\n\ adds r0, 0x18\n\ adds r0, r6\n\ ldrb r1, [r0]\n\ ldr r0, [r2]\n\ muls r0, r1\n\ movs r1, 0x64\n\ bl __divsi3\n\ str r0, [r4]\n\ cmp r0, 0\n\ bne _081320C8\n\ movs r0, 0x1\n\ str r0, [r4]\n\ b _081320C8\n\ .pool\n\ _081320C0:\n\ mov r1, sp\n\ add r1, r8\n\ movs r0, 0\n\ str r0, [r1]\n\ _081320C8:\n\ mov r6, r10\n\ cmp r6, 0x3\n\ bgt _081320D0\n\ b _08131FD0\n\ _081320D0:\n\ movs r6, 0\n\ ldr r2, =gBattleResources\n\ ldr r0, [r2]\n\ ldr r0, [r0, 0x14]\n\ ldrb r0, [r0, 0x1]\n\ lsls r0, 2\n\ add r0, sp\n\ ldr r1, [sp]\n\ ldr r0, [r0]\n\ ldr r5, =gAIScriptPtr\n\ cmp r1, r0\n\ bgt _08132106\n\ adds r4, r2, 0\n\ mov r3, sp\n\ _081320EC:\n\ adds r3, 0x4\n\ adds r6, 0x1\n\ cmp r6, 0x3\n\ bgt _08132106\n\ ldr r0, [r4]\n\ ldr r0, [r0, 0x14]\n\ ldrb r0, [r0, 0x1]\n\ lsls r0, 2\n\ add r0, sp\n\ ldr r1, [r3]\n\ ldr r0, [r0]\n\ cmp r1, r0\n\ ble _081320EC\n\ _08132106:\n\ cmp r6, 0x4\n\ bne _0813211C\n\ ldr r0, [r2]\n\ ldr r1, [r0, 0x14]\n\ movs r0, 0x2\n\ str r0, [r1, 0x8]\n\ b _08132130\n\ .pool\n\ _0813211C:\n\ ldr r0, [r2]\n\ ldr r1, [r0, 0x14]\n\ movs r0, 0x1\n\ str r0, [r1, 0x8]\n\ b _08132130\n\ _08132126:\n\ ldr r0, [r2]\n\ ldr r1, [r0, 0x14]\n\ movs r0, 0\n\ str r0, [r1, 0x8]\n\ ldr r5, =gAIScriptPtr\n\ _08132130:\n\ ldr r0, [r5]\n\ adds r0, 0x1\n\ str r0, [r5]\n\ add sp, 0x14\n\ pop {r3-r5}\n\ mov r8, r3\n\ mov r9, r4\n\ mov r10, r5\n\ pop {r4-r7}\n\ pop {r0}\n\ bx r0\n\ .pool\n\ .syntax divided"); } void BattleAICmd_get_move(void) { if (gAIScriptPtr[1] == USER) AI_THINKING_STRUCT->funcResult = gUnknown_02024248[gPlayerMonIndex]; else AI_THINKING_STRUCT->funcResult = gUnknown_02024248[gBankTarget]; gAIScriptPtr += 2; } void BattleAICmd_if_arg_equal(void) { if (gAIScriptPtr[1] == AI_THINKING_STRUCT->funcResult) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_arg_not_equal(void) { if (gAIScriptPtr[1] != AI_THINKING_STRUCT->funcResult) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_would_go_first(void) { if (b_first_side(gPlayerMonIndex, gBankTarget, 1) == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_would_not_go_first(void) { if (b_first_side(gPlayerMonIndex, gBankTarget, 1) != gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_nullsub_2A(void) { } void BattleAICmd_nullsub_2B(void) { } void BattleAICmd_count_alive_pokemon(void) { u8 index; u8 var, var2; struct Pokemon *party; int i; AI_THINKING_STRUCT->funcResult = 0; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; if (GetBankSide(index) == 0) party = gPlayerParty; else party = gEnemyParty; if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) { u32 status; var = gBattlePartyID[index][0]; status = GetBankIdentity(index) ^ 2; var2 = gBattlePartyID[GetBankByPlayerAI(status)][0]; } else { var = gBattlePartyID[index][0]; var2 = gBattlePartyID[index][0]; } 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; } void BattleAICmd_get_considered_move(void) { AI_THINKING_STRUCT->funcResult = AI_THINKING_STRUCT->moveConsidered; gAIScriptPtr += 1; } void BattleAICmd_get_considered_move_effect(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect; gAIScriptPtr += 1; } void BattleAICmd_get_ability(void) { u8 index; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; if(gActiveBank != index) { if(UNK_2016A00_STRUCT->unk40[index] != 0) { AI_THINKING_STRUCT->funcResult = UNK_2016A00_STRUCT->unk40[index]; 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() & 1) { 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; } #ifdef NONMATCHING void tai60_unk(void) { u8 index = sub_8131E70(gAIScriptPtr[1]); u8 arg2 = gAIScriptPtr[2]; u8 var; if(gAIScriptPtr[1] == 0 || gAIScriptPtr[1] == 2) { // _0813253A if(UNK_2016A00_STRUCT->unk40[index] != 0) { var = UNK_2016A00_STRUCT->unk40[index]; AI_THINKING_STRUCT->funcResult = var; } else { // _0813255C if (gBattleMons[index].ability == ABILITY_SHADOW_TAG || gBattleMons[index].ability == ABILITY_MAGNET_PULL || gBattleMons[index].ability == ABILITY_ARENA_TRAP) { var = gBattleMons[index].ability; } else { // _08132588 if (gBaseStats[gBattleMons[index].species].ability1 != ABILITY_NONE) { if (gBaseStats[gBattleMons[index].species].ability2 != ABILITY_NONE) { if(gBaseStats[gBattleMons[index].species].ability1 != arg2 && gBaseStats[gBattleMons[index].species].ability2 != arg2) { var = 2; } else { var = gBaseStats[gBattleMons[index].species].ability1; } } else { // _081325B4 var = gBaseStats[gBattleMons[index].species].ability1; } } else { // _081325B8 var = gBaseStats[gBattleMons[index].species].ability2; } } } } else { // _081325BC var = gBattleMons[index].ability; } // _081325CA if(var == ABILITY_NONE) { AI_THINKING_STRUCT->funcResult = 2; } else if(var == arg2) { AI_THINKING_STRUCT->funcResult = 1; } else { AI_THINKING_STRUCT->funcResult = 0; } gAIScriptPtr += 3; } #else __attribute__((naked)) void tai60_unk(void) { asm(".syntax unified\n\ push {r4-r6,lr}\n\ ldr r4, =gAIScriptPtr\n\ ldr r0, [r4]\n\ ldrb r0, [r0, 0x1]\n\ bl sub_8131E70\n\ lsls r0, 24\n\ lsrs r5, r0, 24\n\ ldr r0, [r4]\n\ ldrb r3, [r0, 0x2]\n\ ldrb r0, [r0, 0x1]\n\ cmp r0, 0\n\ beq _0813253A\n\ cmp r0, 0x2\n\ bne _081325BC\n\ _0813253A:\n\ ldr r0, =gBattleResources\n\ ldr r4, [r0]\n\ ldr r1, [r4, 0x18]\n\ adds r1, 0x40\n\ adds r2, r1, r5\n\ ldrb r1, [r2]\n\ adds r6, r0, 0\n\ cmp r1, 0\n\ beq _0813255C\n\ adds r3, r1, 0\n\ ldr r0, [r4, 0x14]\n\ str r3, [r0, 0x8]\n\ b _081325CA\n\ .pool\n\ _0813255C:\n\ ldr r1, =gBattleMons\n\ movs r0, 0x58\n\ muls r0, r5\n\ adds r4, r0, r1\n\ adds r0, r4, 0\n\ adds r0, 0x20\n\ ldrb r0, [r0]\n\ cmp r0, 0x17\n\ beq _08132576\n\ cmp r0, 0x2A\n\ beq _08132576\n\ cmp r0, 0x47\n\ bne _08132588\n\ _08132576:\n\ movs r0, 0x58\n\ muls r0, r5\n\ adds r0, r1\n\ adds r0, 0x20\n\ ldrb r3, [r0]\n\ b _081325CA\n\ .pool\n\ _08132588:\n\ ldr r2, =gBaseStats\n\ ldrh r1, [r4]\n\ lsls r0, r1, 3\n\ subs r0, r1\n\ lsls r0, 2\n\ adds r1, r0, r2\n\ ldrb r4, [r1, 0x16]\n\ cmp r4, 0\n\ beq _081325B8\n\ ldrb r2, [r1, 0x17]\n\ cmp r2, 0\n\ beq _081325B4\n\ adds r0, r3, 0\n\ cmp r4, r0\n\ beq _081325CE\n\ cmp r2, r0\n\ beq _081325CE\n\ adds r3, r4, 0\n\ b _081325CA\n\ .pool\n\ _081325B4:\n\ ldrb r3, [r1, 0x16]\n\ b _081325CA\n\ _081325B8:\n\ ldrb r3, [r1, 0x17]\n\ b _081325CA\n\ _081325BC:\n\ ldr r1, =gBattleMons\n\ movs r0, 0x58\n\ muls r0, r5\n\ adds r0, r1\n\ adds r0, 0x20\n\ ldrb r3, [r0]\n\ ldr r6, =gBattleResources\n\ _081325CA:\n\ cmp r3, 0\n\ bne _081325E8\n\ _081325CE:\n\ ldr r0, [r6]\n\ ldr r1, [r0, 0x14]\n\ movs r0, 0x2\n\ str r0, [r1, 0x8]\n\ ldr r2, =gAIScriptPtr\n\ b _08132608\n\ .pool\n\ _081325E8:\n\ ldr r0, =gAIScriptPtr\n\ ldr r1, [r0]\n\ adds r2, r0, 0\n\ ldrb r1, [r1, 0x2]\n\ cmp r3, r1\n\ bne _08132600\n\ ldr r0, [r6]\n\ ldr r1, [r0, 0x14]\n\ movs r0, 0x1\n\ b _08132606\n\ .pool\n\ _08132600:\n\ ldr r0, [r6]\n\ ldr r1, [r0, 0x14]\n\ movs r0, 0\n\ _08132606:\n\ str r0, [r1, 0x8]\n\ _08132608:\n\ ldr r0, [r2]\n\ adds r0, 0x3\n\ str r0, [r2]\n\ pop {r4-r6}\n\ pop {r0}\n\ bx r0\n\ .pool\n\ .syntax divided"); } #endif void BattleAICmd_get_highest_possible_damage(void) { s32 i; gUnknown_02024400 = 0; gBattleStruct[0x13] = 0; gBattleScripting[0xE] = 1; gBattleMoveFlags = 0; gCritMultiplier = 1; AI_THINKING_STRUCT->funcResult = 0; for (i = 0; i < 4; i++) { gBattleMoveDamage = 40; gCurrentMove = gBattleMons[gPlayerMonIndex].moves[i]; if (gCurrentMove) { move_effectiveness_something(gCurrentMove, gPlayerMonIndex, 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 (gBattleMoveFlags & 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; } void BattleAICmd_if_damage_bonus(void) { u8 damageVar; gUnknown_02024400 = 0; gBattleStruct[0x13] = 0; gBattleScripting[0xE] = 1; gBattleMoveFlags = 0; gCritMultiplier = 1; gBattleMoveDamage = 40; gCurrentMove = AI_THINKING_STRUCT->moveConsidered; move_effectiveness_something(gCurrentMove, gPlayerMonIndex, gBankTarget); if (gBattleMoveDamage == 120) gBattleMoveDamage = 80; if (gBattleMoveDamage == 240) gBattleMoveDamage = 160; if (gBattleMoveDamage == 30) gBattleMoveDamage = 20; if (gBattleMoveDamage == 15) gBattleMoveDamage = 10; if (gBattleMoveFlags & 8) gBattleMoveDamage = 0; // store gBattleMoveDamage in a u8 variable because gAIScriptPtr[1] is a u8. damageVar = gBattleMoveDamage; if (damageVar == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_nullsub_32(void) { } void BattleAICmd_nullsub_33(void) { } void BattleAICmd_if_status_in_party(void) { struct Pokemon *party; int i; u32 statusToCompareTo; u8 index; switch(gAIScriptPtr[1]) { case 1: index = gPlayerMonIndex; break; default: index = gBankTarget; break; } party = (GetBankSide(index) == 0) ? gPlayerParty : gEnemyParty; statusToCompareTo = AIScriptRead32(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 = AIScriptReadPtr(gAIScriptPtr + 6); return; } } gAIScriptPtr += 10; } void BattleAICmd_if_status_not_in_party(void) { struct Pokemon *party; int i; u32 statusToCompareTo; u8 index; switch(gAIScriptPtr[1]) { case 1: index = gPlayerMonIndex; break; default: index = gBankTarget; break; } party = (GetBankSide(index) == 0) ? gPlayerParty : gEnemyParty; statusToCompareTo = AIScriptRead32(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 += 10; // still bugged in Emerald } } gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); } void BattleAICmd_get_weather(void) { if (gBattleWeather & 7) AI_THINKING_STRUCT->funcResult = 1; if (gBattleWeather & 0x18) AI_THINKING_STRUCT->funcResult = 2; if (gBattleWeather & 0x60) AI_THINKING_STRUCT->funcResult = 0; if (gBattleWeather & 0x80) AI_THINKING_STRUCT->funcResult = 3; gAIScriptPtr += 1; } void BattleAICmd_if_effect(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_not_effect(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect != gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void BattleAICmd_if_stat_level_less_than(void) { u32 party; if (gAIScriptPtr[1] == USER) party = gPlayerMonIndex; else party = gBankTarget; if (gBattleMons[party].statStages[gAIScriptPtr[2]] < gAIScriptPtr[3]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); else gAIScriptPtr += 8; } void BattleAICmd_if_stat_level_more_than(void) { u32 party; if (gAIScriptPtr[1] == USER) party = gPlayerMonIndex; else party = gBankTarget; if (gBattleMons[party].statStages[gAIScriptPtr[2]] > gAIScriptPtr[3]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); else gAIScriptPtr += 8; } void BattleAICmd_if_stat_level_equal(void) { u32 party; if (gAIScriptPtr[1] == USER) party = gPlayerMonIndex; else party = gBankTarget; if (gBattleMons[party].statStages[gAIScriptPtr[2]] == gAIScriptPtr[3]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); else gAIScriptPtr += 8; } void BattleAICmd_if_stat_level_not_equal(void) { u32 party; if (gAIScriptPtr[1] == USER) party = gPlayerMonIndex; else party = gBankTarget; if (gBattleMons[party].statStages[gAIScriptPtr[2]] != gAIScriptPtr[3]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); else gAIScriptPtr += 8; } void BattleAICmd_if_can_faint(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2) { gAIScriptPtr += 5; return; } gUnknown_02024400 = 0; gBattleStruct[0x13] = 0; gBattleScripting[0xE] = 1; gBattleMoveFlags = 0; gCritMultiplier = 1; gCurrentMove = AI_THINKING_STRUCT->moveConsidered; sub_8046E7C(gPlayerMonIndex, gBankTarget); move_effectiveness_something(gCurrentMove, gPlayerMonIndex, gBankTarget); gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->unk18[AI_THINKING_STRUCT->movesetIndex] / 100; // moves always do at least 1 damage. if (gBattleMoveDamage == 0) gBattleMoveDamage = 1; if (gBattleMons[gBankTarget].hp <= gBattleMoveDamage) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } void BattleAICmd_if_cant_faint(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2) { gAIScriptPtr += 5; return; } gUnknown_02024400 = 0; gBattleStruct[0x13] = 0; gBattleScripting[0xE] = 1; gBattleMoveFlags = 0; gCritMultiplier = 1; gCurrentMove = AI_THINKING_STRUCT->moveConsidered; sub_8046E7C(gPlayerMonIndex, gBankTarget); move_effectiveness_something(gCurrentMove, gPlayerMonIndex, gBankTarget); gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->unk18[AI_THINKING_STRUCT->movesetIndex] / 100; // this macro is missing the damage 0 = 1 assumption. if (gBattleMons[gBankTarget].hp > gBattleMoveDamage) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } void BattleAICmd_if_has_move(void) { int i; u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2); switch(gAIScriptPtr[1]) { case 1: // _08132E42 for (i = 0; i < 4; i++) { if (gBattleMons[gPlayerMonIndex].moves[i] == *temp_ptr) break; } if (i == 4) { gAIScriptPtr += 8; return; } else { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); return; } case 3: // new to Emerald if(gBattleMons[gPlayerMonIndex ^ 2].hp == 0) { gAIScriptPtr += 8; return; } else { for (i = 0; i < 4; i++) { if (gBattleMons[gPlayerMonIndex ^ 2].moves[i] == *temp_ptr) break; } } if (i == 4) { gAIScriptPtr += 8; return; } else { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); return; } case 0: case 2: for (i = 0; i < 4; i++) { if (UNK_2016A00_STRUCT->unk0[gBankTarget][i] == *temp_ptr) break; } if (i == 4) { gAIScriptPtr += 8; return; } else { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); return; } } } void BattleAICmd_if_dont_have_move(void) { int i; u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2); switch(gAIScriptPtr[1]) { case 1: case 3: // if_dont_have_move does not have the seperate 3 case check in Emerald unlike if_has_move. for (i = 0; i < 4; i++) { if (gBattleMons[gPlayerMonIndex].moves[i] == *temp_ptr) break; } if (i != 4) { gAIScriptPtr += 8; return; } else { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); return; } case 0: case 2: for (i = 0; i < 4; i++) { if (UNK_2016A00_STRUCT->unk0[gBankTarget][i] == *temp_ptr) break; } if (i != 4) { gAIScriptPtr += 8; return; } else { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); return; } } } void BattleAICmd_if_move_effect(void) { int i; switch (gAIScriptPtr[1]) { case 1: case 3: // _08133044 for(i = 0; i < 4; i++) { if(gBattleMons[gPlayerMonIndex].moves[i] != 0 && gBattleMoves[gBattleMons[gPlayerMonIndex].moves[i]].effect == gAIScriptPtr[2]) break; } if (i == 4) gAIScriptPtr += 7; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); break; case 0: case 2: // _08133090 for (i = 0; i < 4; i++) { if (gBattleMons[gPlayerMonIndex].moves[i] != 0 && gBattleMoves[UNK_2016A00_STRUCT->unk0[gBankTarget][i]].effect == gAIScriptPtr[2]) break; } if (i == 4) gAIScriptPtr += 7; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); break; } } void BattleAICmd_if_not_move_effect(void) { int i; switch (gAIScriptPtr[1]) { case 1: case 3: // _0813313C for(i = 0; i < 4; i++) { if(gBattleMons[gPlayerMonIndex].moves[i] != 0 && gBattleMoves[gBattleMons[gPlayerMonIndex].moves[i]].effect == gAIScriptPtr[2]) break; } if (i != 4) gAIScriptPtr += 7; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); break; case 0: case 2: // _08133188 for (i = 0; i < 4; i++) { if (UNK_2016A00_STRUCT->unk0[gBankTarget][i] && gBattleMoves[UNK_2016A00_STRUCT->unk0[gBankTarget][i]].effect == gAIScriptPtr[2]) break; } if (i != 4) gAIScriptPtr += 7; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); break; } } void BattleAICmd_if_last_move_did_damage(void) { u8 index; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; if (gAIScriptPtr[2] == 0) { if (gDisableStructs[index].unk4 == 0) { gAIScriptPtr += 7; return; } gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); return; } else if (gAIScriptPtr[2] != 1) // ignore the macro if its not 0 or 1. { gAIScriptPtr += 7; return; } else if (gDisableStructs[index].unk6 != 0) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); return; } gAIScriptPtr += 7; } void BattleAICmd_if_encored(void) { switch (gAIScriptPtr[1]) { case 0: // _08109348 if (gDisableStructs[gActiveBank].unk4 == AI_THINKING_STRUCT->moveConsidered) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; case 1: // _08109370 if (gDisableStructs[gActiveBank].unk6 == AI_THINKING_STRUCT->moveConsidered) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; default: gAIScriptPtr += 6; return; } } void BattleAICmd_flee(void) { AI_THINKING_STRUCT->aiAction |= (AI_ACTION_UNK1 | AI_ACTION_UNK2 | AI_ACTION_UNK4); // what matters is UNK2 being enabled. } void BattleAICmd_if_random_100(void) { u8 safariFleeRate = gBattleStruct[0x7B] * 5; // safari flee rate, from 0-20 if ((u8)(Random() % 100) < safariFleeRate) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } void BattleAICmd_watch(void) { AI_THINKING_STRUCT->aiAction |= (AI_ACTION_UNK1 | AI_ACTION_UNK3 | AI_ACTION_UNK4); // what matters is UNK3 being enabled. } void BattleAICmd_get_hold_effect(void) { u8 index; u16 status; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; if (gActiveBank != index) { AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(UNK_2016A00_STRUCT->unk44[index]); } else AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(gBattleMons[index].item); gAIScriptPtr += 2; } void tai62_unk(void) { u8 index = sub_8131E70(gAIScriptPtr[1]); u16 item; u8 var1, var2; if((index & 1) == (gPlayerMonIndex & 1)) item = gBattleMons[index].item; else item = UNK_2016A00_STRUCT->unk44[index]; // strange way of loading a 16-bit argument from the AI command. var2 = gAIScriptPtr[2]; var1 = gAIScriptPtr[3]; if((var1 | var2) == item) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); else gAIScriptPtr += 8; } void BattleAICmd_get_gender(void) { u8 index; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; AI_THINKING_STRUCT->funcResult = pokemon_species_get_gender_info(gBattleMons[index].species, gBattleMons[index].personality); gAIScriptPtr += 2; } void BattleAICmd_is_first_turn(void) { u8 index; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; AI_THINKING_STRUCT->funcResult = gDisableStructs[index].unk16; gAIScriptPtr += 2; } void BattleAICmd_get_stockpile_count(void) { u8 index; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; AI_THINKING_STRUCT->funcResult = gDisableStructs[index].unk9; gAIScriptPtr += 2; } void BattleAICmd_is_double_battle(void) { AI_THINKING_STRUCT->funcResult = gBattleTypeFlags & BATTLE_TYPE_DOUBLE; gAIScriptPtr += 1; } void BattleAICmd_get_item(void) { u8 index; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; // this hack and a half matches. whatever. i dont care. someone else fix this mess later. PS: still cant fix this. AI_THINKING_STRUCT->funcResult = gBattleStruct[0xB8 + (index * 2)]; gAIScriptPtr += 2; } void BattleAICmd_get_move_type_from_result(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].type; gAIScriptPtr += 1; } void BattleAICmd_get_move_power_from_result(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].power; gAIScriptPtr += 1; } void BattleAICmd_get_move_effect_from_result(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].effect; gAIScriptPtr += 1; } void BattleAICmd_get_protect_count(void) { u8 index; if (gAIScriptPtr[1] == USER) index = gPlayerMonIndex; else index = gBankTarget; AI_THINKING_STRUCT->funcResult = gDisableStructs[index].unk8; gAIScriptPtr += 2; } void BattleAICmd_nullsub_52(void) { } void BattleAICmd_nullsub_53(void) { } void BattleAICmd_nullsub_54(void) { } void BattleAICmd_nullsub_55(void) { } void BattleAICmd_nullsub_56(void) { } void BattleAICmd_nullsub_57(void) { } void BattleAICmd_call(void) { b_mc_stack_push(gAIScriptPtr + 5); gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); } void BattleAICmd_jump(void) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); } void BattleAICmd_end(void) { if (b_mc_stack_pop_cursor() == 0) AI_THINKING_STRUCT->aiAction |= AI_ACTION_UNK1; } void BattleAICmd_if_level_cond(void) { switch (gAIScriptPtr[1]) { case 0: // greater than if (gBattleMons[gPlayerMonIndex].level > gBattleMons[gBankTarget].level) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; case 1: // less than if (gBattleMons[gPlayerMonIndex].level < gBattleMons[gBankTarget].level) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; case 2: // equal if (gBattleMons[gPlayerMonIndex].level == gBattleMons[gBankTarget].level) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; } } void BattleAICmd_if_taunted(void) { if (gDisableStructs[gBankTarget].taunt != 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } void BattleAICmd_if_not_taunted(void) { if (gDisableStructs[gBankTarget].taunt == 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } void tai5E_unk(void) { if((gPlayerMonIndex & 1) == (gBankTarget & 1)) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } void tai61_unk(void) { u8 index = sub_8131E70(gAIScriptPtr[1]); if(UNK_BATTLE_STRUCT->unk4->unkArray[index] & 1) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } void b_mc_stack_push(u8 *var) { UNK_2016C00_STRUCT->ptr[UNK_2016C00_STRUCT->unk20++] = var; } void b_mc_stack_push_cursor(void) { UNK_2016C00_STRUCT->ptr[UNK_2016C00_STRUCT->unk20++] = gAIScriptPtr; } bool8 b_mc_stack_pop_cursor(void) { if (UNK_2016C00_STRUCT->unk20 != 0) { --UNK_2016C00_STRUCT->unk20; gAIScriptPtr = UNK_2016C00_STRUCT->ptr[UNK_2016C00_STRUCT->unk20]; return TRUE; } else return FALSE; }