#include "global.h"
#include "battle.h"
#include "item.h"
#include "pokemon.h"
#include "constants/species.h"
#include "constants/abilities.h"
#include "constants/battle_ai.h"
#include "constants/battle_move_effects.h"

extern u16 Random(void);
extern void sub_80C7164(void);

#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 ((struct AI_ThinkingStruct *)(gBattleResources->ai))
#define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory))

// AI states
enum
{
    AIState_SettingUp,
    AIState_Processing,
    AIState_FinishedProcessing,
    AIState_DoNotProcess
};

extern const u8 *gAIScriptPtr;
extern u8 *BattleAIs[];
extern u16 gLastUsedMove[];

static void BattleAICmd_if_random_less_than(void);
static void BattleAICmd_if_random_greater_than(void);
static void BattleAICmd_if_random_equal(void);
static void BattleAICmd_if_random_not_equal(void);
static void BattleAICmd_score(void);
static void BattleAICmd_if_hp_less_than(void);
static void BattleAICmd_if_hp_more_than(void);
static void BattleAICmd_if_hp_equal(void);
static void BattleAICmd_if_hp_not_equal(void);
static void BattleAICmd_if_status(void);
static void BattleAICmd_if_not_status(void);
static void BattleAICmd_if_status2(void);
static void BattleAICmd_if_not_status2(void);
static void BattleAICmd_if_status3(void);
static void BattleAICmd_if_not_status3(void);
static void BattleAICmd_if_status4(void);
static void BattleAICmd_if_not_status4(void);
static void BattleAICmd_if_less_than(void);
static void BattleAICmd_if_more_than(void);
static void BattleAICmd_if_equal(void);
static void BattleAICmd_if_not_equal(void);
static void BattleAICmd_if_less_than_32(void);
static void BattleAICmd_if_more_than_32(void);
static void BattleAICmd_if_equal_32(void);
static void BattleAICmd_if_not_equal_32(void);
static void BattleAICmd_if_move(void);
static void BattleAICmd_if_not_move(void);
static void BattleAICmd_if_in_bytes(void);
static void BattleAICmd_if_not_in_bytes(void);
static void BattleAICmd_if_in_words(void);
static void BattleAICmd_if_not_in_words(void);
static void BattleAICmd_if_user_can_damage(void);
static void BattleAICmd_if_user_cant_damage(void);
static void BattleAICmd_get_turn_count(void);
static void BattleAICmd_get_type(void);
static void BattleAICmd_get_move_power(void);
static void BattleAICmd_is_most_powerful_move(void);
static void BattleAICmd_get_move(void);
static void BattleAICmd_if_arg_equal(void);
static void BattleAICmd_if_arg_not_equal(void);
static void BattleAICmd_if_would_go_first(void);
static void BattleAICmd_if_would_not_go_first(void);
static void BattleAICmd_nullsub_2A(void);
static void BattleAICmd_nullsub_2B(void);
static void BattleAICmd_count_alive_pokemon(void);
static void BattleAICmd_get_considered_move(void);
static void BattleAICmd_get_considered_move_effect(void);
static void BattleAICmd_get_ability(void);
static void BattleAICmd_get_highest_possible_damage(void);
static void BattleAICmd_if_type_effectiveness(void);
static void BattleAICmd_nullsub_32(void);
static void BattleAICmd_nullsub_33(void);
static void BattleAICmd_if_status_in_party(void);
static void BattleAICmd_if_status_not_in_party(void);
static void BattleAICmd_get_weather(void);
static void BattleAICmd_if_effect(void);
static void BattleAICmd_if_not_effect(void);
static void BattleAICmd_if_stat_level_less_than(void);
static void BattleAICmd_if_stat_level_more_than(void);
static void BattleAICmd_if_stat_level_equal(void);
static void BattleAICmd_if_stat_level_not_equal(void);
static void BattleAICmd_if_can_faint(void);
static void BattleAICmd_if_cant_faint(void);
static void BattleAICmd_if_has_move(void);
static void BattleAICmd_if_dont_have_move(void);
static void BattleAICmd_if_move_effect(void);
static void BattleAICmd_if_not_move_effect(void);
static void BattleAICmd_if_last_move_did_damage(void);
static void BattleAICmd_if_encored(void);
static void BattleAICmd_flee(void);
static void BattleAICmd_frlg_safari(void);
static void BattleAICmd_watch(void);
static void BattleAICmd_get_hold_effect(void);
static void BattleAICmd_get_gender(void);
static void BattleAICmd_is_first_turn(void);
static void BattleAICmd_get_stockpile_count(void);
static void BattleAICmd_is_double_battle(void);
static void BattleAICmd_get_used_held_item(void);
static void BattleAICmd_get_move_type_from_result(void);
static void BattleAICmd_get_move_power_from_result(void);
static void BattleAICmd_get_move_effect_from_result(void);
static void BattleAICmd_get_protect_count(void);
static void BattleAICmd_nullsub_52(void);
static void BattleAICmd_nullsub_53(void);
static void BattleAICmd_nullsub_54(void);
static void BattleAICmd_nullsub_55(void);
static void BattleAICmd_nullsub_56(void);
static void BattleAICmd_nullsub_57(void);
static void BattleAICmd_call(void);
static void BattleAICmd_jump(void);
static void BattleAICmd_end(void);
static void BattleAICmd_if_level_compare(void);
static void BattleAICmd_if_taunted(void);
static void BattleAICmd_if_not_taunted(void);

typedef void (*BattleAICmdFunc)(void);

static const BattleAICmdFunc sBattleAICmdTable[] =
{
    BattleAICmd_if_random_less_than,         // 0x0
    BattleAICmd_if_random_greater_than,      // 0x1
    BattleAICmd_if_random_equal,             // 0x2
    BattleAICmd_if_random_not_equal,         // 0x3
    BattleAICmd_score,                       // 0x4
    BattleAICmd_if_hp_less_than,             // 0x5
    BattleAICmd_if_hp_more_than,             // 0x6
    BattleAICmd_if_hp_equal,                 // 0x7
    BattleAICmd_if_hp_not_equal,             // 0x8
    BattleAICmd_if_status,                   // 0x9
    BattleAICmd_if_not_status,               // 0xA
    BattleAICmd_if_status2,                  // 0xB
    BattleAICmd_if_not_status2,              // 0xC
    BattleAICmd_if_status3,                  // 0xD
    BattleAICmd_if_not_status3,              // 0xE
    BattleAICmd_if_status4,                  // 0xF
    BattleAICmd_if_not_status4,              // 0x10
    BattleAICmd_if_less_than,                // 0x11
    BattleAICmd_if_more_than,                // 0x12
    BattleAICmd_if_equal,                    // 0x13
    BattleAICmd_if_not_equal,                // 0x14
    BattleAICmd_if_less_than_32,             // 0x15
    BattleAICmd_if_more_than_32,             // 0x16
    BattleAICmd_if_equal_32,                 // 0x17
    BattleAICmd_if_not_equal_32,             // 0x18
    BattleAICmd_if_move,                     // 0x19
    BattleAICmd_if_not_move,                 // 0x1A
    BattleAICmd_if_in_bytes,                 // 0x1B
    BattleAICmd_if_not_in_bytes,             // 0x1C
    BattleAICmd_if_in_words,                 // 0x1D
    BattleAICmd_if_not_in_words,             // 0x1E
    BattleAICmd_if_user_can_damage,          // 0x1F
    BattleAICmd_if_user_cant_damage,         // 0x20
    BattleAICmd_get_turn_count,              // 0x21
    BattleAICmd_get_type,                    // 0x22
    BattleAICmd_get_move_power,              // 0x23
    BattleAICmd_is_most_powerful_move,       // 0x24
    BattleAICmd_get_move,                    // 0x25
    BattleAICmd_if_arg_equal,                // 0x26
    BattleAICmd_if_arg_not_equal,            // 0x27
    BattleAICmd_if_would_go_first,           // 0x28
    BattleAICmd_if_would_not_go_first,       // 0x29
    BattleAICmd_nullsub_2A,                  // 0x2A
    BattleAICmd_nullsub_2B,                  // 0x2B
    BattleAICmd_count_alive_pokemon,         // 0x2C
    BattleAICmd_get_considered_move,         // 0x2D
    BattleAICmd_get_considered_move_effect,  // 0x2E
    BattleAICmd_get_ability,                 // 0x2F
    BattleAICmd_get_highest_possible_damage, // 0x30
    BattleAICmd_if_type_effectiveness,       // 0x31
    BattleAICmd_nullsub_32,                  // 0x32
    BattleAICmd_nullsub_33,                  // 0x33
    BattleAICmd_if_status_in_party,          // 0x34
    BattleAICmd_if_status_not_in_party,      // 0x35
    BattleAICmd_get_weather,                 // 0x36
    BattleAICmd_if_effect,                   // 0x37
    BattleAICmd_if_not_effect,               // 0x38
    BattleAICmd_if_stat_level_less_than,     // 0x39
    BattleAICmd_if_stat_level_more_than,     // 0x3A
    BattleAICmd_if_stat_level_equal,         // 0x3B
    BattleAICmd_if_stat_level_not_equal,     // 0x3C
    BattleAICmd_if_can_faint,                // 0x3D
    BattleAICmd_if_cant_faint,               // 0x3E
    BattleAICmd_if_has_move,                 // 0x3F
    BattleAICmd_if_dont_have_move,           // 0x40
    BattleAICmd_if_move_effect,              // 0x41
    BattleAICmd_if_not_move_effect,          // 0x42
    BattleAICmd_if_last_move_did_damage,     // 0x43
    BattleAICmd_if_encored,                  // 0x44
    BattleAICmd_flee,                        // 0x45
    BattleAICmd_frlg_safari,                 // 0x46
    BattleAICmd_watch,                       // 0x47
    BattleAICmd_get_hold_effect,             // 0x48
    BattleAICmd_get_gender,                  // 0x49
    BattleAICmd_is_first_turn,               // 0x4A
    BattleAICmd_get_stockpile_count,         // 0x4B
    BattleAICmd_is_double_battle,            // 0x4C
    BattleAICmd_get_used_held_item,          // 0x4D
    BattleAICmd_get_move_type_from_result,   // 0x4E
    BattleAICmd_get_move_power_from_result,  // 0x4F
    BattleAICmd_get_move_effect_from_result, // 0x50
    BattleAICmd_get_protect_count,           // 0x51
    BattleAICmd_nullsub_52,                  // 0x52
    BattleAICmd_nullsub_53,                  // 0x53
    BattleAICmd_nullsub_54,                  // 0x54
    BattleAICmd_nullsub_55,                  // 0x55
    BattleAICmd_nullsub_56,                  // 0x56
    BattleAICmd_nullsub_57,                  // 0x57
    BattleAICmd_call,                        // 0x58
    BattleAICmd_jump,                        // 0x59
    BattleAICmd_end,                         // 0x5A
    BattleAICmd_if_level_compare,            // 0x5B
    BattleAICmd_if_taunted,                  // 0x5C
    BattleAICmd_if_not_taunted,              // 0x5D
};

#ifdef NONMATCHING
static
#endif
const u16 sDiscouragedPowerfulMoveEffects[] =
{
    EFFECT_EXPLOSION,
    EFFECT_DREAM_EATER,
    EFFECT_RAZOR_WIND,
    EFFECT_SKY_ATTACK,
    EFFECT_RECHARGE,
    EFFECT_SKULL_BASH,
    EFFECT_SOLARBEAM,
    EFFECT_SPIT_UP,
    EFFECT_FOCUS_PUNCH,
    EFFECT_SUPERPOWER,
    EFFECT_ERUPTION,
    EFFECT_OVERHEAT,
    0xFFFF
};

// TODO: move these
extern u8 sBattler_AI;
extern const u32 gBitTable[]; // util.h
extern u32 gStatuses3[]; // battle_2.h
extern u16 gSideAffecting[2];
extern const struct BattleMove gBattleMoves[];
extern u16 gDynamicBasePower;
extern u8 gMoveResultFlags;
extern u8 gCritMultiplier;
extern u16 gCurrentMove;
extern s32 gBattleMoveDamage;

void BattleAI_SetupAIData(void);
void BattleAI_DoAIProcessing(void);
void AIStackPushVar(const u8 *ptr);
bool8 AIStackPop(void);

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.
    // TODO: Use proper flags
    if ((gBattleTypeFlags & 0x8)
        && (gTrainerBattleOpponent_A != 0x400)
        && !(gBattleTypeFlags & 0x80982)
        )
    {
        for (i = 0; i < 4; 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 < 4; i++)
        AI_THINKING_STRUCT->score[i] = 100;

    moveLimitations = CheckMoveLimitations(gActiveBattler, 0, 0xFF);

    // Ignore moves that aren't possible to use.
    for (i = 0; i < 4; i++)
    {
        if (gBitTable[i] & moveLimitations)
            AI_THINKING_STRUCT->score[i] = 0;

        AI_THINKING_STRUCT->simulatedRNG[i] = 100 - (Random() % 16);
    }

    gBattleResources->AI_ScriptsStack->size = 0;
    sBattler_AI = 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 = sBattler_AI ^ BIT_SIDE;
    }

    // Choose proper trainer ai scripts.
    // Fire Red, why all the returns?!?
    if (gBattleTypeFlags & BATTLE_TYPE_SAFARI) // _080C6E84
    {
        AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_SAFARI;
        return;
    }
    else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER) // _080C6EAC
    {
        AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_ROAMING;
        return;
    }
    else if (!(gBattleTypeFlags & (0x80900)) && (gTrainerBattleOpponent_A != 0x400)) // _080C6ECC
    {
        if(gBattleTypeFlags & (0x80 << 10))
        {
            AI_THINKING_STRUCT->aiFlags = 1;
            return;
        }
        else if(gBattleTypeFlags & (0x80 << 11))
        {
            AI_THINKING_STRUCT->aiFlags = 7;
            return;
        }
    }
    else
    {
        AI_THINKING_STRUCT->aiFlags = 7;
        return;
    }
    AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags;
}

u8 BattleAI_GetAIActionToUse(void)
{
    u8 currentMoveArray[MAX_MON_MOVES];
    u8 consideredMoveArray[MAX_MON_MOVES];
    u8 numOfBestMoves;
    s32 i;

    sub_80C7164();
    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)) // flee
        return 4;
    if (AI_THINKING_STRUCT->aiAction & (AI_ACTION_WATCH)) // watch
        return 5;

    numOfBestMoves = 1;
    currentMoveArray[0] = AI_THINKING_STRUCT->score[0];
    consideredMoveArray[0] = 0;

    for (i = 1; i < MAX_MON_MOVES; i++)
    {
        if (currentMoveArray[0] < AI_THINKING_STRUCT->score[i])
        {
            numOfBestMoves = 1;
            currentMoveArray[0] = AI_THINKING_STRUCT->score[i];
            consideredMoveArray[0] = i;
        }
        if (currentMoveArray[0] == AI_THINKING_STRUCT->score[i])
        {
            currentMoveArray[numOfBestMoves] = AI_THINKING_STRUCT->score[i];
            consideredMoveArray[numOfBestMoves++] = i;
        }
    }

    return consideredMoveArray[Random() % numOfBestMoves]; // break any ties that exist.
}

void BattleAI_DoAIProcessing(void)
{
    while (AI_THINKING_STRUCT->aiState != AIState_FinishedProcessing)
    {
        switch (AI_THINKING_STRUCT->aiState)
        {
        case AIState_DoNotProcess: //Needed to match.
            break;
        case AIState_SettingUp:
            gAIScriptPtr = BattleAIs[AI_THINKING_STRUCT->aiLogicId]; // set the AI ptr.
            if (gBattleMons[sBattler_AI].pp[AI_THINKING_STRUCT->movesetIndex] == 0)
            {
                AI_THINKING_STRUCT->moveConsidered = 0; // don't consider a move you have 0 PP for, idiot.
            }
            else
            {
                AI_THINKING_STRUCT->moveConsidered = gBattleMons[sBattler_AI].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; // definitely do not consider any move that has 0 PP.
                AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE;
            }
            if (AI_THINKING_STRUCT->aiAction & AI_ACTION_DONE)
            {
                AI_THINKING_STRUCT->movesetIndex++;
                if (AI_THINKING_STRUCT->movesetIndex < MAX_MON_MOVES && (AI_THINKING_STRUCT->aiAction & AI_ACTION_DO_NOT_ATTACK) == 0)
                    AI_THINKING_STRUCT->aiState = 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;
        }
    }
}

void sub_80C7164(void)
{
    s32 i;

    for (i = 0; i < 8; i++)
    {
        if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] == 0)
        {
            BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] = gLastUsedMove[gBattlerTarget];
            return;
        }
    }
}

void sub_80C71A8(u8 a)
{
    s32 i;

    for (i = 0; i < 8; i++)
        BATTLE_HISTORY->usedMoves[a / 2][i] = 0;
}

void sub_80C71D0(u8 a, u8 b)
{
    if (GetBattlerSide(a) == 0)
        BATTLE_HISTORY->abilities[GetBattlerPosition(a) & 1] = b;
}

void sub_80C7208(u8 a, u8 b)
{
    if (GetBattlerSide(a) == 0)
        BATTLE_HISTORY->itemEffects[GetBattlerPosition(a) & 1] = b;
}

static void BattleAICmd_if_random_less_than(void)
{
    if (Random() % 256 < gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_random_greater_than(void)
{
    if (Random() % 256 > gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_random_equal(void)
{
    if (Random() % 256 == gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_random_not_equal(void)
{
    if (Random() % 256 != gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_score(void)
{
    AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] += gAIScriptPtr[1]; // add the result to the array of the move consider's score.

    if (AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] < 0) // if the score is negative, flatten it to 0.
        AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0;

    gAIScriptPtr += 2; // AI return.
}

enum {
    TARGET,
    USER
};

static void BattleAICmd_if_hp_less_than(void)
{
    u16 index;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) < gAIScriptPtr[2])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
    else
        gAIScriptPtr += 7;
}

static void BattleAICmd_if_hp_more_than(void)
{
    u16 index;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) > gAIScriptPtr[2])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
    else
        gAIScriptPtr += 7;
}

static void BattleAICmd_if_hp_equal(void)
{
    u16 index;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) == gAIScriptPtr[2])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
    else
        gAIScriptPtr += 7;
}

static void BattleAICmd_if_hp_not_equal(void)
{
    u16 index;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) != gAIScriptPtr[2])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
    else
        gAIScriptPtr += 7;
}

static void BattleAICmd_if_status(void)
{
    u16 index;
    u32 arg;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    arg = T1_READ_32(gAIScriptPtr + 2);

    if ((gBattleMons[index].status1 & arg) != 0)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
    else
        gAIScriptPtr += 10;
}

static void BattleAICmd_if_not_status(void)
{
    u16 index;
    u32 arg;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    arg = T1_READ_32(gAIScriptPtr + 2);

    if ((gBattleMons[index].status1 & arg) == 0)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
    else
        gAIScriptPtr += 10;
}

static void BattleAICmd_if_status2(void)
{
    u16 index;
    u32 arg;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    arg = T1_READ_32(gAIScriptPtr + 2);

    if ((gBattleMons[index].status2 & arg) != 0)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
    else
        gAIScriptPtr += 10;
}

static void BattleAICmd_if_not_status2(void)
{
    u16 index;
    u32 arg;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    arg = T1_READ_32(gAIScriptPtr + 2);

    if ((gBattleMons[index].status2 & arg) == 0)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
    else
        gAIScriptPtr += 10;
}

static void BattleAICmd_if_status3(void)
{
    u16 index;
    u32 arg;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    arg = T1_READ_32(gAIScriptPtr + 2);

    if ((gStatuses3[index] & arg) != 0)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
    else
        gAIScriptPtr += 10;
}

static void BattleAICmd_if_not_status3(void)
{
    u16 index;
    u32 arg;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    arg = T1_READ_32(gAIScriptPtr + 2);

    if ((gStatuses3[index] & arg) == 0)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
    else
        gAIScriptPtr += 10;
}

static void BattleAICmd_if_status4(void)
{
    u16 index;
    u32 arg1, arg2;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    arg1 = GetBattlerPosition(index) & 1;
    arg2 = T1_READ_32(gAIScriptPtr + 2);

    if ((gSideAffecting[arg1] & arg2) != 0)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
    else
        gAIScriptPtr += 10;
}

static void BattleAICmd_if_not_status4(void)
{
    u16 index;
    u32 arg1, arg2;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    arg1 = GetBattlerPosition(index) & 1;
    arg2 = T1_READ_32(gAIScriptPtr + 2);

    if ((gSideAffecting[arg1] & arg2) == 0)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
    else
        gAIScriptPtr += 10;
}

static void BattleAICmd_if_less_than(void)
{
    if (AI_THINKING_STRUCT->funcResult < gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_more_than(void)
{
    if (AI_THINKING_STRUCT->funcResult > gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_equal(void)
{
    if (AI_THINKING_STRUCT->funcResult == gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_not_equal(void)
{
    if (AI_THINKING_STRUCT->funcResult != gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_less_than_32(void)
{
    u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);

    if (AI_THINKING_STRUCT->funcResult < *temp)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
    else
        gAIScriptPtr += 9;
}

static void BattleAICmd_if_more_than_32(void)
{
    u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);

    if (AI_THINKING_STRUCT->funcResult > *temp)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
    else
        gAIScriptPtr += 9;
}

static void BattleAICmd_if_equal_32(void)
{
    u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);

    if (AI_THINKING_STRUCT->funcResult == *temp)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
    else
        gAIScriptPtr += 9;
}

static void BattleAICmd_if_not_equal_32(void)
{
    u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);

    if (AI_THINKING_STRUCT->funcResult != *temp)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
    else
        gAIScriptPtr += 9;
}

static void BattleAICmd_if_move(void)
{
    u16 move = T1_READ_16(gAIScriptPtr + 1);

    if (AI_THINKING_STRUCT->moveConsidered == move)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
    else
        gAIScriptPtr += 7;
}

static void BattleAICmd_if_not_move(void)
{
    u16 move = T1_READ_16(gAIScriptPtr + 1);

    if (AI_THINKING_STRUCT->moveConsidered != move)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
    else
        gAIScriptPtr += 7;
}

static void BattleAICmd_if_in_bytes(void)
{
    u8 *ptr = T1_READ_PTR(gAIScriptPtr + 1);

    while (*ptr != 0xFF)
    {
        if (AI_THINKING_STRUCT->funcResult == *ptr)
        {
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
            return;
        }
        ptr++;
    }
    gAIScriptPtr += 9;
}

static void BattleAICmd_if_not_in_bytes(void)
{
    u8 *ptr = T1_READ_PTR(gAIScriptPtr + 1);

    while (*ptr != 0xFF)
    {
        if (AI_THINKING_STRUCT->funcResult == *ptr)
        {
            gAIScriptPtr += 9;
            return;
        }
        ptr++;
    }
    gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
}

static void BattleAICmd_if_in_words(void)
{
    u16 *ptr = (u16 *)T1_READ_PTR(gAIScriptPtr + 1);

    while (*ptr != 0xFFFF)
    {
        if (AI_THINKING_STRUCT->funcResult == *ptr)
        {
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
            return;
        }
        ptr++;
    }
    gAIScriptPtr += 9;
}

static void BattleAICmd_if_not_in_words(void)
{
    u16 *ptr = (u16 *)T1_READ_PTR(gAIScriptPtr + 1);

    while (*ptr != 0xFFFF)
    {
        if (AI_THINKING_STRUCT->funcResult == *ptr)
        {
            gAIScriptPtr += 9;
            return;
        }
        ptr++;
    }
    gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
}

static void BattleAICmd_if_user_can_damage(void)
{
    s32 i;

    for (i = 0; i < MAX_MON_MOVES; i++)
    {
        if (gBattleMons[sBattler_AI].moves[i] != 0
            && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].power != 0)
            break;
    }
    if (i == MAX_MON_MOVES)
        gAIScriptPtr += 5;
    else
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
}

static void BattleAICmd_if_user_cant_damage(void)
{
    s32 i;

    for (i = 0; i < MAX_MON_MOVES; i++)
    {
        if (gBattleMons[sBattler_AI].moves[i] != 0
         && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].power != 0)
            break;
    }
    if (i != MAX_MON_MOVES)
        gAIScriptPtr += 5;
    else
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
}

static void BattleAICmd_get_turn_count(void)
{
    AI_THINKING_STRUCT->funcResult = gBattleResults.battleTurnCounter;
    gAIScriptPtr += 1;
}

static void BattleAICmd_get_type(void)
{
    switch (gAIScriptPtr[1])
    {
    case 1: // player primary type
        AI_THINKING_STRUCT->funcResult = gBattleMons[sBattler_AI].type1;
        break;
    case 0: // enemy primary type
        AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerTarget].type1;
        break;
    case 3: // player secondary type
        AI_THINKING_STRUCT->funcResult = gBattleMons[sBattler_AI].type2;
        break;
    case 2: // enemy secondary type
        AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerTarget].type2;
        break;
    case 4: // type of move being pointed to
        AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].type;
        break;
    }
    gAIScriptPtr += 2;
}

static void BattleAICmd_get_move_power(void)
{
    AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power;
    gAIScriptPtr += 1;
}

// still a nonmatching
#ifdef NONMATCHING
static void BattleAICmd_is_most_powerful_move(void)
{
    int i, j;
    s32 damages[MAX_MON_MOVES];

    for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++)
        if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == sDiscouragedPowerfulMoveEffects[i])
            break;

    if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power > 1
     && sDiscouragedPowerfulMoveEffects[i] == 0xFFFF)
    {
        gDynamicBasePower = 0;
        eDynamicMoveType = 0;
        eDmgMultiplier = 1;
        gMoveResultFlags = 0;
        gCritMultiplier = 1;

        for (i = 0; i < MAX_MON_MOVES; i++)
        {
            for (j = 0; sDiscouragedPowerfulMoveEffects[j] != 0xFFFF; j++)
            { // _08108276
                if (gBattleMoves[gBattleMons[gBankAttacker].moves[i]].effect == sDiscouragedPowerfulMoveEffects[j])
                    break;
            }

            // _081082BA
            if (gBattleMons[gBankAttacker].moves[i]
             && sDiscouragedPowerfulMoveEffects[j] == 0xFFFF
             && gBattleMoves[gBattleMons[gBankAttacker].moves[i]].power > 1)
            {
                gCurrentMove = gBattleMons[gBankAttacker].moves[i];
                AI_CalcDmg(gBankAttacker, gBankTarget);
                TypeCalc(gCurrentMove, gBankAttacker, gBankTarget);
                damages[i] = (gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[i]) / 100;

                if (damages[i] == 0) // moves always do at least 1 damage.
                    damages[i] = 1;
            }
            else
            {
                damages[i] = 0;
            }
        }

        for (i = 0; i < MAX_MON_MOVES; i++)
            if (damages[i] > damages[AI_THINKING_STRUCT->movesetIndex])
                break;

        if (i == MAX_MON_MOVES)
            AI_THINKING_STRUCT->funcResult = 2;
        else
            AI_THINKING_STRUCT->funcResult = 1;
    }
    else
    {
        AI_THINKING_STRUCT->funcResult = 0;
    }

    gAIScriptPtr += 1;
}
#else
NAKED
static void BattleAICmd_is_most_powerful_move(void)
{
    asm(".syntax unified\n\
    push {r4-r7,lr}\n\
    mov r7, r10\n\
    mov r6, r9\n\
    mov r5, r8\n\
    push {r5-r7}\n\
    sub sp, 0x14\n\
    movs r3, 0\n\
    ldr r0, _080C80A4 @ =sDiscouragedPowerfulMoveEffects\n\
    ldrh r1, [r0]\n\
    ldr r5, _080C80A8 @ =0x0000ffff\n\
    ldr r6, _080C80AC @ =gBattleMoves\n\
    ldr r2, _080C80B0 @ =gBattleResources\n\
    cmp r1, r5\n\
    beq _080C7FA2\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, _080C80A4 @ =sDiscouragedPowerfulMoveEffects\n\
_080C7F92:\n\
    ldrh r0, [r1]\n\
    cmp r4, r0\n\
    beq _080C7FA2\n\
    adds r1, 0x2\n\
    adds r3, 0x1\n\
    ldrh r0, [r1]\n\
    cmp r0, r5\n\
    bne _080C7F92\n\
_080C7FA2:\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 _080C7FB8\n\
    b _080C8142\n\
_080C7FB8:\n\
    lsls r0, r3, 1\n\
    ldr r1, _080C80A4 @ =sDiscouragedPowerfulMoveEffects\n\
    adds r0, r1\n\
    ldrh r3, [r0]\n\
    ldr r0, _080C80A8 @ =0x0000ffff\n\
    cmp r3, r0\n\
    beq _080C7FC8\n\
    b _080C8142\n\
_080C7FC8:\n\
    ldr r0, _080C80B4 @ =gDynamicBasePower\n\
    movs r1, 0\n\
    strh r1, [r0]\n\
    ldr r0, _080C80B8 @ =gBattleStruct\n\
    ldr r0, [r0]\n\
    strb r1, [r0, 0x13]\n\
    ldr r0, _080C80BC @ =gBattleScripting\n\
    movs r2, 0x1\n\
    strb r2, [r0, 0xE]\n\
    ldr r0, _080C80C0 @ =gMoveResultFlags\n\
    strb r1, [r0]\n\
    ldr r0, _080C80C4 @ =gCritMultiplier\n\
    strb r2, [r0]\n\
    movs r6, 0\n\
    mov r9, r3\n\
    ldr r2, _080C80A4 @ =sDiscouragedPowerfulMoveEffects\n\
    ldrh r2, [r2]\n\
    str r2, [sp, 0x10]\n\
_080C7FEC:\n\
    movs r3, 0\n\
    ldr r5, _080C80C8 @ =gBattleMons\n\
    lsls r4, r6, 1\n\
    ldr r7, _080C80CC @ =sBattler_AI\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 _080C8030\n\
    ldr r2, _080C80AC @ =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, _080C80A4 @ =sDiscouragedPowerfulMoveEffects\n\
_080C8020:\n\
    ldrh r0, [r1]\n\
    cmp r2, r0\n\
    beq _080C8030\n\
    adds r1, 0x2\n\
    adds r3, 0x1\n\
    ldrh r0, [r1]\n\
    cmp r0, r9\n\
    bne _080C8020\n\
_080C8030:\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 _080C80DC\n\
    lsls r0, r3, 1\n\
    ldr r2, _080C80A4 @ =sDiscouragedPowerfulMoveEffects\n\
    adds r0, r2\n\
    ldrh r0, [r0]\n\
    cmp r0, r9\n\
    bne _080C80DC\n\
    ldr r0, _080C80AC @ =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 _080C80DC\n\
    ldr r5, _080C80D0 @ =gCurrentMove\n\
    strh r2, [r5]\n\
    ldrb r0, [r7]\n\
    ldr r4, _080C80D4 @ =gBattlerTarget\n\
    ldrb r1, [r4]\n\
    bl AI_CalcDmg\n\
    ldrh r0, [r5]\n\
    ldrb r1, [r7]\n\
    ldrb r2, [r4]\n\
    bl TypeCalc\n\
    mov r4, sp\n\
    add r4, r8\n\
    ldr r2, _080C80D8 @ =gBattleMoveDamage\n\
    ldr r0, _080C80B0 @ =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 _080C80E4\n\
    movs r0, 0x1\n\
    str r0, [r4]\n\
    b _080C80E4\n\
    .align 2, 0\n\
_080C80A4: .4byte sDiscouragedPowerfulMoveEffects\n\
_080C80A8: .4byte 0x0000ffff\n\
_080C80AC: .4byte gBattleMoves\n\
_080C80B0: .4byte gBattleResources\n\
_080C80B4: .4byte gDynamicBasePower\n\
_080C80B8: .4byte gBattleStruct\n\
_080C80BC: .4byte gBattleScripting\n\
_080C80C0: .4byte gMoveResultFlags\n\
_080C80C4: .4byte gCritMultiplier\n\
_080C80C8: .4byte gBattleMons\n\
_080C80CC: .4byte sBattler_AI\n\
_080C80D0: .4byte gCurrentMove\n\
_080C80D4: .4byte gBattlerTarget\n\
_080C80D8: .4byte gBattleMoveDamage\n\
_080C80DC:\n\
    mov r1, sp\n\
    add r1, r8\n\
    movs r0, 0\n\
    str r0, [r1]\n\
_080C80E4:\n\
    mov r6, r10\n\
    cmp r6, 0x3\n\
    bgt _080C80EC\n\
    b _080C7FEC\n\
_080C80EC:\n\
    movs r6, 0\n\
    ldr r2, _080C8130 @ =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, _080C8134 @ =gAIScriptPtr\n\
    cmp r1, r0\n\
    bgt _080C8122\n\
    adds r4, r2, 0\n\
    mov r3, sp\n\
_080C8108:\n\
    adds r3, 0x4\n\
    adds r6, 0x1\n\
    cmp r6, 0x3\n\
    bgt _080C8122\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 _080C8108\n\
_080C8122:\n\
    cmp r6, 0x4\n\
    bne _080C8138\n\
    ldr r0, [r2]\n\
    ldr r1, [r0, 0x14]\n\
    movs r0, 0x2\n\
    str r0, [r1, 0x8]\n\
    b _080C814C\n\
    .align 2, 0\n\
_080C8130: .4byte gBattleResources\n\
_080C8134: .4byte gAIScriptPtr\n\
_080C8138:\n\
    ldr r0, [r2]\n\
    ldr r1, [r0, 0x14]\n\
    movs r0, 0x1\n\
    str r0, [r1, 0x8]\n\
    b _080C814C\n\
_080C8142:\n\
    ldr r0, [r2]\n\
    ldr r1, [r0, 0x14]\n\
    movs r0, 0\n\
    str r0, [r1, 0x8]\n\
    ldr r5, _080C8164 @ =gAIScriptPtr\n\
_080C814C:\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\
    .align 2, 0\n\
_080C8164: .4byte gAIScriptPtr\n\
    .syntax divided\n");
}
#endif

static void BattleAICmd_get_move(void)
{
    if (gAIScriptPtr[1] == USER)
        AI_THINKING_STRUCT->funcResult = gLastUsedMove[sBattler_AI];
    else
        AI_THINKING_STRUCT->funcResult = gLastUsedMove[gBattlerTarget];

    gAIScriptPtr += 2;
}

static void BattleAICmd_if_arg_equal(void)
{
    if (gAIScriptPtr[1] == AI_THINKING_STRUCT->funcResult)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_arg_not_equal(void)
{
    if (gAIScriptPtr[1] != AI_THINKING_STRUCT->funcResult)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_would_go_first(void)
{
    if (GetWhoStrikesFirst(sBattler_AI, gBattlerTarget, TRUE) == gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_would_not_go_first(void)
{
    if (GetWhoStrikesFirst(sBattler_AI, gBattlerTarget, TRUE) != gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_nullsub_2A(void)
{
}

static void BattleAICmd_nullsub_2B(void)
{
}

static void BattleAICmd_count_alive_pokemon(void)
{
    struct Pokemon *party;
    int i;
    u8 index;
    u8 var, var2;

    AI_THINKING_STRUCT->funcResult = 0;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    if (GetBattlerSide(index) == 0)
        party = gPlayerParty;
    else
        party = gEnemyParty;

    if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
    {
        u32 status;
        var = gBattlerPartyIndexes[index];
        status = GetBattlerPosition(index) ^ 2;
        var2 = gBattlerPartyIndexes[GetBattlerAtPosition(status)];
    }
    else
    {
        var = gBattlerPartyIndexes[index];
        var2 = gBattlerPartyIndexes[index];
    }

    for (i = 0; i < 6; i++)
    {
        if (i != var && i != var2
         && GetMonData(&party[i], MON_DATA_HP) != 0
         && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_NONE
         && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_EGG)
        {
            AI_THINKING_STRUCT->funcResult++;
        }
    }

    gAIScriptPtr += 2;
}

static void BattleAICmd_get_considered_move(void)
{
    AI_THINKING_STRUCT->funcResult = AI_THINKING_STRUCT->moveConsidered;
    gAIScriptPtr += 1;
}

static void BattleAICmd_get_considered_move_effect(void)
{
    AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect;
    gAIScriptPtr += 1;
}

static void BattleAICmd_get_ability(void)
{
    u8 index;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    if (GetBattlerSide(index) == TARGET)
    {
        u16 side = GetBattlerPosition(index) & 1;

        if (BATTLE_HISTORY->abilities[side] != 0)
        {
            AI_THINKING_STRUCT->funcResult = BATTLE_HISTORY->abilities[side];
            gAIScriptPtr += 2;
            return;
        }

        // abilities that prevent fleeing.
        if (gBattleMons[index].ability == ABILITY_SHADOW_TAG
        || gBattleMons[index].ability == ABILITY_MAGNET_PULL
        || gBattleMons[index].ability == ABILITY_ARENA_TRAP)
        {
            AI_THINKING_STRUCT->funcResult = gBattleMons[index].ability;
            gAIScriptPtr += 2;
            return;
        }

        if (gBaseStats[gBattleMons[index].species].ability1 != ABILITY_NONE)
        {
            if (gBaseStats[gBattleMons[index].species].ability2 != ABILITY_NONE)
            {
                // AI has no knowledge of opponent, so it guesses which ability.
                if (Random() % 2)
                {
                    AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability1;
                }
                else
                {
                    AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability2;
                }
            }
            else
            {
                AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability1; // it's definitely ability 1.
            }
        }
        else
        {
            AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability2; // AI cant actually reach this part since every mon has at least 1 ability.
        }
    }
    else
    {
        // The AI knows its own ability.
        AI_THINKING_STRUCT->funcResult = gBattleMons[index].ability;
    }
    gAIScriptPtr += 2;
}

static void BattleAICmd_get_highest_possible_damage(void)
{
    s32 i;
    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 < 4; i++)
    {
        gBattleMoveDamage = 40;
        gCurrentMove = gBattleMons[sBattler_AI].moves[i];

        if (gCurrentMove != 0)
        {
            TypeCalc(gCurrentMove, sBattler_AI, 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;
        }
    }

    gAIScriptPtr += 1;
}

static void BattleAICmd_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, sBattler_AI, 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 gAIScriptPtr[1] is a u8.
    damageVar = gBattleMoveDamage;

    if (damageVar == gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_nullsub_32(void)
{
}

static void BattleAICmd_nullsub_33(void)
{
}

static void BattleAICmd_if_status_in_party(void)
{
    struct Pokemon *party;
    struct Pokemon *partyPtr;
    int i;
    u32 statusToCompareTo;

    // for whatever reason, game freak put the party pointer into 2 variables instead of 1. it's possible at some point the switch encompassed the whole function and used each respective variable creating largely duplicate code.
    switch (gAIScriptPtr[1])
    {
    case 1:
        party = partyPtr = gEnemyParty;
        break;
    default:
        party = partyPtr = gPlayerParty;
        break;
    }

    statusToCompareTo = T1_READ_32(gAIScriptPtr + 2);

    for (i = 0; i < 6; i++)
    {
        u16 species = GetMonData(&party[i], MON_DATA_SPECIES);
        u16 hp = GetMonData(&party[i], MON_DATA_HP);
        u32 status = GetMonData(&party[i], MON_DATA_STATUS);

        if (species != SPECIES_NONE && species != SPECIES_EGG && hp != 0 && status == statusToCompareTo)
        {
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); // WHAT. why is this being merged into the above switch
            return;
        }
    }

    gAIScriptPtr += 10;
}

// bugged, doesnt return properly. also unused
static void BattleAICmd_if_status_not_in_party(void)
{
    struct Pokemon *party;
    struct Pokemon *partyPtr;
    int i;
    u32 statusToCompareTo;

    switch (gAIScriptPtr[1])
    {
    case 1:
        party = partyPtr = gEnemyParty;
        break;
    default:
        party = partyPtr = gPlayerParty;
        break;
    }

    statusToCompareTo = T1_READ_32(gAIScriptPtr + 2);

    for (i = 0; i < 6; i++)
    {
        u16 species = GetMonData(&party[i], MON_DATA_SPECIES);
        u16 hp = GetMonData(&party[i], MON_DATA_HP);
        u32 status = GetMonData(&party[i], MON_DATA_STATUS);

        // everytime the status is found, the AI's logic jumps further and further past its intended destination. this results in a broken AI macro and is probably why it is unused.
        if (species != SPECIES_NONE && species != SPECIES_EGG && hp != 0 && status == statusToCompareTo)
            gAIScriptPtr += 10; // doesnt return?
    }
    gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
}

enum
{
    WEATHER_TYPE_SUN,
    WEATHER_TYPE_RAIN,
    WEATHER_TYPE_SANDSTORM,
    WEATHER_TYPE_HAIL,
};

extern u16 gBattleWeather;

static void BattleAICmd_get_weather(void)
{
    if (gBattleWeather & WEATHER_RAIN_ANY)
        AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_RAIN;
    if (gBattleWeather & WEATHER_SANDSTORM_ANY)
        AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_SANDSTORM;
    if (gBattleWeather & WEATHER_SUN_ANY)
        AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_SUN;
    if (gBattleWeather & WEATHER_HAIL)
        AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_HAIL;

    gAIScriptPtr += 1;
}

static void BattleAICmd_if_effect(void)
{
    if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_not_effect(void)
{
    if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect != gAIScriptPtr[1])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
    else
        gAIScriptPtr += 6;
}

static void BattleAICmd_if_stat_level_less_than(void)
{
    u32 party;

    if (gAIScriptPtr[1] == USER)
        party = sBattler_AI;
    else
        party = gBattlerTarget;

    if (gBattleMons[party].statStages[gAIScriptPtr[2]] < gAIScriptPtr[3])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
    else
        gAIScriptPtr += 8;
}

static void BattleAICmd_if_stat_level_more_than(void)
{
    u32 party;

    if (gAIScriptPtr[1] == USER)
        party = sBattler_AI;
    else
        party = gBattlerTarget;

    if (gBattleMons[party].statStages[gAIScriptPtr[2]] > gAIScriptPtr[3])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
    else
        gAIScriptPtr += 8;
}

static void BattleAICmd_if_stat_level_equal(void)
{
    u32 party;

    if (gAIScriptPtr[1] == USER)
        party = sBattler_AI;
    else
        party = gBattlerTarget;

    if (gBattleMons[party].statStages[gAIScriptPtr[2]] == gAIScriptPtr[3])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
    else
        gAIScriptPtr += 8;
}

static void BattleAICmd_if_stat_level_not_equal(void)
{
    u32 party;

    if (gAIScriptPtr[1] == USER)
        party = sBattler_AI;
    else
        party = gBattlerTarget;

    if (gBattleMons[party].statStages[gAIScriptPtr[2]] != gAIScriptPtr[3])
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
    else
        gAIScriptPtr += 8;
}

static void BattleAICmd_if_can_faint(void)
{
    if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2)
    {
        gAIScriptPtr += 5;
        return;
    }

    gDynamicBasePower = 0;
    gBattleStruct->dynamicMoveType = 0;
    gBattleScripting.dmgMultiplier = 1;
    gMoveResultFlags = 0;
    gCritMultiplier = 1;
    gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
    AI_CalcDmg(sBattler_AI, gBattlerTarget);
    TypeCalc(gCurrentMove, sBattler_AI, 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)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
    else
        gAIScriptPtr += 5;
}

static void BattleAICmd_if_cant_faint(void)
{
    if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2)
    {
        gAIScriptPtr += 5;
        return;
    }

    gDynamicBasePower = 0;
    gBattleStruct->dynamicMoveType = 0;
    gBattleScripting.dmgMultiplier = 1;
    gMoveResultFlags = 0;
    gCritMultiplier = 1;
    gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
    AI_CalcDmg(sBattler_AI, gBattlerTarget);
    TypeCalc(gCurrentMove, sBattler_AI, 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)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
    else
        gAIScriptPtr += 5;
}

static void BattleAICmd_if_has_move(void)
{
    int i;
    u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2);

    switch (gAIScriptPtr[1])
    {
    case 1:
    case 3:
        for (i = 0; i < MAX_MON_MOVES; i++)
        {
            if (gBattleMons[sBattler_AI].moves[i] == *temp_ptr)
                break;
        }
        if (i == MAX_MON_MOVES)
            gAIScriptPtr += 8;
        else
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
        break;
    case 0:
    case 2:
        for (i = 0; i < 8; i++)
        {
            if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] == *temp_ptr)
                break;
        }
        if (i == 8)
            gAIScriptPtr += 8;
         else
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
        break;
    }
}

static void BattleAICmd_if_dont_have_move(void)
{
    int i;
    u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2);

    switch (gAIScriptPtr[1])
    {
    case 1:
    case 3:
        for (i = 0; i < MAX_MON_MOVES; i++)
        {
            if (gBattleMons[sBattler_AI].moves[i] == *temp_ptr)
                break;
        }
        if (i != MAX_MON_MOVES)
            gAIScriptPtr += 8;
        else
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
        break;
    case 0:
    case 2:
        for (i = 0; i < 8; i++)
        {
            if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] == *temp_ptr)
                break;
        }
        if (i != 8)
            gAIScriptPtr += 8;
        else
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
        break;
    }
}

static void BattleAICmd_if_move_effect(void)
{
    int i;

    switch (gAIScriptPtr[1])
    {
    case 1:
    case 3:
        for (i = 0; i < MAX_MON_MOVES; i++)
        {
            if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].effect == gAIScriptPtr[2])
                break;
        }
        if (i != MAX_MON_MOVES)
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
        else
            gAIScriptPtr += 7;
        break;
    case 0:
    case 2:
        for (i = 0; i < 8; i++)
        {
            if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i]].effect == gAIScriptPtr[2])
                break;
        }
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
    }
}

static void BattleAICmd_if_not_move_effect(void)
{
    int i;

    switch (gAIScriptPtr[1])
    {
    case 1:
    case 3:
        for (i = 0; i < MAX_MON_MOVES; i++)
        {
            if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].effect == gAIScriptPtr[2])
                break;
        }
        if (i != MAX_MON_MOVES)
            gAIScriptPtr += 7;
        else
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
        break;
    case 0:
    case 2:
        for (i = 0; i < 8; i++)
        {
            if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i]].effect == gAIScriptPtr[2])
                break;
        }
        gAIScriptPtr += 7;
    }
}

static void BattleAICmd_if_last_move_did_damage(void)
{
    u8 index;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    if (gAIScriptPtr[2] == 0)
    {
        if (gDisableStructs[index].disabledMove == 0)
        {
            gAIScriptPtr += 7;
            return;
        }
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
        return;
    }
    else if (gAIScriptPtr[2] != 1) // ignore the macro if its not 0 or 1.
    {
        gAIScriptPtr += 7;
        return;
    }
    else if (gDisableStructs[index].encoredMove != 0)
    {
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
        return;
    }
    gAIScriptPtr += 7;
}

static void BattleAICmd_if_encored(void)
{
    switch (gAIScriptPtr[1])
    {
    case 0: // _08109348
        if (gDisableStructs[gActiveBattler].disabledMove == AI_THINKING_STRUCT->moveConsidered)
        {
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
            return;
        }
        gAIScriptPtr += 6;
        return;
    case 1: // _08109370
        if (gDisableStructs[gActiveBattler].encoredMove == AI_THINKING_STRUCT->moveConsidered)
        {
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
            return;
        }
        gAIScriptPtr += 6;
        return;
    default:
        gAIScriptPtr += 6;
        return;
    }
}

static void BattleAICmd_flee(void)
{
    AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_FLEE | AI_ACTION_DO_NOT_ATTACK); // what matters is AI_ACTION_FLEE being enabled.
}

// FRLG safari command
static void BattleAICmd_frlg_safari(void)
{
    u8 var;

    if(gBattleStruct->safariGoNearCounter)
    {
        var = gBattleStruct->safariEscapeFactor * 2;
        if(var > 20)
            var = 20;
    }
    else if(gBattleStruct->safariPkblThrowCounter != 0) // _080C91DC
    {
        var = gBattleStruct->safariEscapeFactor / 4;
        if(var == 0)
            var = 1;
    }
    else
        var = gBattleStruct->safariEscapeFactor;
    var *= 5;
    if((u8)(Random() % 100) < var)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
    else
        gAIScriptPtr += 5;
}

static void BattleAICmd_watch(void)
{
    AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK); // what matters is AI_ACTION_WATCH being enabled.
}

static void BattleAICmd_get_hold_effect(void)
{
    u8 index;
    u16 side;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    if (GetBattlerSide(index) == 0)
    {
        side = (GetBattlerPosition(index) & 1);
        AI_THINKING_STRUCT->funcResult = BATTLE_HISTORY->itemEffects[side];
    }
    else
        AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(gBattleMons[index].item);

    gAIScriptPtr += 2;
}

static void BattleAICmd_get_gender(void)
{
    u8 index;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    AI_THINKING_STRUCT->funcResult = GetGenderFromSpeciesAndPersonality(gBattleMons[index].species, gBattleMons[index].personality);

    gAIScriptPtr += 2;
}

static void BattleAICmd_is_first_turn(void)
{
    u8 index;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    AI_THINKING_STRUCT->funcResult = gDisableStructs[index].isFirstTurn;

    gAIScriptPtr += 2;
}

static void BattleAICmd_get_stockpile_count(void)
{
    u8 index;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    AI_THINKING_STRUCT->funcResult = gDisableStructs[index].stockpileCounter;

    gAIScriptPtr += 2;
}

static void BattleAICmd_is_double_battle(void)
{
    AI_THINKING_STRUCT->funcResult = gBattleTypeFlags & BATTLE_TYPE_DOUBLE;

    gAIScriptPtr += 1;
}

static void BattleAICmd_get_used_held_item(void)
{
    u8 battlerId;

    if (gAIScriptPtr[1] == AI_USER)
        battlerId = sBattler_AI;
    else
        battlerId = gBattlerTarget;

    // This is likely a leftover from Ruby's code and its ugly ewram access.
    #ifdef NONMATCHING
        AI_THINKING_STRUCT->funcResult = gBattleStruct->usedHeldItems[battlerId];
    #else
        AI_THINKING_STRUCT->funcResult = *(u8*)((u8*)(gBattleStruct) + offsetof(struct BattleStruct, usedHeldItems) + (battlerId * 2));
    #endif // NONMATCHING

    gAIScriptPtr += 2;
}

static void BattleAICmd_get_move_type_from_result(void)
{
    AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].type;

    gAIScriptPtr += 1;
}

static void BattleAICmd_get_move_power_from_result(void)
{
    AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].power;

    gAIScriptPtr += 1;
}

static void BattleAICmd_get_move_effect_from_result(void)
{
    AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].effect;

    gAIScriptPtr += 1;
}

static void BattleAICmd_get_protect_count(void)
{
    u8 index;

    if (gAIScriptPtr[1] == USER)
        index = sBattler_AI;
    else
        index = gBattlerTarget;

    AI_THINKING_STRUCT->funcResult = gDisableStructs[index].protectUses;

    gAIScriptPtr += 2;
}

static void BattleAICmd_nullsub_52(void)
{
}

static void BattleAICmd_nullsub_53(void)
{
}

static void BattleAICmd_nullsub_54(void)
{
}

static void BattleAICmd_nullsub_55(void)
{
}

static void BattleAICmd_nullsub_56(void)
{
}

static void BattleAICmd_nullsub_57(void)
{
}

static void BattleAICmd_call(void)
{
    AIStackPushVar(gAIScriptPtr + 5);
    gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
}

static void BattleAICmd_jump(void)
{
    gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
}

static void BattleAICmd_end(void)
{
    if (AIStackPop() == FALSE)
        AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE;
}

static void BattleAICmd_if_level_compare(void)
{
    switch (gAIScriptPtr[1])
    {
    case 0: // greater than
        if (gBattleMons[sBattler_AI].level > gBattleMons[gBattlerTarget].level)
        {
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
            return;
        }
        gAIScriptPtr += 6;
        return;
    case 1: // less than
        if (gBattleMons[sBattler_AI].level < gBattleMons[gBattlerTarget].level)
        {
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
            return;
        }
        gAIScriptPtr += 6;
        return;
    case 2: // equal
        if (gBattleMons[sBattler_AI].level == gBattleMons[gBattlerTarget].level)
        {
            gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
            return;
        }
        gAIScriptPtr += 6;
        return;
    }
}

static void BattleAICmd_if_taunted(void)
{
    if (gDisableStructs[gBattlerTarget].tauntTimer1 != 0)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
    else
        gAIScriptPtr += 5;
}

static void BattleAICmd_if_not_taunted(void)
{
    if (gDisableStructs[gBattlerTarget].tauntTimer1 == 0)
        gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
    else
        gAIScriptPtr += 5;
}

void AIStackPushVar(const u8 *var)
{
    gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = var;
}

// unused
void AIStackPushVar_cursor(void)
{
    gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = gAIScriptPtr;
}

bool8 AIStackPop(void)
{
    if (gBattleResources->AI_ScriptsStack->size != 0)
    {
        --gBattleResources->AI_ScriptsStack->size;
        gAIScriptPtr = gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size];
        return TRUE;
    }
    else
        return FALSE;
}
