· 3 months ago · Jun 27, 2025, 04:11 PM
1#define WIN32_LEAN_AND_MEAN
2#define NOMINMAX
3#include <windows.h>
4#include <d2d1.h>
5#include <dwrite.h>
6#include <fstream> // For file I/O
7#include <iostream> // For some basic I/O, though not strictly necessary for just file ops
8#include <vector>
9#include <cmath>
10#include <string>
11#include <sstream> // Required for wostringstream
12#include <algorithm> // Required for std::max, std::min
13#include <ctime> // Required for srand, time
14#include <cstdlib> // Required for srand, rand (often included by others, but good practice)
15#include <commctrl.h> // Needed for radio buttons etc. in dialog (if using native controls)
16#include <mmsystem.h> // For PlaySound
17#include <tchar.h> //midi func
18#include <thread>
19#include <atomic>
20#include "resource.h"
21
22#pragma comment(lib, "Comctl32.lib") // Link against common controls library
23#pragma comment(lib, "d2d1.lib")
24#pragma comment(lib, "dwrite.lib")
25#pragma comment(lib, "Winmm.lib") // Link against Windows Multimedia library
26
27// --- Constants ---
28const float PI = 3.1415926535f;
29const float BALL_RADIUS = 10.0f;
30const float TABLE_LEFT = 100.0f;
31const float TABLE_TOP = 100.0f;
32const float TABLE_WIDTH = 700.0f;
33const float TABLE_HEIGHT = 350.0f;
34const float TABLE_RIGHT = TABLE_LEFT + TABLE_WIDTH;
35const float TABLE_BOTTOM = TABLE_TOP + TABLE_HEIGHT;
36const float CUSHION_THICKNESS = 20.0f;
37const float HOLE_VISUAL_RADIUS = 22.0f; // Visual size of the hole
38const float POCKET_RADIUS = HOLE_VISUAL_RADIUS * 1.05f; // Make detection radius slightly larger // Make detection radius match visual size (or slightly larger)
39const float MAX_SHOT_POWER = 15.0f;
40const float FRICTION = 0.985f; // Friction factor per frame
41const float MIN_VELOCITY_SQ = 0.01f * 0.01f; // Stop balls below this squared velocity
42const float HEADSTRING_X = TABLE_LEFT + TABLE_WIDTH * 0.30f; // 30% line
43const float RACK_POS_X = TABLE_LEFT + TABLE_WIDTH * 0.65f; // 65% line for rack apex
44const float RACK_POS_Y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
45const UINT ID_TIMER = 1;
46const int TARGET_FPS = 60; // Target frames per second for timer
47
48// --- Enums ---
49// --- MODIFIED/NEW Enums ---
50enum GameState {
51 SHOWING_DIALOG, // NEW: Game is waiting for initial dialog input
52 PRE_BREAK_PLACEMENT,// Player placing cue ball for break
53 BREAKING, // Player is aiming/shooting the break shot
54 CHOOSING_POCKET_P1, // NEW: Player 1 needs to call a pocket for the 8-ball
55 CHOOSING_POCKET_P2, // NEW: Player 2 needs to call a pocket for the 8-ball
56 AIMING, // Player is aiming
57 AI_THINKING, // NEW: AI is calculating its move
58 SHOT_IN_PROGRESS, // Balls are moving
59 ASSIGNING_BALLS, // Turn after break where ball types are assigned
60 PLAYER1_TURN,
61 PLAYER2_TURN,
62 BALL_IN_HAND_P1,
63 BALL_IN_HAND_P2,
64 GAME_OVER
65};
66
67enum BallType {
68 NONE,
69 SOLID, // Yellow (1-7)
70 STRIPE, // Red (9-15)
71 EIGHT_BALL, // Black (8)
72 CUE_BALL // White (0)
73};
74
75// NEW Enums for Game Mode and AI Difficulty
76enum GameMode {
77 HUMAN_VS_HUMAN,
78 HUMAN_VS_AI
79};
80
81enum AIDifficulty {
82 EASY,
83 MEDIUM,
84 HARD
85};
86
87enum OpeningBreakMode {
88 CPU_BREAK,
89 P1_BREAK,
90 FLIP_COIN_BREAK
91};
92
93// --- Structs ---
94struct Ball {
95 int id; // 0=Cue, 1-7=Solid, 8=Eight, 9-15=Stripe
96 BallType type;
97 float x, y;
98 float vx, vy;
99 D2D1_COLOR_F color;
100 bool isPocketed;
101};
102
103struct PlayerInfo {
104 BallType assignedType;
105 int ballsPocketedCount;
106 std::wstring name;
107};
108
109// --- Global Variables ---
110
111// Direct2D & DirectWrite
112ID2D1Factory* pFactory = nullptr;
113//ID2D1Factory* g_pD2DFactory = nullptr;
114ID2D1HwndRenderTarget* pRenderTarget = nullptr;
115IDWriteFactory* pDWriteFactory = nullptr;
116IDWriteTextFormat* pTextFormat = nullptr;
117IDWriteTextFormat* pLargeTextFormat = nullptr; // For "Foul!"
118
119// Game State
120HWND hwndMain = nullptr;
121GameState currentGameState = SHOWING_DIALOG; // Start by showing dialog
122std::vector<Ball> balls;
123int currentPlayer = 1; // 1 or 2
124PlayerInfo player1Info = { BallType::NONE, 0, L"Player 1" };
125PlayerInfo player2Info = { BallType::NONE, 0, L"CPU" }; // Default P2 name
126bool foulCommitted = false;
127std::wstring gameOverMessage = L"";
128bool firstBallPocketedAfterBreak = false;
129std::vector<int> pocketedThisTurn;
130// --- NEW: 8-Ball Pocket Call Globals ---
131int calledPocketP1 = -1; // Pocket index (0-5) called by Player 1 for the 8-ball. -1 means not called.
132int calledPocketP2 = -1; // Pocket index (0-5) called by Player 2 for the 8-ball.
133int currentlyHoveredPocket = -1; // For visual feedback on which pocket is being hovered
134std::wstring pocketCallMessage = L""; // Message like "Choose a pocket..."
135
136// --- NEW: Foul Tracking Globals ---
137int firstHitBallIdThisShot = -1; // ID of the first object ball hit by cue ball (-1 if none)
138bool cueHitObjectBallThisShot = false; // Did cue ball hit an object ball this shot?
139bool railHitAfterContact = false; // Did any ball hit a rail AFTER cue hit an object ball?
140// --- End New Foul Tracking Globals ---
141
142// NEW Game Mode/AI Globals
143GameMode gameMode = HUMAN_VS_HUMAN; // Default mode
144AIDifficulty aiDifficulty = MEDIUM; // Default difficulty
145OpeningBreakMode openingBreakMode = CPU_BREAK; // Default opening break mode
146bool isPlayer2AI = false; // Is Player 2 controlled by AI?
147bool aiTurnPending = false; // Flag: AI needs to take its turn when possible
148// bool aiIsThinking = false; // Replaced by AI_THINKING game state
149// NEW: Flag to indicate if the current shot is the opening break of the game
150bool isOpeningBreakShot = false;
151
152// NEW: For AI shot planning and visualization
153struct AIPlannedShot {
154 float angle;
155 float power;
156 float spinX;
157 float spinY;
158 bool isValid; // Is there a valid shot planned?
159};
160AIPlannedShot aiPlannedShotDetails; // Stores the AI's next shot
161bool aiIsDisplayingAim = false; // True when AI has decided a shot and is in "display aim" mode
162int aiAimDisplayFramesLeft = 0; // How many frames left to display AI aim
163const int AI_AIM_DISPLAY_DURATION_FRAMES = 45; // Approx 0.75 seconds at 60 FPS, adjust as needed
164
165// Input & Aiming
166POINT ptMouse = { 0, 0 };
167bool isAiming = false;
168bool isDraggingCueBall = false;
169// --- ENSURE THIS LINE EXISTS HERE ---
170bool isDraggingStick = false; // True specifically when drag initiated on the stick graphic
171// --- End Ensure ---
172bool isSettingEnglish = false;
173D2D1_POINT_2F aimStartPoint = { 0, 0 };
174float cueAngle = 0.0f;
175float shotPower = 0.0f;
176float cueSpinX = 0.0f; // Range -1 to 1
177float cueSpinY = 0.0f; // Range -1 to 1
178float pocketFlashTimer = 0.0f;
179bool cheatModeEnabled = false; // Cheat Mode toggle (G key)
180int draggingBallId = -1;
181bool keyboardAimingActive = false; // NEW FLAG: true when arrow keys modify aim/power
182MCIDEVICEID midiDeviceID = 0; //midi func
183std::atomic<bool> isMusicPlaying(false); //midi func
184std::thread musicThread; //midi func
185void StartMidi(HWND hwnd, const TCHAR* midiPath);
186void StopMidi();
187
188// UI Element Positions
189D2D1_RECT_F powerMeterRect = { TABLE_RIGHT + CUSHION_THICKNESS + 10, TABLE_TOP, TABLE_RIGHT + CUSHION_THICKNESS + 40, TABLE_BOTTOM };
190D2D1_RECT_F spinIndicatorRect = { TABLE_LEFT - CUSHION_THICKNESS - 60, TABLE_TOP + 20, TABLE_LEFT - CUSHION_THICKNESS - 20, TABLE_TOP + 60 }; // Circle area
191D2D1_POINT_2F spinIndicatorCenter = { spinIndicatorRect.left + (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f, spinIndicatorRect.top + (spinIndicatorRect.bottom - spinIndicatorRect.top) / 2.0f };
192float spinIndicatorRadius = (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f;
193D2D1_RECT_F pocketedBallsBarRect = { TABLE_LEFT, TABLE_BOTTOM + CUSHION_THICKNESS + 30, TABLE_RIGHT, TABLE_BOTTOM + CUSHION_THICKNESS + 70 };
194
195// Corrected Pocket Center Positions (aligned with table corners/edges)
196const D2D1_POINT_2F pocketPositions[6] = {
197 {TABLE_LEFT, TABLE_TOP}, // Top-Left
198 {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP}, // Top-Middle
199 {TABLE_RIGHT, TABLE_TOP}, // Top-Right
200 {TABLE_LEFT, TABLE_BOTTOM}, // Bottom-Left
201 {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_BOTTOM}, // Bottom-Middle
202 {TABLE_RIGHT, TABLE_BOTTOM} // Bottom-Right
203};
204
205// Colors
206const D2D1_COLOR_F TABLE_COLOR = D2D1::ColorF(0.1608f, 0.4000f, 0.1765f); // Darker Green NEWCOLOR (0.0f, 0.5f, 0.1f) => (0.1608f, 0.4000f, 0.1765f)
207//const D2D1_COLOR_F TABLE_COLOR = D2D1::ColorF(0.0f, 0.5f, 0.1f); // Darker Green NEWCOLOR (0.0f, 0.5f, 0.1f) => (0.1608f, 0.4000f, 0.1765f)
208const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF(0.3608f, 0.0275f, 0.0078f)); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
209//const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF::Red); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
210const D2D1_COLOR_F POCKET_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
211const D2D1_COLOR_F CUE_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::White);
212const D2D1_COLOR_F EIGHT_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
213const D2D1_COLOR_F SOLID_COLOR = D2D1::ColorF(D2D1::ColorF::Yellow); // Solids = Yellow
214const D2D1_COLOR_F STRIPE_COLOR = D2D1::ColorF(D2D1::ColorF::Red); // Stripes = Red
215const D2D1_COLOR_F AIM_LINE_COLOR = D2D1::ColorF(D2D1::ColorF::White, 0.7f); // Semi-transparent white
216const D2D1_COLOR_F FOUL_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
217const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(0.1333f, 0.7294f, 0.7490f); //NEWCOLOR 0.1333f, 0.7294f, 0.7490f => ::Blue
218//const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(D2D1::ColorF::Blue);
219const D2D1_COLOR_F ENGLISH_DOT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
220const D2D1_COLOR_F UI_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
221
222// --- Forward Declarations ---
223HRESULT CreateDeviceResources();
224void DiscardDeviceResources();
225void OnPaint();
226void OnResize(UINT width, UINT height);
227void InitGame();
228void GameUpdate();
229void UpdatePhysics();
230void CheckCollisions();
231bool CheckPockets(); // Returns true if any ball was pocketed
232void ProcessShotResults();
233void ApplyShot(float power, float angle, float spinX, float spinY);
234void RespawnCueBall(bool behindHeadstring);
235bool AreBallsMoving();
236void SwitchTurns();
237void AssignPlayerBallTypes(BallType firstPocketedType);
238void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed);
239Ball* GetBallById(int id);
240Ball* GetCueBall();
241//void PlayGameMusic(HWND hwnd); //midi func
242void AIBreakShot();
243
244// Drawing Functions
245void DrawScene(ID2D1RenderTarget* pRT);
246void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory);
247void DrawBalls(ID2D1RenderTarget* pRT);
248void DrawCueStick(ID2D1RenderTarget* pRT);
249void DrawAimingAids(ID2D1RenderTarget* pRT);
250void DrawUI(ID2D1RenderTarget* pRT);
251void DrawPowerMeter(ID2D1RenderTarget* pRT);
252void DrawSpinIndicator(ID2D1RenderTarget* pRT);
253void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT);
254void DrawBallInHandIndicator(ID2D1RenderTarget* pRT);
255// NEW
256void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT);
257
258// Helper Functions
259float GetDistance(float x1, float y1, float x2, float y2);
260float GetDistanceSq(float x1, float y1, float x2, float y2);
261bool IsValidCueBallPosition(float x, float y, bool checkHeadstring);
262template <typename T> void SafeRelease(T** ppT);
263// --- NEW HELPER FORWARD DECLARATIONS ---
264bool IsPlayerOnEightBall(int player);
265void CheckAndTransitionToPocketChoice(int playerID);
266// --- ADD FORWARD DECLARATION FOR NEW HELPER HERE ---
267float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b);
268// --- End Forward Declaration ---
269bool LineSegmentIntersection(D2D1_POINT_2F p1, D2D1_POINT_2F p2, D2D1_POINT_2F p3, D2D1_POINT_2F p4, D2D1_POINT_2F& intersection); // Keep this if present
270
271// --- NEW Forward Declarations ---
272
273// AI Related
274struct AIShotInfo; // Define below
275void TriggerAIMove();
276void AIMakeDecision();
277void AIPlaceCueBall();
278AIShotInfo AIFindBestShot();
279AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex);
280bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2);
281Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq); // Added hitDistSq output
282float CalculateShotPower(float cueToGhostDist, float targetToPocketDist);
283D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex);
284bool IsValidAIAimAngle(float angle); // Basic check
285
286// Dialog Related
287INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
288void ShowNewGameDialog(HINSTANCE hInstance);
289void LoadSettings(); // For deserialization
290void SaveSettings(); // For serialization
291const std::wstring SETTINGS_FILE_NAME = L"Pool-Settings.txt";
292void ResetGame(HINSTANCE hInstance); // Function to handle F2 reset
293
294// --- Forward Declaration for Window Procedure --- <<< Add this line HERE
295LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
296
297// --- NEW Struct for AI Shot Evaluation ---
298struct AIShotInfo {
299 bool possible = false; // Is this shot considered viable?
300 Ball* targetBall = nullptr; // Which ball to hit
301 int pocketIndex = -1; // Which pocket to aim for (0-5)
302 D2D1_POINT_2F ghostBallPos = { 0,0 }; // Where cue ball needs to hit target ball
303 float angle = 0.0f; // Calculated shot angle
304 float power = 0.0f; // Calculated shot power
305 float score = -1.0f; // Score for this shot (higher is better)
306 bool involves8Ball = false; // Is the target the 8-ball?
307};
308
309/*
310table = TABLE_COLOR new: #29662d (0.1608, 0.4000, 0.1765) => old: (0.0f, 0.5f, 0.1f)
311rail CUSHION_COLOR = #5c0702 (0.3608, 0.0275, 0.0078) => ::Red
312gap = #e99d33 (0.9157, 0.6157, 0.2000) => ::Orange
313winbg = #5e8863 (0.3686, 0.5333, 0.3882) => 1.0f, 1.0f, 0.803f
314headstring = #47742f (0.2784, 0.4549, 0.1843) => ::White
315bluearrow = #08b0a5 (0.0314, 0.6902, 0.6471) *#22babf (0.1333,0.7294,0.7490) => ::Blue
316*/
317
318// --- NEW Settings Serialization Functions ---
319void SaveSettings() {
320 std::ofstream outFile(SETTINGS_FILE_NAME);
321 if (outFile.is_open()) {
322 outFile << static_cast<int>(gameMode) << std::endl;
323 outFile << static_cast<int>(aiDifficulty) << std::endl;
324 outFile << static_cast<int>(openingBreakMode) << std::endl;
325 outFile.close();
326 }
327 // else: Handle error, e.g., log or silently fail
328}
329
330void LoadSettings() {
331 std::ifstream inFile(SETTINGS_FILE_NAME);
332 if (inFile.is_open()) {
333 int gm, aid, obm;
334 if (inFile >> gm) {
335 gameMode = static_cast<GameMode>(gm);
336 }
337 if (inFile >> aid) {
338 aiDifficulty = static_cast<AIDifficulty>(aid);
339 }
340 if (inFile >> obm) {
341 openingBreakMode = static_cast<OpeningBreakMode>(obm);
342 }
343 inFile.close();
344
345 // Validate loaded settings (optional, but good practice)
346 if (gameMode < HUMAN_VS_HUMAN || gameMode > HUMAN_VS_AI) gameMode = HUMAN_VS_HUMAN; // Default
347 if (aiDifficulty < EASY || aiDifficulty > HARD) aiDifficulty = MEDIUM; // Default
348 if (openingBreakMode < CPU_BREAK || openingBreakMode > FLIP_COIN_BREAK) openingBreakMode = CPU_BREAK; // Default
349 }
350 // else: File doesn't exist or couldn't be opened, use defaults (already set in global vars)
351}
352// --- End Settings Serialization Functions ---
353
354// --- NEW Dialog Procedure ---
355INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) {
356 switch (message) {
357 case WM_INITDIALOG:
358 {
359 // --- ACTION 4: Center Dialog Box ---
360// Optional: Force centering if default isn't working
361 RECT rcDlg, rcOwner, rcScreen;
362 HWND hwndOwner = GetParent(hDlg); // GetParent(hDlg) might be better if hwndMain is passed
363 if (hwndOwner == NULL) hwndOwner = GetDesktopWindow();
364
365 GetWindowRect(hwndOwner, &rcOwner);
366 GetWindowRect(hDlg, &rcDlg);
367 CopyRect(&rcScreen, &rcOwner); // Use owner rect as reference bounds
368
369 // Offset the owner rect relative to the screen if it's not the desktop
370 if (GetParent(hDlg) != NULL) { // If parented to main window (passed to DialogBoxParam)
371 OffsetRect(&rcOwner, -rcScreen.left, -rcScreen.top);
372 OffsetRect(&rcDlg, -rcScreen.left, -rcScreen.top);
373 OffsetRect(&rcScreen, -rcScreen.left, -rcScreen.top);
374 }
375
376
377 // Calculate centered position
378 int x = rcOwner.left + (rcOwner.right - rcOwner.left - (rcDlg.right - rcDlg.left)) / 2;
379 int y = rcOwner.top + (rcOwner.bottom - rcOwner.top - (rcDlg.bottom - rcDlg.top)) / 2;
380
381 // Ensure it stays within screen bounds (optional safety)
382 x = std::max(static_cast<int>(rcScreen.left), x);
383 y = std::max(static_cast<int>(rcScreen.top), y);
384 if (x + (rcDlg.right - rcDlg.left) > rcScreen.right)
385 x = rcScreen.right - (rcDlg.right - rcDlg.left);
386 if (y + (rcDlg.bottom - rcDlg.top) > rcScreen.bottom)
387 y = rcScreen.bottom - (rcDlg.bottom - rcDlg.top);
388
389
390 // Set the dialog position
391 SetWindowPos(hDlg, HWND_TOP, x, y, 0, 0, SWP_NOSIZE);
392
393 // --- End Centering Code ---
394
395 // Set initial state based on current global settings (or defaults)
396 CheckRadioButton(hDlg, IDC_RADIO_2P, IDC_RADIO_CPU, (gameMode == HUMAN_VS_HUMAN) ? IDC_RADIO_2P : IDC_RADIO_CPU);
397
398 CheckRadioButton(hDlg, IDC_RADIO_EASY, IDC_RADIO_HARD,
399 (aiDifficulty == EASY) ? IDC_RADIO_EASY : ((aiDifficulty == MEDIUM) ? IDC_RADIO_MEDIUM : IDC_RADIO_HARD));
400
401 // Enable/Disable AI group based on initial mode
402 EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), gameMode == HUMAN_VS_AI);
403 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), gameMode == HUMAN_VS_AI);
404 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), gameMode == HUMAN_VS_AI);
405 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), gameMode == HUMAN_VS_AI);
406 // Set initial state for Opening Break Mode
407 CheckRadioButton(hDlg, IDC_RADIO_CPU_BREAK, IDC_RADIO_FLIP_BREAK,
408 (openingBreakMode == CPU_BREAK) ? IDC_RADIO_CPU_BREAK : ((openingBreakMode == P1_BREAK) ? IDC_RADIO_P1_BREAK : IDC_RADIO_FLIP_BREAK));
409 // Enable/Disable Opening Break group based on initial mode
410 EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), gameMode == HUMAN_VS_AI);
411 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), gameMode == HUMAN_VS_AI);
412 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), gameMode == HUMAN_VS_AI);
413 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), gameMode == HUMAN_VS_AI);
414 }
415 return (INT_PTR)TRUE;
416
417 case WM_COMMAND:
418 switch (LOWORD(wParam)) {
419 case IDC_RADIO_2P:
420 case IDC_RADIO_CPU:
421 {
422 bool isCPU = IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED;
423 // Enable/Disable AI group controls based on selection
424 EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), isCPU);
425 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), isCPU);
426 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), isCPU);
427 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), isCPU);
428 // Also enable/disable Opening Break Mode group
429 EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), isCPU);
430 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), isCPU);
431 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), isCPU);
432 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), isCPU);
433 }
434 return (INT_PTR)TRUE;
435
436 case IDOK:
437 // Retrieve selected options and store in global variables
438 if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED) {
439 gameMode = HUMAN_VS_AI;
440 if (IsDlgButtonChecked(hDlg, IDC_RADIO_EASY) == BST_CHECKED) aiDifficulty = EASY;
441 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_MEDIUM) == BST_CHECKED) aiDifficulty = MEDIUM;
442 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_HARD) == BST_CHECKED) aiDifficulty = HARD;
443
444 if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU_BREAK) == BST_CHECKED) openingBreakMode = CPU_BREAK;
445 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_P1_BREAK) == BST_CHECKED) openingBreakMode = P1_BREAK;
446 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_FLIP_BREAK) == BST_CHECKED) openingBreakMode = FLIP_COIN_BREAK;
447 }
448 else {
449 gameMode = HUMAN_VS_HUMAN;
450 // openingBreakMode doesn't apply to HvsH, can leave as is or reset
451 }
452 SaveSettings(); // Save settings when OK is pressed
453 EndDialog(hDlg, IDOK); // Close dialog, return IDOK
454 return (INT_PTR)TRUE;
455
456 case IDCANCEL: // Handle Cancel or closing the dialog
457 // Optionally, could reload settings here if you want cancel to revert to previously saved state
458 EndDialog(hDlg, IDCANCEL);
459 return (INT_PTR)TRUE;
460 }
461 break; // End WM_COMMAND
462 }
463 return (INT_PTR)FALSE; // Default processing
464}
465
466// --- NEW Helper to Show Dialog ---
467void ShowNewGameDialog(HINSTANCE hInstance) {
468 if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), hwndMain, NewGameDialogProc, 0) == IDOK) {
469 // User clicked Start, reset game with new settings
470 isPlayer2AI = (gameMode == HUMAN_VS_AI); // Update AI flag
471 if (isPlayer2AI) {
472 switch (aiDifficulty) {
473 case EASY: player2Info.name = L"CPU (Easy)"; break;
474 case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
475 case HARD: player2Info.name = L"CPU (Hard)"; break;
476 }
477 }
478 else {
479 player2Info.name = L"Player 2";
480 }
481 // Update window title
482 std::wstring windowTitle = L"Direct2D 8-Ball Pool";
483 if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
484 else windowTitle += L" (Human vs " + player2Info.name + L")";
485 SetWindowText(hwndMain, windowTitle.c_str());
486
487 InitGame(); // Re-initialize game logic & board
488 InvalidateRect(hwndMain, NULL, TRUE); // Force redraw
489 }
490 else {
491 // User cancelled dialog - maybe just resume game? Or exit?
492 // For simplicity, we do nothing, game continues as it was.
493 // To exit on cancel from F2, would need more complex state management.
494 }
495}
496
497// --- NEW Reset Game Function ---
498void ResetGame(HINSTANCE hInstance) {
499 // Call the helper function to show the dialog and re-init if OK clicked
500 ShowNewGameDialog(hInstance);
501}
502
503// --- WinMain ---
504int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR, int nCmdShow) {
505 if (FAILED(CoInitialize(NULL))) {
506 MessageBox(NULL, L"COM Initialization Failed.", L"Error", MB_OK | MB_ICONERROR);
507 return -1;
508 }
509
510 // --- NEW: Load settings at startup ---
511 LoadSettings();
512
513 // --- NEW: Show configuration dialog FIRST ---
514 if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), NULL, NewGameDialogProc, 0) != IDOK) {
515 // User cancelled the dialog
516 CoUninitialize();
517 return 0; // Exit gracefully if dialog cancelled
518 }
519 // Global gameMode and aiDifficulty are now set by the DialogProc
520
521 // Set AI flag based on game mode
522 isPlayer2AI = (gameMode == HUMAN_VS_AI);
523 if (isPlayer2AI) {
524 switch (aiDifficulty) {
525 case EASY: player2Info.name = L"CPU (Easy)"; break;
526 case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
527 case HARD: player2Info.name = L"CPU (Hard)"; break;
528 }
529 }
530 else {
531 player2Info.name = L"Player 2";
532 }
533 // --- End of Dialog Logic ---
534
535
536 WNDCLASS wc = { };
537 wc.lpfnWndProc = WndProc;
538 wc.hInstance = hInstance;
539 wc.lpszClassName = L"Direct2D_8BallPool";
540 wc.hCursor = LoadCursor(NULL, IDC_ARROW);
541 wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
542 wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1)); // Use your actual icon ID here
543
544 if (!RegisterClass(&wc)) {
545 MessageBox(NULL, L"Window Registration Failed.", L"Error", MB_OK | MB_ICONERROR);
546 CoUninitialize();
547 return -1;
548 }
549
550 // --- ACTION 4: Calculate Centered Window Position ---
551 const int WINDOW_WIDTH = 1000; // Define desired width
552 const int WINDOW_HEIGHT = 700; // Define desired height
553 int screenWidth = GetSystemMetrics(SM_CXSCREEN);
554 int screenHeight = GetSystemMetrics(SM_CYSCREEN);
555 int windowX = (screenWidth - WINDOW_WIDTH) / 2;
556 int windowY = (screenHeight - WINDOW_HEIGHT) / 2;
557
558 // --- Change Window Title based on mode ---
559 std::wstring windowTitle = L"Direct2D 8-Ball Pool";
560 if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
561 else windowTitle += L" (Human vs " + player2Info.name + L")";
562
563 DWORD dwStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; // No WS_THICKFRAME, No WS_MAXIMIZEBOX
564
565 hwndMain = CreateWindowEx(
566 0, L"Direct2D_8BallPool", windowTitle.c_str(), dwStyle,
567 windowX, windowY, WINDOW_WIDTH, WINDOW_HEIGHT,
568 NULL, NULL, hInstance, NULL
569 );
570
571 if (!hwndMain) {
572 MessageBox(NULL, L"Window Creation Failed.", L"Error", MB_OK | MB_ICONERROR);
573 CoUninitialize();
574 return -1;
575 }
576
577 // Initialize Direct2D Resources AFTER window creation
578 if (FAILED(CreateDeviceResources())) {
579 MessageBox(NULL, L"Failed to create Direct2D resources.", L"Error", MB_OK | MB_ICONERROR);
580 DestroyWindow(hwndMain);
581 CoUninitialize();
582 return -1;
583 }
584
585 InitGame(); // Initialize game state AFTER resources are ready & mode is set
586 Sleep(500); // Allow window to fully initialize before starting the countdown //midi func
587 StartMidi(hwndMain, TEXT("BSQ.MID")); // Replace with your MIDI filename
588 //PlayGameMusic(hwndMain); //midi func
589
590 ShowWindow(hwndMain, nCmdShow);
591 UpdateWindow(hwndMain);
592
593 if (!SetTimer(hwndMain, ID_TIMER, 1000 / TARGET_FPS, NULL)) {
594 MessageBox(NULL, L"Could not SetTimer().", L"Error", MB_OK | MB_ICONERROR);
595 DestroyWindow(hwndMain);
596 CoUninitialize();
597 return -1;
598 }
599
600 MSG msg = { };
601 // --- Modified Main Loop ---
602 // Handles the case where the game starts in SHOWING_DIALOG state (handled now before loop)
603 // or gets reset to it via F2. The main loop runs normally once game starts.
604 while (GetMessage(&msg, NULL, 0, 0)) {
605 // We might need modeless dialog handling here if F2 shows dialog
606 // while window is active, but DialogBoxParam is modal.
607 // Let's assume F2 hides main window, shows dialog, then restarts game loop.
608 // Simpler: F2 calls ResetGame which calls DialogBoxParam (modal) then InitGame.
609 TranslateMessage(&msg);
610 DispatchMessage(&msg);
611 }
612
613
614 KillTimer(hwndMain, ID_TIMER);
615 DiscardDeviceResources();
616 SaveSettings(); // Save settings on exit
617 CoUninitialize();
618
619 return (int)msg.wParam;
620}
621
622// --- WndProc ---
623LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
624 // Declare cueBall pointer once at the top, used in multiple cases
625 // For clarity, often better to declare within each case where needed.
626 Ball* cueBall = nullptr; // Initialize to nullptr
627 switch (msg) {
628 case WM_CREATE:
629 // Resources are now created in WinMain after CreateWindowEx
630 return 0;
631
632 case WM_PAINT:
633 OnPaint();
634 // Validate the entire window region after painting
635 ValidateRect(hwnd, NULL);
636 return 0;
637
638 case WM_SIZE: {
639 UINT width = LOWORD(lParam);
640 UINT height = HIWORD(lParam);
641 OnResize(width, height);
642 return 0;
643 }
644
645 case WM_TIMER:
646 if (wParam == ID_TIMER) {
647 GameUpdate(); // Update game logic and physics
648 InvalidateRect(hwnd, NULL, FALSE); // Request redraw
649 }
650 return 0;
651
652 // --- NEW: Handle F2 Key for Reset ---
653 // --- MODIFIED: Handle More Keys ---
654 case WM_KEYDOWN:
655 { // Add scope for variable declarations
656
657 // --- FIX: Get Cue Ball pointer for this scope ---
658 cueBall = GetCueBall();
659 // We might allow some keys even if cue ball is gone (like F1/F2), but actions need it
660 // --- End Fix ---
661
662 // Check which player can interact via keyboard (Humans only)
663 bool canPlayerControl = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P1 || currentGameState == PRE_BREAK_PLACEMENT)) ||
664 (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT)));
665
666 // --- F1 / F2 Keys (Always available) ---
667 if (wParam == VK_F2) {
668 HINSTANCE hInstance = (HINSTANCE)GetWindowLongPtr(hwnd, GWLP_HINSTANCE);
669 ResetGame(hInstance); // Call reset function
670 return 0; // Indicate key was processed
671 }
672 else if (wParam == VK_F1) {
673 MessageBox(hwnd,
674 L"Direct2D-based StickPool game made in C++ from scratch (2764+ lines of code)\n" // Update line count if needed
675 L"First successful Clone in C++ (no other sites or projects were there to glean from.) Made /w AI assist\n"
676 L"(others were in JS/ non-8-Ball in C# etc.) w/o OOP and Graphics Frameworks all in a Single file.\n"
677 L"Copyright (C) 2025 Evans Thorpemorton, Entisoft Solutions.\n"
678 L"Includes AI Difficulty Modes, Aim-Trajectory For Table Rails + Hard Angles TipShots. || F2=New Game",
679 L"About This Game", MB_OK | MB_ICONINFORMATION);
680 return 0; // Indicate key was processed
681 }
682
683 // Check for 'M' key (uppercase or lowercase)
684 // Toggle music with "M"
685 if (wParam == 'M' || wParam == 'm') {
686 //static bool isMusicPlaying = false;
687 if (isMusicPlaying) {
688 // Stop the music
689 StopMidi();
690 isMusicPlaying = false;
691 }
692 else {
693 // Build the MIDI file path
694 TCHAR midiPath[MAX_PATH];
695 GetModuleFileName(NULL, midiPath, MAX_PATH);
696 // Keep only the directory part
697 TCHAR* lastBackslash = _tcsrchr(midiPath, '\\');
698 if (lastBackslash != NULL) {
699 *(lastBackslash + 1) = '\0';
700 }
701 // Append the MIDI filename
702 _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID")); // Adjust filename if needed
703
704 // Start playing MIDI
705 StartMidi(hwndMain, midiPath);
706 isMusicPlaying = true;
707 }
708 }
709
710
711 // --- Player Interaction Keys (Only if allowed) ---
712 if (canPlayerControl) {
713 // --- Get Shift Key State ---
714 bool shiftPressed = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
715 float angleStep = shiftPressed ? 0.05f : 0.01f; // Base step / Faster step (Adjust as needed) // Multiplier was 5x
716 float powerStep = 0.2f; // Power step (Adjust as needed)
717
718 switch (wParam) {
719 case VK_LEFT: // Rotate Cue Stick Counter-Clockwise
720 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
721 cueAngle -= angleStep;
722 // Normalize angle (keep between 0 and 2*PI)
723 if (cueAngle < 0) cueAngle += 2 * PI;
724 // Ensure state shows aiming visuals if turn just started
725 if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
726 isAiming = false; // Keyboard adjust doesn't use mouse aiming state
727 isDraggingStick = false;
728 keyboardAimingActive = true;
729 }
730 break;
731
732 case VK_RIGHT: // Rotate Cue Stick Clockwise
733 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
734 cueAngle += angleStep;
735 // Normalize angle (keep between 0 and 2*PI)
736 if (cueAngle >= 2 * PI) cueAngle -= 2 * PI;
737 // Ensure state shows aiming visuals if turn just started
738 if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
739 isAiming = false;
740 isDraggingStick = false;
741 keyboardAimingActive = true;
742 }
743 break;
744
745 case VK_UP: // Decrease Shot Power
746 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
747 shotPower -= powerStep;
748 if (shotPower < 0.0f) shotPower = 0.0f;
749 // Ensure state shows aiming visuals if turn just started
750 if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
751 isAiming = true; // Keyboard adjust doesn't use mouse aiming state
752 isDraggingStick = false;
753 keyboardAimingActive = true;
754 }
755 break;
756
757 case VK_DOWN: // Increase Shot Power
758 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
759 shotPower += powerStep;
760 if (shotPower > MAX_SHOT_POWER) shotPower = MAX_SHOT_POWER;
761 // Ensure state shows aiming visuals if turn just started
762 if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
763 isAiming = true;
764 isDraggingStick = false;
765 keyboardAimingActive = true;
766 }
767 break;
768
769 case VK_SPACE: // Trigger Shot
770 if ((currentGameState == AIMING || currentGameState == BREAKING || currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
771 && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING)
772 {
773 if (shotPower > 0.15f) { // Use same threshold as mouse
774 // Reset foul flags BEFORE applying shot
775 firstHitBallIdThisShot = -1;
776 cueHitObjectBallThisShot = false;
777 railHitAfterContact = false;
778
779 // Play sound & Apply Shot
780 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
781 ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
782
783 // Update State
784 currentGameState = SHOT_IN_PROGRESS;
785 foulCommitted = false;
786 pocketedThisTurn.clear();
787 shotPower = 0; // Reset power after shooting
788 isAiming = false; isDraggingStick = false; // Reset aiming flags
789 keyboardAimingActive = false;
790 }
791 }
792 break;
793
794 case VK_ESCAPE: // Cancel Aim/Shot Setup
795 if ((currentGameState == AIMING || currentGameState == BREAKING) || shotPower > 0)
796 {
797 shotPower = 0.0f;
798 isAiming = false;
799 isDraggingStick = false;
800 keyboardAimingActive = false;
801 // Revert to basic turn state if not breaking
802 if (currentGameState != BREAKING) {
803 currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
804 }
805 }
806 break;
807
808 case 'G': // Toggle Cheat Mode
809 cheatModeEnabled = !cheatModeEnabled;
810 if (cheatModeEnabled)
811 MessageBeep(MB_ICONEXCLAMATION); // Play a beep when enabling
812 else
813 MessageBeep(MB_OK); // Play a different beep when disabling
814 break;
815
816 default:
817 // Allow default processing for other keys if needed
818 // return DefWindowProc(hwnd, msg, wParam, lParam); // Usually not needed for WM_KEYDOWN
819 break;
820 } // End switch(wParam) for player controls
821 return 0; // Indicate player control key was processed
822 } // End if(canPlayerControl)
823 } // End scope for WM_KEYDOWN case
824 // If key wasn't F1/F2 and player couldn't control, maybe allow default processing?
825 // return DefWindowProc(hwnd, msg, wParam, lParam); // Or just return 0
826 return 0;
827
828 case WM_MOUSEMOVE: {
829 ptMouse.x = LOWORD(lParam);
830 ptMouse.y = HIWORD(lParam);
831
832 // --- NEW LOGIC: Handle Pocket Hover ---
833 if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
834 (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
835 int oldHover = currentlyHoveredPocket;
836 currentlyHoveredPocket = -1; // Reset
837 for (int i = 0; i < 6; ++i) {
838 if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
839 currentlyHoveredPocket = i;
840 break;
841 }
842 }
843 if (oldHover != currentlyHoveredPocket) {
844 InvalidateRect(hwnd, NULL, FALSE);
845 }
846 // Do NOT return 0 here, allow normal mouse angle update to continue
847 }
848 // --- END NEW LOGIC ---
849
850
851 cueBall = GetCueBall(); // Declare and get cueBall pointer
852
853 if (isDraggingCueBall && cheatModeEnabled && draggingBallId != -1) {
854 Ball* ball = GetBallById(draggingBallId);
855 if (ball) {
856 ball->x = (float)ptMouse.x;
857 ball->y = (float)ptMouse.y;
858 ball->vx = ball->vy = 0.0f;
859 }
860 return 0;
861 }
862
863 if (!cueBall) return 0;
864
865 // Update Aiming Logic (Check player turn)
866 if (isDraggingCueBall &&
867 ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
868 (!isPlayer2AI && currentPlayer == 2 && currentGameState == BALL_IN_HAND_P2) ||
869 currentGameState == PRE_BREAK_PLACEMENT))
870 {
871 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
872 // Tentative position update
873 cueBall->x = (float)ptMouse.x;
874 cueBall->y = (float)ptMouse.y;
875 cueBall->vx = cueBall->vy = 0;
876 }
877 else if ((isAiming || isDraggingStick) &&
878 ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
879 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
880 {
881 //NEW2 MOUSEBOUND CODE = START
882 /*// Clamp mouse inside table bounds during aiming
883 if (ptMouse.x < TABLE_LEFT) ptMouse.x = TABLE_LEFT;
884 if (ptMouse.x > TABLE_RIGHT) ptMouse.x = TABLE_RIGHT;
885 if (ptMouse.y < TABLE_TOP) ptMouse.y = TABLE_TOP;
886 if (ptMouse.y > TABLE_BOTTOM) ptMouse.y = TABLE_BOTTOM;*/
887 //NEW2 MOUSEBOUND CODE = END
888 // Aiming drag updates angle and power
889 float dx = (float)ptMouse.x - cueBall->x;
890 float dy = (float)ptMouse.y - cueBall->y;
891 if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
892 //float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
893 //shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
894 if (!keyboardAimingActive) { // Only update shotPower if NOT keyboard aiming
895 float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
896 shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
897 }
898 }
899 else if (isSettingEnglish &&
900 ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING)) ||
901 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING))))
902 {
903 // Setting English
904 float dx = (float)ptMouse.x - spinIndicatorCenter.x;
905 float dy = (float)ptMouse.y - spinIndicatorCenter.y;
906 float dist = GetDistance(dx, dy, 0, 0);
907 if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
908 cueSpinX = dx / spinIndicatorRadius;
909 cueSpinY = dy / spinIndicatorRadius;
910 }
911 else {
912 //DISABLE PERM AIMING = START
913 /*// Update visual angle even when not aiming/dragging (Check player turn)
914 bool canUpdateVisualAngle = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BALL_IN_HAND_P1)) ||
915 (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2)) ||
916 currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING || currentGameState == AIMING);
917
918 if (canUpdateVisualAngle && !isDraggingCueBall && !isAiming && !isDraggingStick && !keyboardAimingActive) // NEW: Prevent mouse override if keyboard aiming
919 {
920 // NEW MOUSEBOUND CODE = START
921 // Only update cue angle if mouse is inside the playable table area
922 if (ptMouse.x >= TABLE_LEFT && ptMouse.x <= TABLE_RIGHT &&
923 ptMouse.y >= TABLE_TOP && ptMouse.y <= TABLE_BOTTOM)
924 {
925 // NEW MOUSEBOUND CODE = END
926 Ball* cb = cueBall; // Use function-scope cueBall // Already got cueBall above
927 if (cb) {
928 float dx = (float)ptMouse.x - cb->x;
929 float dy = (float)ptMouse.y - cb->y;
930 if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
931 }
932 } //NEW MOUSEBOUND CODE LINE = DISABLE
933 }*/
934 //DISABLE PERM AIMING = END
935 }
936 return 0;
937 } // End WM_MOUSEMOVE
938
939 case WM_LBUTTONDOWN: {
940 ptMouse.x = LOWORD(lParam);
941 ptMouse.y = HIWORD(lParam);
942
943 // --- NEW LOGIC: Handle Pocket Selection First ---
944 if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
945 (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
946
947 int clickedPocketIndex = -1;
948 for (int i = 0; i < 6; ++i) {
949 if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
950 clickedPocketIndex = i;
951 break;
952 }
953 }
954
955 if (clickedPocketIndex != -1) { // Player clicked on a pocket to select it
956 if (currentPlayer == 1) calledPocketP1 = clickedPocketIndex;
957 else calledPocketP2 = clickedPocketIndex;
958 // After selecting, transition to the normal aiming turn state
959 currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
960 pocketCallMessage = L""; // Clear the message
961 InvalidateRect(hwnd, NULL, FALSE);
962 return 0; // Consume the click
963 }
964 // If they click anywhere else, do nothing and let them re-choose
965 return 0;
966 }
967 // --- END NEW LOGIC ---
968
969
970 if (cheatModeEnabled) {
971 // Allow dragging any ball freely
972 for (Ball& ball : balls) {
973 float distSq = GetDistanceSq(ball.x, ball.y, (float)ptMouse.x, (float)ptMouse.y);
974 if (distSq <= BALL_RADIUS * BALL_RADIUS * 4) { // Click near ball
975 isDraggingCueBall = true;
976 draggingBallId = ball.id;
977 if (ball.id == 0) {
978 // If dragging cue ball manually, ensure we stay in Ball-In-Hand state
979 if (currentPlayer == 1)
980 currentGameState = BALL_IN_HAND_P1;
981 else if (currentPlayer == 2 && !isPlayer2AI)
982 currentGameState = BALL_IN_HAND_P2;
983 }
984 return 0;
985 }
986 }
987 }
988
989 Ball* cueBall = GetCueBall(); // Declare and get cueBall pointer
990
991 // Check which player is allowed to interact via mouse click
992 bool canPlayerClickInteract = ((currentPlayer == 1) || (currentPlayer == 2 && !isPlayer2AI));
993 // Define states where interaction is generally allowed
994 bool canInteractState = (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
995 currentGameState == AIMING || currentGameState == BREAKING ||
996 currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 ||
997 currentGameState == PRE_BREAK_PLACEMENT);
998
999 // Check Spin Indicator first (Allow if player's turn/aim phase)
1000 if (canPlayerClickInteract && canInteractState) {
1001 float spinDistSq = GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, spinIndicatorCenter.x, spinIndicatorCenter.y);
1002 if (spinDistSq < spinIndicatorRadius * spinIndicatorRadius * 1.2f) {
1003 isSettingEnglish = true;
1004 float dx = (float)ptMouse.x - spinIndicatorCenter.x;
1005 float dy = (float)ptMouse.y - spinIndicatorCenter.y;
1006 float dist = GetDistance(dx, dy, 0, 0);
1007 if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
1008 cueSpinX = dx / spinIndicatorRadius;
1009 cueSpinY = dy / spinIndicatorRadius;
1010 isAiming = false; isDraggingStick = false; isDraggingCueBall = false;
1011 return 0;
1012 }
1013 }
1014
1015 if (!cueBall) return 0;
1016
1017 // Check Ball-in-Hand placement/drag
1018 bool isPlacingBall = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
1019 bool isPlayerAllowedToPlace = (isPlacingBall &&
1020 ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
1021 (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
1022 (currentGameState == PRE_BREAK_PLACEMENT))); // Allow current player in break setup
1023
1024 if (isPlayerAllowedToPlace) {
1025 float distSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
1026 if (distSq < BALL_RADIUS * BALL_RADIUS * 9.0f) {
1027 isDraggingCueBall = true;
1028 isAiming = false; isDraggingStick = false;
1029 }
1030 else {
1031 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
1032 if (IsValidCueBallPosition((float)ptMouse.x, (float)ptMouse.y, behindHeadstring)) {
1033 cueBall->x = (float)ptMouse.x; cueBall->y = (float)ptMouse.y;
1034 cueBall->vx = 0; cueBall->vy = 0;
1035 isDraggingCueBall = false;
1036 // Transition state
1037 if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
1038 else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
1039 else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
1040 cueAngle = 0.0f;
1041 }
1042 }
1043 return 0;
1044 }
1045
1046 // Check for starting Aim (Cue Ball OR Stick)
1047 bool canAim = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BREAKING)) ||
1048 (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BREAKING)));
1049
1050 if (canAim) {
1051 const float stickDrawLength = 150.0f * 1.4f;
1052 float currentStickAngle = cueAngle + PI;
1053 D2D1_POINT_2F currentStickEnd = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * stickDrawLength, cueBall->y + sinf(currentStickAngle) * stickDrawLength);
1054 D2D1_POINT_2F currentStickTip = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * 5.0f, cueBall->y + sinf(currentStickAngle) * 5.0f);
1055 float distToStickSq = PointToLineSegmentDistanceSq(D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y), currentStickTip, currentStickEnd);
1056 float stickClickThresholdSq = 36.0f;
1057 float distToCueBallSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
1058 float cueBallClickRadiusSq = BALL_RADIUS * BALL_RADIUS * 25;
1059
1060 bool clickedStick = (distToStickSq < stickClickThresholdSq);
1061 bool clickedCueArea = (distToCueBallSq < cueBallClickRadiusSq);
1062
1063 if (clickedStick || clickedCueArea) {
1064 isDraggingStick = clickedStick && !clickedCueArea;
1065 isAiming = clickedCueArea;
1066 aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
1067 shotPower = 0;
1068 float dx = (float)ptMouse.x - cueBall->x;
1069 float dy = (float)ptMouse.y - cueBall->y;
1070 if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
1071 if (currentGameState != BREAKING) currentGameState = AIMING;
1072 }
1073 }
1074 return 0;
1075 } // End WM_LBUTTONDOWN
1076
1077
1078 case WM_LBUTTONUP: {
1079 if (cheatModeEnabled && isDraggingCueBall) {
1080 isDraggingCueBall = false;
1081 if (draggingBallId == 0) {
1082 // After dropping CueBall, stay Ball-In-Hand mode if needed
1083 if (currentPlayer == 1)
1084 currentGameState = BALL_IN_HAND_P1;
1085 else if (currentPlayer == 2 && !isPlayer2AI)
1086 currentGameState = BALL_IN_HAND_P2;
1087 }
1088 draggingBallId = -1;
1089 return 0;
1090 }
1091
1092 ptMouse.x = LOWORD(lParam);
1093 ptMouse.y = HIWORD(lParam);
1094
1095 Ball* cueBall = GetCueBall(); // Get cueBall pointer
1096
1097 // Check for releasing aim drag (Stick OR Cue Ball)
1098 if ((isAiming || isDraggingStick) &&
1099 ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
1100 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
1101 {
1102 bool wasAiming = isAiming;
1103 bool wasDraggingStick = isDraggingStick;
1104 isAiming = false; isDraggingStick = false;
1105
1106 if (shotPower > 0.15f) { // Check power threshold
1107 if (currentGameState != AI_THINKING) {
1108 firstHitBallIdThisShot = -1; cueHitObjectBallThisShot = false; railHitAfterContact = false; // Reset foul flags
1109 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
1110 ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
1111 currentGameState = SHOT_IN_PROGRESS;
1112 foulCommitted = false; pocketedThisTurn.clear();
1113 }
1114 }
1115 else if (currentGameState != AI_THINKING) { // Revert state if power too low
1116 if (currentGameState == BREAKING) { /* Still breaking */ }
1117 else {
1118 currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
1119 if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = false;
1120 }
1121 }
1122 shotPower = 0; // Reset power indicator regardless
1123 }
1124
1125 // Handle releasing cue ball drag (placement)
1126 if (isDraggingCueBall) {
1127 isDraggingCueBall = false;
1128 // Check player allowed to place
1129 bool isPlacingState = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
1130 bool isPlayerAllowed = (isPlacingState &&
1131 ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
1132 (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
1133 (currentGameState == PRE_BREAK_PLACEMENT)));
1134
1135 if (isPlayerAllowed && cueBall) {
1136 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
1137 if (IsValidCueBallPosition(cueBall->x, cueBall->y, behindHeadstring)) {
1138 // Finalize position already set by mouse move
1139 // Transition state
1140 if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
1141 else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
1142 else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
1143 cueAngle = 0.0f;
1144 }
1145 else { /* Stay in BALL_IN_HAND state if final pos invalid */ }
1146 }
1147 }
1148
1149 // Handle releasing english setting
1150 if (isSettingEnglish) {
1151 isSettingEnglish = false;
1152 }
1153 return 0;
1154 } // End WM_LBUTTONUP
1155
1156 case WM_DESTROY:
1157 isMusicPlaying = false;
1158 if (midiDeviceID != 0) {
1159 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
1160 midiDeviceID = 0;
1161 SaveSettings(); // Save settings on exit
1162 }
1163 PostQuitMessage(0);
1164 return 0;
1165
1166 default:
1167 return DefWindowProc(hwnd, msg, wParam, lParam);
1168 }
1169 return 0;
1170}
1171
1172// --- Direct2D Resource Management ---
1173
1174HRESULT CreateDeviceResources() {
1175 HRESULT hr = S_OK;
1176
1177 // Create Direct2D Factory
1178 if (!pFactory) {
1179 hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pFactory);
1180 if (FAILED(hr)) return hr;
1181 }
1182
1183 // Create DirectWrite Factory
1184 if (!pDWriteFactory) {
1185 hr = DWriteCreateFactory(
1186 DWRITE_FACTORY_TYPE_SHARED,
1187 __uuidof(IDWriteFactory),
1188 reinterpret_cast<IUnknown**>(&pDWriteFactory)
1189 );
1190 if (FAILED(hr)) return hr;
1191 }
1192
1193 // Create Text Formats
1194 if (!pTextFormat && pDWriteFactory) {
1195 hr = pDWriteFactory->CreateTextFormat(
1196 L"Segoe UI", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
1197 16.0f, L"en-us", &pTextFormat
1198 );
1199 if (FAILED(hr)) return hr;
1200 // Center align text
1201 pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
1202 pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
1203 }
1204 if (!pLargeTextFormat && pDWriteFactory) {
1205 hr = pDWriteFactory->CreateTextFormat(
1206 L"Impact", NULL, DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
1207 48.0f, L"en-us", &pLargeTextFormat
1208 );
1209 if (FAILED(hr)) return hr;
1210 pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); // Align left
1211 pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
1212 }
1213
1214
1215 // Create Render Target (needs valid hwnd)
1216 if (!pRenderTarget && hwndMain) {
1217 RECT rc;
1218 GetClientRect(hwndMain, &rc);
1219 D2D1_SIZE_U size = D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top);
1220
1221 hr = pFactory->CreateHwndRenderTarget(
1222 D2D1::RenderTargetProperties(),
1223 D2D1::HwndRenderTargetProperties(hwndMain, size),
1224 &pRenderTarget
1225 );
1226 if (FAILED(hr)) {
1227 // If failed, release factories if they were created in this call
1228 SafeRelease(&pTextFormat);
1229 SafeRelease(&pLargeTextFormat);
1230 SafeRelease(&pDWriteFactory);
1231 SafeRelease(&pFactory);
1232 pRenderTarget = nullptr; // Ensure it's null on failure
1233 return hr;
1234 }
1235 }
1236
1237 return hr;
1238}
1239
1240void DiscardDeviceResources() {
1241 SafeRelease(&pRenderTarget);
1242 SafeRelease(&pTextFormat);
1243 SafeRelease(&pLargeTextFormat);
1244 SafeRelease(&pDWriteFactory);
1245 // Keep pFactory until application exit? Or release here too? Let's release.
1246 SafeRelease(&pFactory);
1247}
1248
1249void OnResize(UINT width, UINT height) {
1250 if (pRenderTarget) {
1251 D2D1_SIZE_U size = D2D1::SizeU(width, height);
1252 pRenderTarget->Resize(size); // Ignore HRESULT for simplicity here
1253 }
1254}
1255
1256// --- Game Initialization ---
1257void InitGame() {
1258 srand((unsigned int)time(NULL)); // Seed random number generator
1259 isOpeningBreakShot = true; // This is the start of a new game, so the next shot is an opening break.
1260 aiPlannedShotDetails.isValid = false; // Reset AI planned shot
1261 aiIsDisplayingAim = false;
1262 aiAimDisplayFramesLeft = 0;
1263 // ... (rest of InitGame())
1264
1265 // --- Ensure pocketed list is clear from the absolute start ---
1266 pocketedThisTurn.clear();
1267
1268 balls.clear(); // Clear existing balls
1269
1270 // Reset Player Info (Names should be set by Dialog/wWinMain/ResetGame)
1271 player1Info.assignedType = BallType::NONE;
1272 player1Info.ballsPocketedCount = 0;
1273 // Player 1 Name usually remains "Player 1"
1274 player2Info.assignedType = BallType::NONE;
1275 player2Info.ballsPocketedCount = 0;
1276 // Player 2 Name is set based on gameMode in ShowNewGameDialog
1277
1278 // Create Cue Ball (ID 0)
1279 // Initial position will be set during PRE_BREAK_PLACEMENT state
1280 balls.push_back({ 0, BallType::CUE_BALL, TABLE_LEFT + TABLE_WIDTH * 0.15f, RACK_POS_Y, 0, 0, CUE_BALL_COLOR, false });
1281
1282 // --- Create Object Balls (Temporary List) ---
1283 std::vector<Ball> objectBalls;
1284 // Solids (1-7, Yellow)
1285 for (int i = 1; i <= 7; ++i) {
1286 objectBalls.push_back({ i, BallType::SOLID, 0, 0, 0, 0, SOLID_COLOR, false });
1287 }
1288 // Stripes (9-15, Red)
1289 for (int i = 9; i <= 15; ++i) {
1290 objectBalls.push_back({ i, BallType::STRIPE, 0, 0, 0, 0, STRIPE_COLOR, false });
1291 }
1292 // 8-Ball (ID 8) - Add it to the list to be placed
1293 objectBalls.push_back({ 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false });
1294
1295
1296 // --- Racking Logic (Improved) ---
1297 float spacingX = BALL_RADIUS * 2.0f * 0.866f; // cos(30) for horizontal spacing
1298 float spacingY = BALL_RADIUS * 2.0f * 1.0f; // Vertical spacing
1299
1300 // Define rack positions (0-14 indices corresponding to triangle spots)
1301 D2D1_POINT_2F rackPositions[15];
1302 int rackIndex = 0;
1303 for (int row = 0; row < 5; ++row) {
1304 for (int col = 0; col <= row; ++col) {
1305 if (rackIndex >= 15) break;
1306 float x = RACK_POS_X + row * spacingX;
1307 float y = RACK_POS_Y + (col - row / 2.0f) * spacingY;
1308 rackPositions[rackIndex++] = D2D1::Point2F(x, y);
1309 }
1310 }
1311
1312 // Separate 8-ball
1313 Ball eightBall;
1314 std::vector<Ball> otherBalls; // Solids and Stripes
1315 bool eightBallFound = false;
1316 for (const auto& ball : objectBalls) {
1317 if (ball.id == 8) {
1318 eightBall = ball;
1319 eightBallFound = true;
1320 }
1321 else {
1322 otherBalls.push_back(ball);
1323 }
1324 }
1325 // Ensure 8 ball was actually created (should always be true)
1326 if (!eightBallFound) {
1327 // Handle error - perhaps recreate it? For now, proceed.
1328 eightBall = { 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false };
1329 }
1330
1331
1332 // Shuffle the other 14 balls
1333 // Use std::shuffle if available (C++11 and later) for better randomness
1334 // std::random_device rd;
1335 // std::mt19937 g(rd());
1336 // std::shuffle(otherBalls.begin(), otherBalls.end(), g);
1337 std::random_shuffle(otherBalls.begin(), otherBalls.end()); // Using deprecated for now
1338
1339 // --- Place balls into the main 'balls' vector in rack order ---
1340 // Important: Add the cue ball (already created) first.
1341 // (Cue ball added at the start of the function now)
1342
1343 // 1. Place the 8-ball in its fixed position (index 4 for the 3rd row center)
1344 int eightBallRackIndex = 4;
1345 eightBall.x = rackPositions[eightBallRackIndex].x;
1346 eightBall.y = rackPositions[eightBallRackIndex].y;
1347 eightBall.vx = 0;
1348 eightBall.vy = 0;
1349 eightBall.isPocketed = false;
1350 balls.push_back(eightBall); // Add 8 ball to the main vector
1351
1352 // 2. Place the shuffled Solids and Stripes in the remaining spots
1353 size_t otherBallIdx = 0;
1354 //int otherBallIdx = 0;
1355 for (int i = 0; i < 15; ++i) {
1356 if (i == eightBallRackIndex) continue; // Skip the 8-ball spot
1357
1358 if (otherBallIdx < otherBalls.size()) {
1359 Ball& ballToPlace = otherBalls[otherBallIdx++];
1360 ballToPlace.x = rackPositions[i].x;
1361 ballToPlace.y = rackPositions[i].y;
1362 ballToPlace.vx = 0;
1363 ballToPlace.vy = 0;
1364 ballToPlace.isPocketed = false;
1365 balls.push_back(ballToPlace); // Add to the main game vector
1366 }
1367 }
1368 // --- End Racking Logic ---
1369
1370
1371 // --- Determine Who Breaks and Initial State ---
1372 if (isPlayer2AI) {
1373 /*// AI Mode: Randomly decide who breaks
1374 if ((rand() % 2) == 0) {
1375 // AI (Player 2) breaks
1376 currentPlayer = 2;
1377 currentGameState = PRE_BREAK_PLACEMENT; // AI needs to place ball first
1378 aiTurnPending = true; // Trigger AI logic
1379 }
1380 else {
1381 // Player 1 (Human) breaks
1382 currentPlayer = 1;
1383 currentGameState = PRE_BREAK_PLACEMENT; // Human places cue ball
1384 aiTurnPending = false;*/
1385 switch (openingBreakMode) {
1386 case CPU_BREAK:
1387 currentPlayer = 2; // AI breaks
1388 currentGameState = PRE_BREAK_PLACEMENT;
1389 aiTurnPending = true;
1390 break;
1391 case P1_BREAK:
1392 currentPlayer = 1; // Player 1 breaks
1393 currentGameState = PRE_BREAK_PLACEMENT;
1394 aiTurnPending = false;
1395 break;
1396 case FLIP_COIN_BREAK:
1397 if ((rand() % 2) == 0) { // 0 for AI, 1 for Player 1
1398 currentPlayer = 2; // AI breaks
1399 currentGameState = PRE_BREAK_PLACEMENT;
1400 aiTurnPending = true;
1401 }
1402 else {
1403 currentPlayer = 1; // Player 1 breaks
1404 currentGameState = PRE_BREAK_PLACEMENT;
1405 aiTurnPending = false;
1406 }
1407 break;
1408 default: // Fallback to CPU break
1409 currentPlayer = 2;
1410 currentGameState = PRE_BREAK_PLACEMENT;
1411 aiTurnPending = true;
1412 break;
1413 }
1414 }
1415 else {
1416 // Human vs Human, Player 1 always breaks (or could add a flip coin for HvsH too if desired)
1417 currentPlayer = 1;
1418 currentGameState = PRE_BREAK_PLACEMENT;
1419 aiTurnPending = false; // No AI involved
1420 }
1421
1422 // Reset other relevant game state variables
1423 foulCommitted = false;
1424 gameOverMessage = L"";
1425 firstBallPocketedAfterBreak = false;
1426 // pocketedThisTurn cleared at start
1427 // Reset shot parameters and input flags
1428 shotPower = 0.0f;
1429 cueSpinX = 0.0f;
1430 cueSpinY = 0.0f;
1431 isAiming = false;
1432 isDraggingCueBall = false;
1433 isSettingEnglish = false;
1434 cueAngle = 0.0f; // Reset aim angle
1435}
1436
1437
1438// --- Game Loop ---
1439void GameUpdate() {
1440 if (currentGameState == SHOT_IN_PROGRESS) {
1441 UpdatePhysics();
1442 CheckCollisions();
1443
1444 if (AreBallsMoving()) {
1445 // When all balls stop, clear aiming flags
1446 isAiming = false;
1447 aiIsDisplayingAim = false;
1448 //ProcessShotResults();
1449 }
1450
1451 bool pocketed = CheckPockets(); // Store if any ball was pocketed
1452
1453 // --- Update pocket flash animation timer ---
1454 if (pocketFlashTimer > 0.0f) {
1455 pocketFlashTimer -= 0.02f;
1456 if (pocketFlashTimer < 0.0f) pocketFlashTimer = 0.0f;
1457 }
1458
1459 if (!AreBallsMoving()) {
1460 ProcessShotResults(); // Determine next state based on what happened
1461 }
1462 }
1463
1464 // --- Check if AI needs to act ---
1465 else if (isPlayer2AI && currentPlayer == 2 && !AreBallsMoving()) {
1466 if (aiIsDisplayingAim) { // AI has decided a shot and is displaying aim
1467 aiAimDisplayFramesLeft--;
1468 if (aiAimDisplayFramesLeft <= 0) {
1469 aiIsDisplayingAim = false; // Done displaying
1470 if (aiPlannedShotDetails.isValid) {
1471 // Execute the planned shot
1472 firstHitBallIdThisShot = -1;
1473 cueHitObjectBallThisShot = false;
1474 railHitAfterContact = false;
1475 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
1476 ApplyShot(aiPlannedShotDetails.power, aiPlannedShotDetails.angle, aiPlannedShotDetails.spinX, aiPlannedShotDetails.spinY);
1477 aiPlannedShotDetails.isValid = false; // Clear the planned shot
1478 }
1479 currentGameState = SHOT_IN_PROGRESS;
1480 foulCommitted = false;
1481 pocketedThisTurn.clear();
1482 }
1483 // Else, continue displaying aim
1484 }
1485 else if (aiTurnPending) { // AI needs to start its decision process
1486 // Valid states for AI to start thinking
1487 /*/if (currentGameState == PRE_BREAK_PLACEMENT && isOpeningBreakShot) {*/
1488 //newcode 1 commented out
1489 /*if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT && currentPlayer == 2 && isPlayer2AI) {
1490 // Handle the break shot
1491 AIBreakShot();
1492 }*/ //new code 1 end
1493 /*else if (currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING ||
1494 currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2) {*/
1495
1496 // aiTurnPending might be consumed by AIBreakShot or remain for next cycle if needed
1497 /* } //new code 2 commented out
1498 else if (currentGameState == BALL_IN_HAND_P2 && currentPlayer == 2 && isPlayer2AI) {
1499 AIPlaceCueBall(); // AI places the ball first
1500 // After placement, AI needs to decide its shot.
1501 // Transition to a state where AIMakeDecision will be called for shot selection.
1502 currentGameState = PLAYER2_TURN; // Or a specific AI_AIMING_AFTER_PLACEMENT state
1503 // aiTurnPending remains true to trigger AIMakeDecision next.
1504 }
1505 else if (currentGameState == PLAYER2_TURN && currentPlayer == 2 && isPlayer2AI) {
1506 // This is for a normal turn (not break, not immediately after ball-in-hand placement)
1507
1508 currentGameState = AI_THINKING; // Set state to indicate AI is processing
1509 aiTurnPending = false; // Consume the pending turn flag
1510 AIMakeDecision(); // For normal shots (non-break)
1511 }
1512 else {
1513 // Not a state where AI should act
1514 aiTurnPending = false;
1515 }*/
1516 // 2b) AI is ready to think (pending flag)
1517 // **1) Ball-in-Hand** let AI place the cue ball first
1518 if (currentGameState == BALL_IN_HAND_P2) {
1519 // Step 1: AI places the cue ball.
1520 AIPlaceCueBall();
1521 // Step 2: Transition to thinking state for shot decision.
1522 currentGameState = AI_THINKING; //newcode5
1523 // Step 3: Consume the pending flag for the placement phase.
1524 // AIMakeDecision will handle shot planning now.
1525 aiTurnPending = false; //newcode5
1526 // Step 4: AI immediately decides the shot from the new position.
1527 AIMakeDecision(); //newcode5
1528 }
1529 // **2) Opening break** special break shot logic
1530 else if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
1531 AIBreakShot();
1532 }
1533 else if (currentGameState == PLAYER2_TURN || currentGameState == BREAKING) { //newcode5
1534 // General turn for AI to think (not ball-in-hand, not initial break placement)
1535 currentGameState = AI_THINKING; //newcode5
1536 aiTurnPending = false; // Consume the flag //newcode5
1537 AIMakeDecision(); //newcode5
1538 }
1539 // **3) Otherwise** normal shot planning
1540 /*else { //orig uncommented oldcode5
1541 currentGameState = AI_THINKING;
1542 aiTurnPending = false;
1543 AIMakeDecision();
1544 }*/
1545 }
1546
1547 //} //bracefix
1548 // If current state is AI_THINKING but not displaying aim, then AI decision has already been made
1549 }
1550}
1551
1552// --- Physics and Collision ---
1553void UpdatePhysics() {
1554 for (size_t i = 0; i < balls.size(); ++i) {
1555 Ball& b = balls[i];
1556 if (!b.isPocketed) {
1557 b.x += b.vx;
1558 b.y += b.vy;
1559
1560 // Apply friction
1561 b.vx *= FRICTION;
1562 b.vy *= FRICTION;
1563
1564 // Stop balls if velocity is very low
1565 if (GetDistanceSq(b.vx, b.vy, 0, 0) < MIN_VELOCITY_SQ) {
1566 b.vx = 0;
1567 b.vy = 0;
1568 }
1569 }
1570 }
1571}
1572
1573void CheckCollisions() {
1574 float left = TABLE_LEFT;
1575 float right = TABLE_RIGHT;
1576 float top = TABLE_TOP;
1577 float bottom = TABLE_BOTTOM;
1578 const float pocketMouthCheckRadiusSq = (POCKET_RADIUS + BALL_RADIUS) * (POCKET_RADIUS + BALL_RADIUS) * 1.1f;
1579
1580 // --- Reset Per-Frame Sound Flags ---
1581 bool playedWallSoundThisFrame = false;
1582 bool playedCollideSoundThisFrame = false;
1583 // ---
1584
1585 for (size_t i = 0; i < balls.size(); ++i) {
1586 Ball& b1 = balls[i];
1587 if (b1.isPocketed) continue;
1588
1589 bool nearPocket[6];
1590 for (int p = 0; p < 6; ++p) {
1591 nearPocket[p] = GetDistanceSq(b1.x, b1.y, pocketPositions[p].x, pocketPositions[p].y) < pocketMouthCheckRadiusSq;
1592 }
1593 bool nearTopLeftPocket = nearPocket[0];
1594 bool nearTopMidPocket = nearPocket[1];
1595 bool nearTopRightPocket = nearPocket[2];
1596 bool nearBottomLeftPocket = nearPocket[3];
1597 bool nearBottomMidPocket = nearPocket[4];
1598 bool nearBottomRightPocket = nearPocket[5];
1599
1600 bool collidedWallThisBall = false;
1601
1602 // --- Ball-Wall Collisions ---
1603 // (Check logic unchanged, added sound calls and railHitAfterContact update)
1604 // Left Wall
1605 if (b1.x - BALL_RADIUS < left) {
1606 if (!nearTopLeftPocket && !nearBottomLeftPocket) {
1607 b1.x = left + BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
1608 if (!playedWallSoundThisFrame) {
1609 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
1610 playedWallSoundThisFrame = true;
1611 }
1612 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
1613 }
1614 }
1615 // Right Wall
1616 if (b1.x + BALL_RADIUS > right) {
1617 if (!nearTopRightPocket && !nearBottomRightPocket) {
1618 b1.x = right - BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
1619 if (!playedWallSoundThisFrame) {
1620 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
1621 playedWallSoundThisFrame = true;
1622 }
1623 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
1624 }
1625 }
1626 // Top Wall
1627 if (b1.y - BALL_RADIUS < top) {
1628 if (!nearTopLeftPocket && !nearTopMidPocket && !nearTopRightPocket) {
1629 b1.y = top + BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
1630 if (!playedWallSoundThisFrame) {
1631 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
1632 playedWallSoundThisFrame = true;
1633 }
1634 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
1635 }
1636 }
1637 // Bottom Wall
1638 if (b1.y + BALL_RADIUS > bottom) {
1639 if (!nearBottomLeftPocket && !nearBottomMidPocket && !nearBottomRightPocket) {
1640 b1.y = bottom - BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
1641 if (!playedWallSoundThisFrame) {
1642 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
1643 playedWallSoundThisFrame = true;
1644 }
1645 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
1646 }
1647 }
1648
1649 // Spin effect (Unchanged)
1650 if (collidedWallThisBall) {
1651 if (b1.x <= left + BALL_RADIUS || b1.x >= right - BALL_RADIUS) { b1.vy += cueSpinX * b1.vx * 0.05f; }
1652 if (b1.y <= top + BALL_RADIUS || b1.y >= bottom - BALL_RADIUS) { b1.vx -= cueSpinY * b1.vy * 0.05f; }
1653 cueSpinX *= 0.7f; cueSpinY *= 0.7f;
1654 }
1655
1656
1657 // --- Ball-Ball Collisions ---
1658 for (size_t j = i + 1; j < balls.size(); ++j) {
1659 Ball& b2 = balls[j];
1660 if (b2.isPocketed) continue;
1661
1662 float dx = b2.x - b1.x; float dy = b2.y - b1.y;
1663 float distSq = dx * dx + dy * dy;
1664 float minDist = BALL_RADIUS * 2.0f;
1665
1666 if (distSq > 1e-6 && distSq < minDist * minDist) {
1667 float dist = sqrtf(distSq);
1668 float overlap = minDist - dist;
1669 float nx = dx / dist; float ny = dy / dist;
1670
1671 // Separation (Unchanged)
1672 b1.x -= overlap * 0.5f * nx; b1.y -= overlap * 0.5f * ny;
1673 b2.x += overlap * 0.5f * nx; b2.y += overlap * 0.5f * ny;
1674
1675 float rvx = b1.vx - b2.vx; float rvy = b1.vy - b2.vy;
1676 float velAlongNormal = rvx * nx + rvy * ny;
1677
1678 if (velAlongNormal > 0) { // Colliding
1679 // --- Play Ball Collision Sound ---
1680 if (!playedCollideSoundThisFrame) {
1681 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("poolballhit.wav")).detach();
1682 playedCollideSoundThisFrame = true; // Set flag
1683 }
1684 // --- End Sound ---
1685
1686 // --- NEW: Track First Hit and Cue/Object Collision ---
1687 if (firstHitBallIdThisShot == -1) { // If first hit hasn't been recorded yet
1688 if (b1.id == 0) { // Cue ball hit b2 first
1689 firstHitBallIdThisShot = b2.id;
1690 cueHitObjectBallThisShot = true;
1691 }
1692 else if (b2.id == 0) { // Cue ball hit b1 first
1693 firstHitBallIdThisShot = b1.id;
1694 cueHitObjectBallThisShot = true;
1695 }
1696 // If neither is cue ball, doesn't count as first hit for foul purposes
1697 }
1698 else if (b1.id == 0 || b2.id == 0) {
1699 // Track subsequent cue ball collisions with object balls
1700 cueHitObjectBallThisShot = true;
1701 }
1702 // --- End First Hit Tracking ---
1703
1704
1705 // Impulse (Unchanged)
1706 float impulse = velAlongNormal;
1707 b1.vx -= impulse * nx; b1.vy -= impulse * ny;
1708 b2.vx += impulse * nx; b2.vy += impulse * ny;
1709
1710 // Spin Transfer (Unchanged)
1711 if (b1.id == 0 || b2.id == 0) {
1712 float spinEffectFactor = 0.08f;
1713 b1.vx += (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
1714 b1.vy += (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
1715 b2.vx -= (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
1716 b2.vy -= (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
1717 cueSpinX *= 0.85f; cueSpinY *= 0.85f;
1718 }
1719 }
1720 }
1721 } // End ball-ball loop
1722 } // End ball loop
1723} // End CheckCollisions
1724
1725
1726bool CheckPockets() {
1727 bool ballPocketedThisCheck = false; // Local flag for this specific check run
1728 for (size_t i = 0; i < balls.size(); ++i) {
1729 Ball& b = balls[i];
1730 if (!b.isPocketed) { // Only check balls that aren't already flagged as pocketed
1731 for (int p = 0; p < 6; ++p) {
1732 float distSq = GetDistanceSq(b.x, b.y, pocketPositions[p].x, pocketPositions[p].y);
1733 // --- Use updated POCKET_RADIUS ---
1734 if (distSq < POCKET_RADIUS * POCKET_RADIUS) {
1735 b.isPocketed = true;
1736 b.vx = b.vy = 0;
1737 pocketedThisTurn.push_back(b.id);
1738
1739 // --- Play Pocket Sound (Threaded) ---
1740 if (!ballPocketedThisCheck) {
1741 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("pocket.wav")).detach();
1742 ballPocketedThisCheck = true;
1743 }
1744 // --- End Sound ---
1745
1746 break; // Ball is pocketed
1747 }
1748 }
1749 }
1750 }
1751 return ballPocketedThisCheck;
1752}
1753
1754bool AreBallsMoving() {
1755 for (size_t i = 0; i < balls.size(); ++i) {
1756 if (!balls[i].isPocketed && (balls[i].vx != 0 || balls[i].vy != 0)) {
1757 return true;
1758 }
1759 }
1760 return false;
1761}
1762
1763void RespawnCueBall(bool behindHeadstring) { // 'behindHeadstring' only relevant for initial break placement
1764 Ball* cueBall = GetCueBall();
1765 if (cueBall) {
1766 // Reset position to a default
1767 //disabled for behind headstring (now move anywhere)
1768 /*cueBall->x = HEADSTRING_X * 0.5f;
1769 cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;*/
1770 // Reset position to a default:
1771 if (behindHeadstring) {
1772 // Opening break: kitchen center
1773 cueBall->x = HEADSTRING_X * 0.5f;
1774 cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
1775 }
1776 else {
1777 // Ball-in-hand (foul): center of full table
1778 cueBall->x = TABLE_LEFT + TABLE_WIDTH / 2.0f;
1779 cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
1780 }
1781 cueBall->vx = 0;
1782 cueBall->vy = 0;
1783 cueBall->isPocketed = false;
1784
1785 // Set state based on who gets ball-in-hand
1786 /*// 'currentPlayer' already reflects who's turn it is NOW (switched before calling this)*/
1787 // 'currentPlayer' has already been switched to the player whose turn it will be.
1788 // The 'behindHeadstring' parameter to RespawnCueBall is mostly for historical reasons / initial setup.
1789 if (currentPlayer == 1) { // Player 2 (AI/Human) fouled, Player 1 (Human) gets ball-in-hand
1790 currentGameState = BALL_IN_HAND_P1;
1791 aiTurnPending = false; // Ensure AI flag off
1792 }
1793 else { // Player 1 (Human) fouled, Player 2 gets ball-in-hand
1794 if (isPlayer2AI) {
1795 // --- CONFIRMED FIX: Set correct state for AI Ball-in-Hand ---
1796 currentGameState = BALL_IN_HAND_P2; // AI now needs to place the ball
1797 aiTurnPending = true; // Trigger AI logic (will call AIPlaceCueBall first)
1798 }
1799 else { // Human Player 2
1800 currentGameState = BALL_IN_HAND_P2;
1801 aiTurnPending = false; // Ensure AI flag off
1802 }
1803 }
1804 // Handle initial placement state correctly if called from InitGame
1805 /*if (behindHeadstring && currentGameState != PRE_BREAK_PLACEMENT) {
1806 // This case might need review depending on exact initial setup flow,
1807 // but the foul logic above should now be correct.
1808 // Let's ensure initial state is PRE_BREAK_PLACEMENT if behindHeadstring is true.*/
1809 //currentGameState = PRE_BREAK_PLACEMENT;
1810 }
1811}
1812//}
1813
1814
1815// --- Game Logic ---
1816
1817void ApplyShot(float power, float angle, float spinX, float spinY) {
1818 Ball* cueBall = GetCueBall();
1819 if (cueBall) {
1820
1821 // --- Play Cue Strike Sound (Threaded) ---
1822 if (power > 0.1f) { // Only play if it's an audible shot
1823 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
1824 }
1825 // --- End Sound ---
1826
1827 cueBall->vx = cosf(angle) * power;
1828 cueBall->vy = sinf(angle) * power;
1829
1830 // Apply English (Spin) - Simplified effect (Unchanged)
1831 cueBall->vx += sinf(angle) * spinY * 0.5f;
1832 cueBall->vy -= cosf(angle) * spinY * 0.5f;
1833 cueBall->vx -= cosf(angle) * spinX * 0.5f;
1834 cueBall->vy -= sinf(angle) * spinX * 0.5f;
1835
1836 // Store spin (Unchanged)
1837 cueSpinX = spinX;
1838 cueSpinY = spinY;
1839
1840 // --- Reset Foul Tracking flags for the new shot ---
1841 // (Also reset in LBUTTONUP, but good to ensure here too)
1842 firstHitBallIdThisShot = -1; // No ball hit yet
1843 cueHitObjectBallThisShot = false; // Cue hasn't hit anything yet
1844 railHitAfterContact = false; // No rail hit after contact yet
1845 // --- End Reset ---
1846
1847 // If this was the opening break shot, clear the flag
1848 if (isOpeningBreakShot) {
1849 isOpeningBreakShot = false; // Mark opening break as taken
1850 }
1851 }
1852}
1853
1854
1855void ProcessShotResults() {
1856 bool cueBallPocketed = false;
1857 bool eightBallPocketed = false;
1858
1859 // Update pocketed counts first
1860 PlayerInfo& shootingPlayer = (currentPlayer == 1) ? player1Info : player2Info;
1861 int ownBallsPocketedThisTurn = 0;
1862
1863 for (int id : pocketedThisTurn) {
1864 Ball* b = GetBallById(id);
1865 if (!b) continue;
1866
1867 if (b->id == 0) cueBallPocketed = true;
1868 else if (b->id == 8) eightBallPocketed = true;
1869 else {
1870 if (b->type == player1Info.assignedType && player1Info.assignedType != BallType::NONE) player1Info.ballsPocketedCount++;
1871 else if (b->type == player2Info.assignedType && player2Info.assignedType != BallType::NONE) player2Info.ballsPocketedCount++;
1872
1873 if (b->type == shootingPlayer.assignedType) {
1874 ownBallsPocketedThisTurn++;
1875 }
1876 }
1877 }
1878
1879 // Check for game over BEFORE fouls, as sinking the 8-ball is a game-ending event.
1880 if (eightBallPocketed) {
1881 CheckGameOverConditions(true, cueBallPocketed);
1882 if (currentGameState == GAME_OVER) {
1883 pocketedThisTurn.clear();
1884 return;
1885 }
1886 }
1887
1888 // Now, determine if a foul occurred on the shot.
1889 bool turnFoul = false;
1890 if (cueBallPocketed) {
1891 turnFoul = true;
1892 }
1893 else {
1894 Ball* firstHit = GetBallById(firstHitBallIdThisShot);
1895 if (!firstHit) { // Rule: Hitting nothing is a foul.
1896 turnFoul = true;
1897 }
1898 else { // Rule: Hitting the wrong ball type is a foul.
1899 if (player1Info.assignedType != BallType::NONE) { // Colors are assigned.
1900 if (IsPlayerOnEightBall(currentPlayer)) {
1901 if (firstHit->id != 8) turnFoul = true; // Must hit 8-ball first.
1902 }
1903 else {
1904 if (firstHit->type != shootingPlayer.assignedType) turnFoul = true; // Must hit own ball type.
1905 }
1906 }
1907 // If table is open, hitting any non-8-ball is legal, so no foul here.
1908 }
1909 }
1910
1911 // Rule: No rail after contact is a foul.
1912 if (!turnFoul && cueHitObjectBallThisShot && !railHitAfterContact && pocketedThisTurn.empty()) {
1913 turnFoul = true;
1914 }
1915
1916 foulCommitted = turnFoul;
1917
1918 // --- State Transitions (The most critical part of the fix) ---
1919 if (foulCommitted) {
1920 SwitchTurns();
1921 RespawnCueBall(false); // Ball in hand for the opponent.
1922 }
1923 else if (player1Info.assignedType == BallType::NONE && !pocketedThisTurn.empty() && !cueBallPocketed && !eightBallPocketed) {
1924 // Table is open, and a legal ball was pocketed. Assign types.
1925 Ball* firstBall = GetBallById(pocketedThisTurn[0]);
1926 if (firstBall) AssignPlayerBallTypes(firstBall->type);
1927 // The player's turn continues. NOW, check if they are on the 8-ball.
1928 CheckAndTransitionToPocketChoice(currentPlayer);
1929 }
1930 else if (ownBallsPocketedThisTurn > 0) {
1931 // Player legally pocketed one of their own balls. Their turn continues.
1932 // THIS IS THE FIX: We must check if that was their last ball.
1933 CheckAndTransitionToPocketChoice(currentPlayer);
1934 }
1935 else {
1936 // Player missed, or pocketed an opponent's ball without a foul. Turn switches.
1937 SwitchTurns();
1938 }
1939
1940 pocketedThisTurn.clear(); // Clean up for the next shot.
1941}
1942
1943void AssignPlayerBallTypes(BallType firstPocketedType) {
1944 if (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE) {
1945 if (currentPlayer == 1) {
1946 player1Info.assignedType = firstPocketedType;
1947 player2Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
1948 }
1949 else {
1950 player2Info.assignedType = firstPocketedType;
1951 player1Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
1952 }
1953 }
1954 // If 8-ball was first (illegal on break generally), rules vary.
1955 // Here, we might ignore assignment until a solid/stripe is pocketed legally.
1956 // Or assign based on what *else* was pocketed, if anything.
1957 // Simplification: Assignment only happens on SOLID or STRIPE first pocket.
1958}
1959
1960void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
1961 if (!eightBallPocketed) return;
1962
1963 PlayerInfo& shootingPlayer = (currentPlayer == 1) ? player1Info : player2Info;
1964 PlayerInfo& opponentPlayer = (currentPlayer == 1) ? player2Info : player1Info;
1965 bool shooterWasOn8Ball = IsPlayerOnEightBall(currentPlayer);
1966 int pocketThe8BallEntered = -1;
1967
1968 // Find which pocket the 8-ball actually went into
1969 Ball* b = GetBallById(8);
1970 if (b) {
1971 for (int p_idx = 0; p_idx < 6; ++p_idx) {
1972 if (GetDistanceSq(b->x, b->y, pocketPositions[p_idx].x, pocketPositions[p_idx].y) < POCKET_RADIUS * POCKET_RADIUS * 1.5f) {
1973 pocketThe8BallEntered = p_idx;
1974 break;
1975 }
1976 }
1977 }
1978
1979 // Case 1: 8-ball pocketed on the break (or before colors assigned)
1980 if (player1Info.assignedType == BallType::NONE) {
1981 if (b) { // Re-spot the 8-ball
1982 b->isPocketed = false;
1983 b->x = RACK_POS_X;
1984 b->y = RACK_POS_Y;
1985 b->vx = b->vy = 0;
1986 }
1987 if (cueBallPocketed) {
1988 foulCommitted = true; // Let ProcessShotResults handle the foul, game doesn't end.
1989 }
1990 return; // Game continues
1991 }
1992
1993 // Case 2: Normal gameplay win/loss conditions
1994 int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
1995
1996 if (!shooterWasOn8Ball) {
1997 // Loss: Pocketed 8-ball before clearing own group.
1998 gameOverMessage = opponentPlayer.name + L" Wins! (" + shootingPlayer.name + L" pocketed 8-ball early)";
1999 }
2000 else if (cueBallPocketed) {
2001 // Loss: Scratched while shooting for the 8-ball.
2002 gameOverMessage = opponentPlayer.name + L" Wins! (" + shootingPlayer.name + L" scratched on 8-ball)";
2003 }
2004 else if (calledPocket == -1) {
2005 // Loss: Pocketed 8-ball without calling a pocket. THIS IS THE KEY FIX FOR YOUR REPORTED PROBLEM.
2006 gameOverMessage = opponentPlayer.name + L" Wins! (" + shootingPlayer.name + L" did not call a pocket)";
2007 }
2008 else if (pocketThe8BallEntered != calledPocket) {
2009 // Loss: Pocketed 8-ball in the wrong pocket.
2010 gameOverMessage = opponentPlayer.name + L" Wins! (" + shootingPlayer.name + L" 8-ball in wrong pocket)";
2011 }
2012 else {
2013 // WIN! Pocketed 8-ball in the called pocket without a foul.
2014 gameOverMessage = shootingPlayer.name + L" Wins!";
2015 }
2016
2017 currentGameState = GAME_OVER;
2018}
2019
2020
2021void SwitchTurns() {
2022 currentPlayer = (currentPlayer == 1) ? 2 : 1;
2023 isAiming = false;
2024 shotPower = 0;
2025 CheckAndTransitionToPocketChoice(currentPlayer); // Use the new helper
2026}
2027
2028void AIBreakShot() {
2029 Ball* cueBall = GetCueBall();
2030 if (!cueBall) return;
2031
2032 // This function is called when it's AI's turn for the opening break and state is PRE_BREAK_PLACEMENT.
2033 // AI will place the cue ball and then plan the shot.
2034 if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
2035 // Place cue ball in the kitchen randomly
2036 /*float kitchenMinX = TABLE_LEFT + BALL_RADIUS; // [cite: 1071, 1072, 1587]
2037 float kitchenMaxX = HEADSTRING_X - BALL_RADIUS; // [cite: 1072, 1078, 1588]
2038 float kitchenMinY = TABLE_TOP + BALL_RADIUS; // [cite: 1071, 1072, 1588]
2039 float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS; // [cite: 1072, 1073, 1589]*/
2040
2041 // --- AI Places Cue Ball for Break ---
2042// Decide if placing center or side. For simplicity, let's try placing slightly off-center
2043// towards one side for a more angled break, or center for direct apex hit.
2044// A common strategy is to hit the second ball of the rack.
2045
2046 float placementY = RACK_POS_Y; // Align vertically with the rack center
2047 float placementX;
2048
2049 // Randomly choose a side or center-ish placement for variation.
2050 int placementChoice = rand() % 3; // 0: Left-ish, 1: Center-ish, 2: Right-ish in kitchen
2051
2052 if (placementChoice == 0) { // Left-ish
2053 placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) - (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the left within kitchen
2054 }
2055 else if (placementChoice == 2) { // Right-ish
2056 placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) + (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the right within kitchen
2057 }
2058 else { // Center-ish
2059 placementX = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // Roughly center of kitchen
2060 }
2061 placementX = std::max(TABLE_LEFT + BALL_RADIUS + 1.0f, std::min(placementX, HEADSTRING_X - BALL_RADIUS - 1.0f)); // Clamp within kitchen X
2062
2063 bool validPos = false;
2064 int attempts = 0;
2065 while (!validPos && attempts < 100) {
2066 /*cueBall->x = kitchenMinX + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxX - kitchenMinX)); // [cite: 1589]
2067 cueBall->y = kitchenMinY + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxY - kitchenMinY)); // [cite: 1590]
2068 if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1591]
2069 validPos = true; // [cite: 1591]*/
2070 // Try the chosen X, but vary Y slightly to find a clear spot
2071 cueBall->x = placementX;
2072 cueBall->y = placementY + (static_cast<float>(rand() % 100 - 50) / 100.0f) * BALL_RADIUS * 2.0f; // Vary Y a bit
2073 cueBall->y = std::max(TABLE_TOP + BALL_RADIUS + 1.0f, std::min(cueBall->y, TABLE_BOTTOM - BALL_RADIUS - 1.0f)); // Clamp Y
2074
2075 if (IsValidCueBallPosition(cueBall->x, cueBall->y, true /* behind headstring */)) {
2076 validPos = true;
2077 }
2078 attempts++; // [cite: 1592]
2079 }
2080 if (!validPos) {
2081 // Fallback position
2082 /*cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // [cite: 1071, 1078, 1593]
2083 cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f; // [cite: 1071, 1073, 1594]
2084 if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1594]
2085 cueBall->x = HEADSTRING_X - BALL_RADIUS * 2; // [cite: 1072, 1078, 1594]
2086 cueBall->y = RACK_POS_Y; // [cite: 1080, 1595]
2087 }
2088 }
2089 cueBall->vx = 0; // [cite: 1595]
2090 cueBall->vy = 0; // [cite: 1596]
2091
2092 // Plan a break shot: aim at the center of the rack (apex ball)
2093 float targetX = RACK_POS_X; // [cite: 1079] Aim for the apex ball X-coordinate
2094 float targetY = RACK_POS_Y; // [cite: 1080] Aim for the apex ball Y-coordinate
2095
2096 float dx = targetX - cueBall->x; // [cite: 1599]
2097 float dy = targetY - cueBall->y; // [cite: 1600]
2098 float shotAngle = atan2f(dy, dx); // [cite: 1600]
2099 float shotPowerValue = MAX_SHOT_POWER; // [cite: 1076, 1600] Use MAX_SHOT_POWER*/
2100
2101 cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.75f; // A default safe spot in kitchen
2102 cueBall->y = RACK_POS_Y;
2103 }
2104 cueBall->vx = 0; cueBall->vy = 0;
2105
2106 // --- AI Plans the Break Shot ---
2107 float targetX, targetY;
2108 // If cue ball is near center of kitchen width, aim for apex.
2109 // Otherwise, aim for the second ball on the side the cue ball is on (for a cut break).
2110 float kitchenCenterRegion = (HEADSTRING_X - TABLE_LEFT) * 0.3f; // Define a "center" region
2111 if (std::abs(cueBall->x - (TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) / 2.0f)) < kitchenCenterRegion / 2.0f) {
2112 // Center-ish placement: Aim for the apex ball (ball ID 1 or first ball in rack)
2113 targetX = RACK_POS_X; // Apex ball X
2114 targetY = RACK_POS_Y; // Apex ball Y
2115 }
2116 else {
2117 // Side placement: Aim to hit the "second" ball of the rack for a wider spread.
2118 // This is a simplification. A more robust way is to find the actual second ball.
2119 // For now, aim slightly off the apex towards the side the cue ball is on.
2120 targetX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f; // X of the second row of balls
2121 targetY = RACK_POS_Y + ((cueBall->y > RACK_POS_Y) ? -BALL_RADIUS : BALL_RADIUS); // Aim at the upper or lower of the two second-row balls
2122 }
2123
2124 float dx = targetX - cueBall->x;
2125 float dy = targetY - cueBall->y;
2126 float shotAngle = atan2f(dy, dx);
2127 float shotPowerValue = MAX_SHOT_POWER * (0.9f + (rand() % 11) / 100.0f); // Slightly vary max power
2128
2129 // Store planned shot details for the AI
2130 /*aiPlannedShotDetails.angle = shotAngle; // [cite: 1102, 1601]
2131 aiPlannedShotDetails.power = shotPowerValue; // [cite: 1102, 1601]
2132 aiPlannedShotDetails.spinX = 0.0f; // [cite: 1102, 1601] No spin for a standard power break
2133 aiPlannedShotDetails.spinY = 0.0f; // [cite: 1103, 1602]
2134 aiPlannedShotDetails.isValid = true; // [cite: 1103, 1602]*/
2135
2136 aiPlannedShotDetails.angle = shotAngle;
2137 aiPlannedShotDetails.power = shotPowerValue;
2138 aiPlannedShotDetails.spinX = 0.0f; // No spin for break usually
2139 aiPlannedShotDetails.spinY = 0.0f;
2140 aiPlannedShotDetails.isValid = true;
2141
2142 // Update global cue parameters for immediate visual feedback if DrawAimingAids uses them
2143 /*::cueAngle = aiPlannedShotDetails.angle; // [cite: 1109, 1603] Update global cueAngle
2144 ::shotPower = aiPlannedShotDetails.power; // [cite: 1109, 1604] Update global shotPower
2145 ::cueSpinX = aiPlannedShotDetails.spinX; // [cite: 1109]
2146 ::cueSpinY = aiPlannedShotDetails.spinY; // [cite: 1110]*/
2147
2148 ::cueAngle = aiPlannedShotDetails.angle;
2149 ::shotPower = aiPlannedShotDetails.power;
2150 ::cueSpinX = aiPlannedShotDetails.spinX;
2151 ::cueSpinY = aiPlannedShotDetails.spinY;
2152
2153 // Set up for AI display via GameUpdate
2154 /*aiIsDisplayingAim = true; // [cite: 1104] Enable AI aiming visualization
2155 aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES; // [cite: 1105] Set duration for display
2156
2157 currentGameState = AI_THINKING; // [cite: 1081] Transition to AI_THINKING state.
2158 // GameUpdate will handle the aiAimDisplayFramesLeft countdown
2159 // and then execute the shot using aiPlannedShotDetails.
2160 // isOpeningBreakShot will be set to false within ApplyShot.
2161
2162 // No immediate ApplyShot or sound here; GameUpdate's AI execution logic will handle it.*/
2163
2164 aiIsDisplayingAim = true;
2165 aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
2166 currentGameState = AI_THINKING; // State changes to AI_THINKING, GameUpdate will handle shot execution after display
2167
2168 return; // The break shot is now planned and will be executed by GameUpdate
2169 }
2170
2171 // 2. If not in PRE_BREAK_PLACEMENT (e.g., if this function were called at other times,
2172 // though current game logic only calls it for PRE_BREAK_PLACEMENT)
2173 // This part can be extended if AIBreakShot needs to handle other scenarios.
2174 // For now, the primary logic is above.
2175}
2176
2177// --- Helper Functions ---
2178
2179Ball* GetBallById(int id) {
2180 for (size_t i = 0; i < balls.size(); ++i) {
2181 if (balls[i].id == id) {
2182 return &balls[i];
2183 }
2184 }
2185 return nullptr;
2186}
2187
2188Ball* GetCueBall() {
2189 return GetBallById(0);
2190}
2191
2192float GetDistance(float x1, float y1, float x2, float y2) {
2193 return sqrtf(GetDistanceSq(x1, y1, x2, y2));
2194}
2195
2196float GetDistanceSq(float x1, float y1, float x2, float y2) {
2197 float dx = x2 - x1;
2198 float dy = y2 - y1;
2199 return dx * dx + dy * dy;
2200}
2201
2202bool IsValidCueBallPosition(float x, float y, bool checkHeadstring) {
2203 // Basic bounds check (inside cushions)
2204 float left = TABLE_LEFT + CUSHION_THICKNESS + BALL_RADIUS;
2205 float right = TABLE_RIGHT - CUSHION_THICKNESS - BALL_RADIUS;
2206 float top = TABLE_TOP + CUSHION_THICKNESS + BALL_RADIUS;
2207 float bottom = TABLE_BOTTOM - CUSHION_THICKNESS - BALL_RADIUS;
2208
2209 if (x < left || x > right || y < top || y > bottom) {
2210 return false;
2211 }
2212
2213 // Check headstring restriction if needed
2214 if (checkHeadstring && x >= HEADSTRING_X) {
2215 return false;
2216 }
2217
2218 // Check overlap with other balls
2219 for (size_t i = 0; i < balls.size(); ++i) {
2220 if (balls[i].id != 0 && !balls[i].isPocketed) { // Don't check against itself or pocketed balls
2221 if (GetDistanceSq(x, y, balls[i].x, balls[i].y) < (BALL_RADIUS * 2.0f) * (BALL_RADIUS * 2.0f)) {
2222 return false; // Overlapping another ball
2223 }
2224 }
2225 }
2226
2227 return true;
2228}
2229
2230// --- NEW HELPER FUNCTION IMPLEMENTATIONS ---
2231
2232// Checks if a player has pocketed all their balls and is now on the 8-ball.
2233bool IsPlayerOnEightBall(int player) {
2234 PlayerInfo& playerInfo = (player == 1) ? player1Info : player2Info;
2235 if (playerInfo.assignedType != BallType::NONE && playerInfo.assignedType != BallType::EIGHT_BALL && playerInfo.ballsPocketedCount >= 7) {
2236 Ball* eightBall = GetBallById(8);
2237 return (eightBall && !eightBall->isPocketed);
2238 }
2239 return false;
2240}
2241
2242// Centralized logic to enter the "choosing pocket" state. This fixes the indicator bugs.
2243void CheckAndTransitionToPocketChoice(int playerID) {
2244 bool needsToCall = IsPlayerOnEightBall(playerID);
2245 int* calledPocketForPlayer = (playerID == 1) ? &calledPocketP1 : &calledPocketP2;
2246
2247 if (needsToCall && *calledPocketForPlayer == -1) { // Only transition if a pocket hasn't been called yet
2248 pocketCallMessage = ((playerID == 1) ? player1Info.name : player2Info.name) + L": Choose a pocket...";
2249 if (playerID == 1) {
2250 currentGameState = CHOOSING_POCKET_P1;
2251 }
2252 else { // Player 2
2253 if (isPlayer2AI) {
2254 currentGameState = AI_THINKING;
2255 aiTurnPending = true;
2256 }
2257 else {
2258 currentGameState = CHOOSING_POCKET_P2;
2259 }
2260 }
2261 if (!(playerID == 2 && isPlayer2AI)) {
2262 *calledPocketForPlayer = 5; // Default to top-right if none chosen
2263 }
2264 }
2265 else {
2266 // Player does not need to call a pocket (or already has), proceed to normal turn.
2267 pocketCallMessage = L""; // Clear any message
2268 currentGameState = (playerID == 1) ? PLAYER1_TURN : PLAYER2_TURN;
2269 if (playerID == 2 && isPlayer2AI) {
2270 aiTurnPending = true;
2271 }
2272 }
2273}
2274
2275template <typename T>
2276void SafeRelease(T** ppT) {
2277 if (*ppT) {
2278 (*ppT)->Release();
2279 *ppT = nullptr;
2280 }
2281}
2282
2283// --- Helper Function for Line Segment Intersection ---
2284// Finds intersection point of line segment P1->P2 and line segment P3->P4
2285// Returns true if they intersect, false otherwise. Stores intersection point in 'intersection'.
2286bool LineSegmentIntersection(D2D1_POINT_2F p1, D2D1_POINT_2F p2, D2D1_POINT_2F p3, D2D1_POINT_2F p4, D2D1_POINT_2F& intersection)
2287{
2288 float denominator = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
2289
2290 // Check if lines are parallel or collinear
2291 if (fabs(denominator) < 1e-6) {
2292 return false;
2293 }
2294
2295 float ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denominator;
2296 float ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denominator;
2297
2298 // Check if intersection point lies on both segments
2299 if (ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f) {
2300 intersection.x = p1.x + ua * (p2.x - p1.x);
2301 intersection.y = p1.y + ua * (p2.y - p1.y);
2302 return true;
2303 }
2304
2305 return false;
2306}
2307
2308// --- INSERT NEW HELPER FUNCTION HERE ---
2309// Calculates the squared distance from point P to the line segment AB.
2310float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b) {
2311 float l2 = GetDistanceSq(a.x, a.y, b.x, b.y);
2312 if (l2 == 0.0f) return GetDistanceSq(p.x, p.y, a.x, a.y); // Segment is a point
2313 // Consider P projecting onto the line AB infinite line
2314 // t = [(P-A) . (B-A)] / |B-A|^2
2315 float t = ((p.x - a.x) * (b.x - a.x) + (p.y - a.y) * (b.y - a.y)) / l2;
2316 t = std::max(0.0f, std::min(1.0f, t)); // Clamp t to the segment [0, 1]
2317 // Projection falls on the segment
2318 D2D1_POINT_2F projection = D2D1::Point2F(a.x + t * (b.x - a.x), a.y + t * (b.y - a.y));
2319 return GetDistanceSq(p.x, p.y, projection.x, projection.y);
2320}
2321// --- End New Helper ---
2322
2323// --- NEW AI Implementation Functions ---
2324
2325// Main entry point for AI turn
2326void AIMakeDecision() {
2327 //AIShotInfo bestShot = { false }; // Declare here
2328 // This function is called when currentGameState is AI_THINKING (for a normal shot decision)
2329 Ball* cueBall = GetCueBall();
2330 if (!cueBall || !isPlayer2AI || currentPlayer != 2) {
2331 aiPlannedShotDetails.isValid = false; // Ensure no shot if conditions not met
2332 return;
2333 }
2334
2335 // Phase 1: Placement if needed (Ball-in-Hand or Initial Break)
2336 /*if ((isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) || currentGameState == BALL_IN_HAND_P2) {
2337 AIPlaceCueBall(); // Handles kitchen placement for break or regular ball-in-hand
2338 if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
2339 currentGameState = BREAKING; // Now AI needs to decide the break shot parameters
2340 }
2341 // For regular BALL_IN_HAND_P2, after placement, it will proceed to find a shot.
2342 }*/
2343
2344 aiPlannedShotDetails.isValid = false; // Default to no valid shot found yet for this decision cycle
2345 // Note: isOpeningBreakShot is false here because AIBreakShot handles the break.
2346
2347 // Phase 2: Decide shot parameters (Break or Normal play)
2348 /*if (isOpeningBreakShot && currentGameState == BREAKING) {
2349 // Force cue ball into center of kitchen
2350 cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
2351 cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f;
2352 cueBall->vx = cueBall->vy = 0.0f;
2353
2354 float rackCenterX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f * 2.0f;
2355 float rackCenterY = RACK_POS_Y;
2356 float dx = rackCenterX - cueBall->x;
2357 float dy = rackCenterY - cueBall->y;
2358
2359 aiPlannedShotDetails.angle = atan2f(dy, dx);
2360 aiPlannedShotDetails.power = MAX_SHOT_POWER;
2361 aiPlannedShotDetails.spinX = 0.0f;
2362 aiPlannedShotDetails.spinY = 0.0f;
2363 aiPlannedShotDetails.isValid = true;
2364
2365 // Apply shot immediately
2366 cueAngle = aiPlannedShotDetails.angle;
2367 shotPower = aiPlannedShotDetails.power;
2368 cueSpinX = aiPlannedShotDetails.spinX;
2369 cueSpinY = aiPlannedShotDetails.spinY;
2370
2371 firstHitBallIdThisShot = -1;
2372 cueHitObjectBallThisShot = false;
2373 railHitAfterContact = false;
2374 isAiming = false;
2375 aiIsDisplayingAim = false;
2376 aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
2377 //bool aiIsDisplayingAim = true;
2378
2379 std::thread([](const TCHAR* soundName) {
2380 PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT);
2381 }, TEXT("cue.wav")).detach();
2382
2383 ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
2384 currentGameState = SHOT_IN_PROGRESS;
2385 isOpeningBreakShot = false;
2386 aiTurnPending = false;
2387 pocketedThisTurn.clear();
2388 return;
2389 }
2390 else {*/
2391 // --- Normal AI Shot Decision (using AIFindBestShot) ---
2392 AIShotInfo bestShot = AIFindBestShot(); // bugtraq
2393 //bestShot = AIFindBestShot(); // bugtraq
2394 if (bestShot.possible) {
2395 aiPlannedShotDetails.angle = bestShot.angle;
2396 aiPlannedShotDetails.power = bestShot.power;
2397 aiPlannedShotDetails.spinX = 0.0f; // AI doesn't use spin yet
2398 aiPlannedShotDetails.spinY = 0.0f;
2399 aiPlannedShotDetails.isValid = true;
2400 }
2401 else {
2402 // Safety tap if no better shot found
2403 // Try to hit the closest 'own' ball gently or any ball if types not assigned
2404 Ball* ballToNudge = nullptr;
2405 float minDistSq = -1.0f;
2406 BallType aiTargetType = player2Info.assignedType;
2407 bool mustHit8Ball = (aiTargetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
2408
2409 for (auto& b : balls) {
2410 if (b.isPocketed || b.id == 0) continue;
2411 bool canHitThis = false;
2412 if (mustHit8Ball) canHitThis = (b.id == 8);
2413 else if (aiTargetType != BallType::NONE) canHitThis = (b.type == aiTargetType);
2414 else canHitThis = (b.id != 8); // Can hit any non-8-ball if types not assigned
2415
2416 if (canHitThis) {
2417 float dSq = GetDistanceSq(cueBall->x, cueBall->y, b.x, b.y);
2418 if (ballToNudge == nullptr || dSq < minDistSq) {
2419 ballToNudge = &b;
2420 minDistSq = dSq;
2421 }
2422 }
2423 }
2424 if (ballToNudge) { // Found a ball to nudge
2425 aiPlannedShotDetails.angle = atan2f(ballToNudge->y - cueBall->y, ballToNudge->x - cueBall->x);
2426 aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.15f; // Gentle tap
2427 }
2428 else { // Absolute fallback: small tap forward
2429 aiPlannedShotDetails.angle = cueAngle; // Keep last angle or default
2430 //aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.1f;
2431 aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.1f;
2432 }
2433 aiPlannedShotDetails.spinX = 0.0f;
2434 aiPlannedShotDetails.spinY = 0.0f;
2435 aiPlannedShotDetails.isValid = true; // Safety shot is a "valid" plan
2436 }
2437 //} //bracefix
2438
2439 // Phase 3: Setup for Aim Display (if a valid shot was decided)
2440 if (aiPlannedShotDetails.isValid) {
2441 cueAngle = aiPlannedShotDetails.angle; // Update global for drawing
2442 shotPower = aiPlannedShotDetails.power; // Update global for drawing
2443 // cueSpinX and cueSpinY could also be set here if AI used them
2444 cueSpinX = aiPlannedShotDetails.spinX; // Also set these for drawing consistency
2445 cueSpinY = aiPlannedShotDetails.spinY; //
2446
2447 aiIsDisplayingAim = true;
2448 aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
2449 // currentGameState remains AI_THINKING, GameUpdate will handle the display countdown and shot execution.
2450 // FIRE THE BREAK SHOT NOW
2451 // Immediately execute the break shot after setting parameters
2452 /*ApplyShot(aiPlannedShotDetails.power, aiPlannedShotDetails.angle, aiPlannedShotDetails.spinX, aiPlannedShotDetails.spinY);
2453 currentGameState = SHOT_IN_PROGRESS;
2454 aiTurnPending = false;
2455 isOpeningBreakShot = false;*/
2456 }
2457 else {
2458 // Should not happen if safety shot is always planned, but as a fallback:
2459 aiIsDisplayingAim = false;
2460 // If AI truly can't decide anything, maybe switch turn or log error. For now, it will do nothing this frame.
2461 // Or force a minimal safety tap without display.
2462 // To ensure game progresses, let's plan a minimal tap if nothing else.
2463 if (!aiPlannedShotDetails.isValid) { // Double check
2464 aiPlannedShotDetails.angle = 0.0f;
2465 aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.05f; // Very small tap
2466 aiPlannedShotDetails.spinX = 0.0f; aiPlannedShotDetails.spinY = 0.0f;
2467 aiPlannedShotDetails.isValid = true;
2468 //cueAngle = aiPlannedShotDetails.angle; shotPower = aiPlannedShotDetails.power;
2469 cueAngle = aiPlannedShotDetails.angle;
2470 shotPower = aiPlannedShotDetails.power;
2471 cueSpinX = aiPlannedShotDetails.spinX;
2472 cueSpinY = aiPlannedShotDetails.spinY;
2473 aiIsDisplayingAim = true; // Allow display for this minimal tap too
2474 aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES / 2; // Shorter display for fallback
2475 }
2476 }
2477 // aiTurnPending was set to false by GameUpdate before calling AIMakeDecision.
2478 // AIMakeDecision's job is to populate aiPlannedShotDetails and trigger display.
2479}
2480
2481// AI logic for placing cue ball during ball-in-hand
2482void AIPlaceCueBall() {
2483 Ball* cueBall = GetCueBall();
2484 if (!cueBall) return;
2485
2486 // --- CPU AI Opening Break: Kitchen Placement ---
2487 /*if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT && currentPlayer == 2 && isPlayer2AI) {
2488 float kitchenMinX = TABLE_LEFT + BALL_RADIUS;
2489 float kitchenMaxX = HEADSTRING_X - BALL_RADIUS;
2490 float kitchenMinY = TABLE_TOP + BALL_RADIUS;
2491 float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS;
2492 bool validPositionFound = false;
2493 int attempts = 0;
2494 while (!validPositionFound && attempts < 100) {
2495 cueBall->x = kitchenMinX + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (kitchenMaxX - kitchenMinX)));
2496 cueBall->y = kitchenMinY + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (kitchenMaxY - kitchenMinY)));
2497 if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) {
2498 validPositionFound = true;
2499 }
2500 attempts++;
2501 }
2502 if (!validPositionFound) {
2503 cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
2504 cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
2505 if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) {
2506 cueBall->x = HEADSTRING_X - BALL_RADIUS * 2.0f;
2507 cueBall->y = RACK_POS_Y;
2508 }
2509 }
2510 cueBall->vx = 0; cueBall->vy = 0;
2511 return;
2512 }*/
2513 // --- End CPU AI Opening Break Placement ---
2514
2515 // This function is now SOLELY for Ball-In-Hand placement for the AI (anywhere on the table).
2516 // Break placement is handled by AIBreakShot().
2517
2518 // Simple Strategy: Find the easiest possible shot for the AI's ball type
2519 // Place the cue ball directly behind that target ball, aiming straight at a pocket.
2520 // (More advanced: find spot offering multiple options or safety)
2521
2522 AIShotInfo bestPlacementShot = { false };
2523 D2D1_POINT_2F bestPlacePos = D2D1::Point2F(HEADSTRING_X * 0.5f, RACK_POS_Y); // Default placement
2524
2525 // A better default for ball-in-hand (anywhere) might be center table if no shot found.
2526 bestPlacePos = D2D1::Point2F(TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP + TABLE_HEIGHT / 2.0f);
2527 float bestPlacementScore = -1.0f; // Keep track of the score for the best placement found
2528
2529 BallType targetType = player2Info.assignedType;
2530 bool canTargetAnyPlacement = false; // Local scope variable for placement logic
2531 if (targetType == BallType::NONE) {
2532 canTargetAnyPlacement = true;
2533 }
2534 bool target8Ball = (!canTargetAnyPlacement && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
2535 if (target8Ball) targetType = BallType::EIGHT_BALL;
2536
2537
2538 for (auto& targetBall : balls) {
2539 if (targetBall.isPocketed || targetBall.id == 0) continue;
2540
2541 // Determine if current ball is a valid target for placement consideration
2542 bool currentBallIsValidTarget = false;
2543 if (target8Ball && targetBall.id == 8) currentBallIsValidTarget = true;
2544 else if (canTargetAnyPlacement && targetBall.id != 8) currentBallIsValidTarget = true;
2545 else if (!canTargetAnyPlacement && !target8Ball && targetBall.type == targetType) currentBallIsValidTarget = true;
2546
2547 if (!currentBallIsValidTarget) continue; // Skip if not a valid target
2548
2549 for (int p = 0; p < 6; ++p) {
2550 // Calculate ideal cue ball position: straight line behind target ball aiming at pocket p
2551 float targetToPocketX = pocketPositions[p].x - targetBall.x;
2552 float targetToPocketY = pocketPositions[p].y - targetBall.y;
2553 float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
2554 if (dist < 1.0f) continue; // Avoid division by zero
2555
2556 float idealAngle = atan2f(targetToPocketY, targetToPocketX);
2557 // Place cue ball slightly behind target ball along this line
2558 float placeDist = BALL_RADIUS * 3.0f; // Place a bit behind
2559 D2D1_POINT_2F potentialPlacePos = D2D1::Point2F( // Use factory function
2560 targetBall.x - cosf(idealAngle) * placeDist,
2561 targetBall.y - sinf(idealAngle) * placeDist
2562 );
2563
2564 // Check if this placement is valid (on table, behind headstring if break, not overlapping)
2565 /*bool behindHeadstringRule = (currentGameState == PRE_BREAK_PLACEMENT);*/
2566 // For ball-in-hand (NOT break), behindHeadstringRule is false.
2567 // The currentGameState should be BALL_IN_HAND_P2 when this is called for a foul.
2568 bool behindHeadstringRule = false; // Player can place anywhere after a foul
2569 if (IsValidCueBallPosition(potentialPlacePos.x, potentialPlacePos.y, behindHeadstringRule)) {
2570 // Is path from potentialPlacePos to targetBall clear?
2571 // Use D2D1::Point2F() factory function here
2572 if (IsPathClear(potentialPlacePos, D2D1::Point2F(targetBall.x, targetBall.y), 0, targetBall.id)) {
2573 // Is path from targetBall to pocket clear?
2574 // Use D2D1::Point2F() factory function here
2575 if (IsPathClear(D2D1::Point2F(targetBall.x, targetBall.y), pocketPositions[p], targetBall.id, -1)) {
2576 // This seems like a good potential placement. Score it?
2577 // Easy AI: Just take the first valid one found.
2578 /*bestPlacePos = potentialPlacePos;
2579 goto placement_found;*/ // Use goto for simplicity in non-OOP structure
2580 // This is a possible shot. Score this placement.
2581// A simple score: distance to target ball (shorter is better for placement).
2582// More advanced: consider angle to pocket, difficulty of the shot from this placement.
2583 AIShotInfo tempShotInfo;
2584 tempShotInfo.possible = true;
2585 tempShotInfo.targetBall = &targetBall;
2586 tempShotInfo.pocketIndex = p;
2587 tempShotInfo.ghostBallPos = CalculateGhostBallPos(&targetBall, p); // Not strictly needed for placement score but good for consistency
2588 tempShotInfo.angle = idealAngle; // The angle from the placed ball to target
2589 // Use EvaluateShot's scoring mechanism if possible, or a simpler one here.
2590 float currentScore = 1000.0f / (1.0f + GetDistance(potentialPlacePos.x, potentialPlacePos.y, targetBall.x, targetBall.y)); // Inverse distance
2591
2592 if (currentScore > bestPlacementScore) {
2593 bestPlacementScore = currentScore;
2594 bestPlacePos = potentialPlacePos;
2595 }
2596 }
2597 }
2598 }
2599 }
2600 }
2601
2602placement_found:
2603 // Place the cue ball at the best found position (or default if no good spot found)
2604 cueBall->x = bestPlacePos.x;
2605 cueBall->y = bestPlacePos.y;
2606 cueBall->vx = 0;
2607 cueBall->vy = 0;
2608}
2609
2610
2611// AI finds the best shot available on the table
2612AIShotInfo AIFindBestShot() {
2613 AIShotInfo bestShotOverall = { false };
2614 Ball* cueBall = GetCueBall();
2615 if (!cueBall) return bestShotOverall;
2616 // Ensure cue ball position is up-to-date if AI just placed it
2617 // (AIPlaceCueBall should have already set cueBall->x, cueBall->y)
2618
2619 // Determine target ball type for AI (Player 2)
2620 BallType targetType = player2Info.assignedType;
2621 bool canTargetAny = false; // Can AI hit any ball (e.g., after break, before assignment)?
2622 if (targetType == BallType::NONE) {
2623 // If colors not assigned, AI aims to pocket *something* (usually lowest numbered ball legally)
2624 // Or, more simply, treat any ball as a potential target to make *a* pocket
2625 canTargetAny = true; // Simplification: allow targeting any non-8 ball.
2626 // A better rule is hit lowest numbered ball first on break follow-up.
2627 }
2628
2629 // Check if AI needs to shoot the 8-ball
2630 bool target8Ball = (!canTargetAny && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
2631
2632
2633 // Iterate through all potential target balls
2634 for (auto& potentialTarget : balls) {
2635 if (potentialTarget.isPocketed || potentialTarget.id == 0) continue; // Skip pocketed and cue ball
2636
2637 // Check if this ball is a valid target
2638 bool isValidTarget = false;
2639 if (target8Ball) {
2640 isValidTarget = (potentialTarget.id == 8);
2641 }
2642 else if (canTargetAny) {
2643 isValidTarget = (potentialTarget.id != 8); // Can hit any non-8 ball
2644 }
2645 else { // Colors assigned, not yet shooting 8-ball
2646 isValidTarget = (potentialTarget.type == targetType);
2647 }
2648
2649 if (!isValidTarget) continue; // Skip if not a valid target for this turn
2650
2651 // Now, check all pockets for this target ball
2652 for (int p = 0; p < 6; ++p) {
2653 AIShotInfo currentShot = EvaluateShot(&potentialTarget, p);
2654 currentShot.involves8Ball = (potentialTarget.id == 8);
2655
2656 if (currentShot.possible) {
2657 // Compare scores to find the best shot
2658 if (!bestShotOverall.possible || currentShot.score > bestShotOverall.score) {
2659 bestShotOverall = currentShot;
2660 }
2661 }
2662 }
2663 } // End loop through potential target balls
2664
2665 // If targeting 8-ball and no shot found, or targeting own balls and no shot found,
2666 // need a safety strategy. Current simple AI just takes best found or taps cue ball.
2667
2668 return bestShotOverall;
2669}
2670
2671
2672// Evaluate a potential shot at a specific target ball towards a specific pocket
2673AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex) {
2674 AIShotInfo shotInfo;
2675 shotInfo.possible = false; // Assume not possible initially
2676 shotInfo.targetBall = targetBall;
2677 shotInfo.pocketIndex = pocketIndex;
2678
2679 Ball* cueBall = GetCueBall();
2680 if (!cueBall || !targetBall) return shotInfo;
2681
2682 // --- Define local state variables needed for legality checks ---
2683 BallType aiAssignedType = player2Info.assignedType;
2684 bool canTargetAny = (aiAssignedType == BallType::NONE); // Can AI hit any ball?
2685 bool mustTarget8Ball = (!canTargetAny && aiAssignedType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
2686 // ---
2687
2688 // 1. Calculate Ghost Ball position
2689 shotInfo.ghostBallPos = CalculateGhostBallPos(targetBall, pocketIndex);
2690
2691 // 2. Calculate Angle from Cue Ball to Ghost Ball
2692 float dx = shotInfo.ghostBallPos.x - cueBall->x;
2693 float dy = shotInfo.ghostBallPos.y - cueBall->y;
2694 if (fabs(dx) < 0.01f && fabs(dy) < 0.01f) return shotInfo; // Avoid aiming at same spot
2695 shotInfo.angle = atan2f(dy, dx);
2696
2697 // Basic angle validity check (optional)
2698 if (!IsValidAIAimAngle(shotInfo.angle)) {
2699 // Maybe log this or handle edge cases
2700 }
2701
2702 // 3. Check Path: Cue Ball -> Ghost Ball Position
2703 // Use D2D1::Point2F() factory function here
2704 if (!IsPathClear(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.ghostBallPos, cueBall->id, targetBall->id)) {
2705 return shotInfo; // Path blocked
2706 }
2707
2708 // 4. Check Path: Target Ball -> Pocket
2709 // Use D2D1::Point2F() factory function here
2710 if (!IsPathClear(D2D1::Point2F(targetBall->x, targetBall->y), pocketPositions[pocketIndex], targetBall->id, -1)) {
2711 return shotInfo; // Path blocked
2712 }
2713
2714 // 5. Check First Ball Hit Legality
2715 float firstHitDistSq = -1.0f;
2716 // Use D2D1::Point2F() factory function here
2717 Ball* firstHit = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.angle, firstHitDistSq);
2718
2719 if (!firstHit) {
2720 return shotInfo; // AI aims but doesn't hit anything? Impossible shot.
2721 }
2722
2723 // Check if the first ball hit is the intended target ball
2724 if (firstHit->id != targetBall->id) {
2725 // Allow hitting slightly off target if it's very close to ghost ball pos
2726 float ghostDistSq = GetDistanceSq(shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y, firstHit->x, firstHit->y);
2727 // Allow a tolerance roughly half the ball radius squared
2728 if (ghostDistSq > (BALL_RADIUS * 0.7f) * (BALL_RADIUS * 0.7f)) {
2729 // First hit is significantly different from the target point.
2730 // This shot path leads to hitting the wrong ball first.
2731 return shotInfo; // Foul or unintended shot
2732 }
2733 // If first hit is not target, but very close, allow it for now (might still be foul based on type).
2734 }
2735
2736 // Check legality of the *first ball actually hit* based on game rules
2737 if (!canTargetAny) { // Colors are assigned (or should be)
2738 if (mustTarget8Ball) { // Must hit 8-ball first
2739 if (firstHit->id != 8) {
2740 // return shotInfo; // FOUL - Hitting wrong ball when aiming for 8-ball
2741 // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
2742 }
2743 }
2744 else { // Must hit own ball type first
2745 if (firstHit->type != aiAssignedType && firstHit->id != 8) { // Allow hitting 8-ball if own type blocked? No, standard rules usually require hitting own first.
2746 // return shotInfo; // FOUL - Hitting opponent ball or 8-ball when shouldn't
2747 // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
2748 }
2749 else if (firstHit->id == 8) {
2750 // return shotInfo; // FOUL - Hitting 8-ball when shouldn't
2751 // Keep shot possible for now
2752 }
2753 }
2754 }
2755 // (If canTargetAny is true, hitting any ball except 8 first is legal - assuming not scratching)
2756
2757
2758 // 6. Calculate Score & Power (Difficulty affects this)
2759 shotInfo.possible = true; // If we got here, the shot is geometrically possible and likely legal enough for AI to consider
2760
2761 float cueToGhostDist = GetDistance(cueBall->x, cueBall->y, shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y);
2762 float targetToPocketDist = GetDistance(targetBall->x, targetBall->y, pocketPositions[pocketIndex].x, pocketPositions[pocketIndex].y);
2763
2764 // Simple Score: Shorter shots are better, straighter shots are slightly better.
2765 float distanceScore = 1000.0f / (1.0f + cueToGhostDist + targetToPocketDist);
2766
2767 // Angle Score: Calculate cut angle
2768 // Vector Cue -> Ghost
2769 float v1x = shotInfo.ghostBallPos.x - cueBall->x;
2770 float v1y = shotInfo.ghostBallPos.y - cueBall->y;
2771 // Vector Target -> Pocket
2772 float v2x = pocketPositions[pocketIndex].x - targetBall->x;
2773 float v2y = pocketPositions[pocketIndex].y - targetBall->y;
2774 // Normalize vectors
2775 float mag1 = sqrtf(v1x * v1x + v1y * v1y);
2776 float mag2 = sqrtf(v2x * v2x + v2y * v2y);
2777 float angleScoreFactor = 0.5f; // Default if vectors are zero len
2778 if (mag1 > 0.1f && mag2 > 0.1f) {
2779 v1x /= mag1; v1y /= mag1;
2780 v2x /= mag2; v2y /= mag2;
2781 // Dot product gives cosine of angle between cue ball path and target ball path
2782 float dotProduct = v1x * v2x + v1y * v2y;
2783 // Straighter shot (dot product closer to 1) gets higher score
2784 angleScoreFactor = (1.0f + dotProduct) / 2.0f; // Map [-1, 1] to [0, 1]
2785 }
2786 angleScoreFactor = std::max(0.1f, angleScoreFactor); // Ensure some minimum score factor
2787
2788 shotInfo.score = distanceScore * angleScoreFactor;
2789
2790 // Bonus for pocketing 8-ball legally
2791 if (mustTarget8Ball && targetBall->id == 8) {
2792 shotInfo.score *= 10.0; // Strongly prefer the winning shot
2793 }
2794
2795 // Penalty for difficult cuts? Already partially handled by angleScoreFactor.
2796
2797 // 7. Calculate Power
2798 shotInfo.power = CalculateShotPower(cueToGhostDist, targetToPocketDist);
2799
2800 // 8. Add Inaccuracy based on Difficulty (same as before)
2801 float angleError = 0.0f;
2802 float powerErrorFactor = 1.0f;
2803
2804 switch (aiDifficulty) {
2805 case EASY:
2806 angleError = (float)(rand() % 100 - 50) / 1000.0f; // +/- ~3 deg
2807 powerErrorFactor = 0.8f + (float)(rand() % 40) / 100.0f; // 80-120%
2808 shotInfo.power *= 0.8f;
2809 break;
2810 case MEDIUM:
2811 angleError = (float)(rand() % 60 - 30) / 1000.0f; // +/- ~1.7 deg
2812 powerErrorFactor = 0.9f + (float)(rand() % 20) / 100.0f; // 90-110%
2813 break;
2814 case HARD:
2815 angleError = (float)(rand() % 10 - 5) / 1000.0f; // +/- ~0.3 deg
2816 powerErrorFactor = 0.98f + (float)(rand() % 4) / 100.0f; // 98-102%
2817 break;
2818 }
2819 shotInfo.angle += angleError;
2820 shotInfo.power *= powerErrorFactor;
2821 shotInfo.power = std::max(1.0f, std::min(shotInfo.power, MAX_SHOT_POWER)); // Clamp power
2822
2823 return shotInfo;
2824}
2825
2826
2827// Calculates required power (simplified)
2828float CalculateShotPower(float cueToGhostDist, float targetToPocketDist) {
2829 // Basic model: Power needed increases with total distance the balls need to travel.
2830 // Need enough power for cue ball to reach target AND target to reach pocket.
2831 float totalDist = cueToGhostDist + targetToPocketDist;
2832
2833 // Map distance to power (needs tuning)
2834 // Let's say max power is needed for longest possible shot (e.g., corner to corner ~ 1000 units)
2835 float powerRatio = std::min(1.0f, totalDist / 800.0f); // Normalize based on estimated max distance
2836
2837 float basePower = MAX_SHOT_POWER * 0.2f; // Minimum power to move balls reliably
2838 float variablePower = (MAX_SHOT_POWER * 0.8f) * powerRatio; // Scale remaining power range
2839
2840 // Harder AI could adjust based on desired cue ball travel (more power for draw/follow)
2841 return std::min(MAX_SHOT_POWER, basePower + variablePower);
2842}
2843
2844// Calculate the position the cue ball needs to hit for the target ball to go towards the pocket
2845D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex) {
2846 float targetToPocketX = pocketPositions[pocketIndex].x - targetBall->x;
2847 float targetToPocketY = pocketPositions[pocketIndex].y - targetBall->y;
2848 float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
2849
2850 if (dist < 1.0f) { // Target is basically in the pocket
2851 // Aim slightly off-center to avoid weird physics? Or directly at center?
2852 // For simplicity, return a point slightly behind center along the reverse line.
2853 return D2D1::Point2F(targetBall->x - targetToPocketX * 0.1f, targetBall->y - targetToPocketY * 0.1f);
2854 }
2855
2856 // Normalize direction vector from target to pocket
2857 float nx = targetToPocketX / dist;
2858 float ny = targetToPocketY / dist;
2859
2860 // Ghost ball position is diameter distance *behind* the target ball along this line
2861 float ghostX = targetBall->x - nx * (BALL_RADIUS * 2.0f);
2862 float ghostY = targetBall->y - ny * (BALL_RADIUS * 2.0f);
2863
2864 return D2D1::Point2F(ghostX, ghostY);
2865}
2866
2867// Checks if line segment is clear of obstructing balls
2868bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2) {
2869 float dx = end.x - start.x;
2870 float dy = end.y - start.y;
2871 float segmentLenSq = dx * dx + dy * dy;
2872
2873 if (segmentLenSq < 0.01f) return true; // Start and end are same point
2874
2875 for (const auto& ball : balls) {
2876 if (ball.isPocketed) continue;
2877 if (ball.id == ignoredBallId1) continue;
2878 if (ball.id == ignoredBallId2) continue;
2879
2880 // Check distance from ball center to the line segment
2881 float ballToStartX = ball.x - start.x;
2882 float ballToStartY = ball.y - start.y;
2883
2884 // Project ball center onto the line defined by the segment
2885 float dot = (ballToStartX * dx + ballToStartY * dy) / segmentLenSq;
2886
2887 D2D1_POINT_2F closestPointOnLine;
2888 if (dot < 0) { // Closest point is start point
2889 closestPointOnLine = start;
2890 }
2891 else if (dot > 1) { // Closest point is end point
2892 closestPointOnLine = end;
2893 }
2894 else { // Closest point is along the segment
2895 closestPointOnLine = D2D1::Point2F(start.x + dot * dx, start.y + dot * dy);
2896 }
2897
2898 // Check if the closest point is within collision distance (ball radius + path radius)
2899 if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * BALL_RADIUS)) {
2900 // Consider slightly wider path check? Maybe BALL_RADIUS * 1.1f?
2901 // if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * 1.1f)*(BALL_RADIUS*1.1f)) {
2902 return false; // Path is blocked
2903 }
2904 }
2905 return true; // No obstructions found
2906}
2907
2908// Finds the first ball hit along a path (simplified)
2909Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq) {
2910 Ball* hitBall = nullptr;
2911 hitDistSq = -1.0f; // Initialize hit distance squared
2912 float minCollisionDistSq = -1.0f;
2913
2914 float cosA = cosf(angle);
2915 float sinA = sinf(angle);
2916
2917 for (auto& ball : balls) {
2918 if (ball.isPocketed || ball.id == 0) continue; // Skip cue ball and pocketed
2919
2920 float dx = ball.x - start.x;
2921 float dy = ball.y - start.y;
2922
2923 // Project vector from start->ball onto the aim direction vector
2924 float dot = dx * cosA + dy * sinA;
2925
2926 if (dot > 0) { // Ball is generally in front
2927 // Find closest point on aim line to the ball's center
2928 float closestPointX = start.x + dot * cosA;
2929 float closestPointY = start.y + dot * sinA;
2930 float distSq = GetDistanceSq(ball.x, ball.y, closestPointX, closestPointY);
2931
2932 // Check if the aim line passes within the ball's radius
2933 if (distSq < (BALL_RADIUS * BALL_RADIUS)) {
2934 // Calculate distance from start to the collision point on the ball's circumference
2935 float backDist = sqrtf(std::max(0.f, BALL_RADIUS * BALL_RADIUS - distSq));
2936 float collisionDist = dot - backDist; // Distance along aim line to collision
2937
2938 if (collisionDist > 0) { // Ensure collision is in front
2939 float collisionDistSq = collisionDist * collisionDist;
2940 if (hitBall == nullptr || collisionDistSq < minCollisionDistSq) {
2941 minCollisionDistSq = collisionDistSq;
2942 hitBall = &ball; // Found a closer hit ball
2943 }
2944 }
2945 }
2946 }
2947 }
2948 hitDistSq = minCollisionDistSq; // Return distance squared to the first hit
2949 return hitBall;
2950}
2951
2952// Basic check for reasonable AI aim angles (optional)
2953bool IsValidAIAimAngle(float angle) {
2954 // Placeholder - could check for NaN or infinity if calculations go wrong
2955 return isfinite(angle);
2956}
2957
2958//midi func = start
2959void PlayMidiInBackground(HWND hwnd, const TCHAR* midiPath) {
2960 while (isMusicPlaying) {
2961 MCI_OPEN_PARMS mciOpen = { 0 };
2962 mciOpen.lpstrDeviceType = TEXT("sequencer");
2963 mciOpen.lpstrElementName = midiPath;
2964
2965 if (mciSendCommand(0, MCI_OPEN, MCI_OPEN_TYPE | MCI_OPEN_ELEMENT, (DWORD_PTR)&mciOpen) == 0) {
2966 midiDeviceID = mciOpen.wDeviceID;
2967
2968 MCI_PLAY_PARMS mciPlay = { 0 };
2969 mciSendCommand(midiDeviceID, MCI_PLAY, 0, (DWORD_PTR)&mciPlay);
2970
2971 // Wait for playback to complete
2972 MCI_STATUS_PARMS mciStatus = { 0 };
2973 mciStatus.dwItem = MCI_STATUS_MODE;
2974
2975 do {
2976 mciSendCommand(midiDeviceID, MCI_STATUS, MCI_STATUS_ITEM, (DWORD_PTR)&mciStatus);
2977 Sleep(100); // adjust as needed
2978 } while (mciStatus.dwReturn == MCI_MODE_PLAY && isMusicPlaying);
2979
2980 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
2981 midiDeviceID = 0;
2982 }
2983 }
2984}
2985
2986void StartMidi(HWND hwnd, const TCHAR* midiPath) {
2987 if (isMusicPlaying) {
2988 StopMidi();
2989 }
2990 isMusicPlaying = true;
2991 musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
2992}
2993
2994void StopMidi() {
2995 if (isMusicPlaying) {
2996 isMusicPlaying = false;
2997 if (musicThread.joinable()) musicThread.join();
2998 if (midiDeviceID != 0) {
2999 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
3000 midiDeviceID = 0;
3001 }
3002 }
3003}
3004
3005/*void PlayGameMusic(HWND hwnd) {
3006 // Stop any existing playback
3007 if (isMusicPlaying) {
3008 isMusicPlaying = false;
3009 if (musicThread.joinable()) {
3010 musicThread.join();
3011 }
3012 if (midiDeviceID != 0) {
3013 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
3014 midiDeviceID = 0;
3015 }
3016 }
3017
3018 // Get the path of the executable
3019 TCHAR exePath[MAX_PATH];
3020 GetModuleFileName(NULL, exePath, MAX_PATH);
3021
3022 // Extract the directory path
3023 TCHAR* lastBackslash = _tcsrchr(exePath, '\\');
3024 if (lastBackslash != NULL) {
3025 *(lastBackslash + 1) = '\0';
3026 }
3027
3028 // Construct the full path to the MIDI file
3029 static TCHAR midiPath[MAX_PATH];
3030 _tcscpy_s(midiPath, MAX_PATH, exePath);
3031 _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID"));
3032
3033 // Start the background playback
3034 isMusicPlaying = true;
3035 musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
3036}*/
3037//midi func = end
3038
3039// --- Drawing Functions ---
3040
3041void OnPaint() {
3042 HRESULT hr = CreateDeviceResources(); // Ensure resources are valid
3043
3044 if (SUCCEEDED(hr)) {
3045 pRenderTarget->BeginDraw();
3046 DrawScene(pRenderTarget); // Pass render target
3047 hr = pRenderTarget->EndDraw();
3048
3049 if (hr == D2DERR_RECREATE_TARGET) {
3050 DiscardDeviceResources();
3051 // Optionally request another paint message: InvalidateRect(hwndMain, NULL, FALSE);
3052 // But the timer loop will trigger redraw anyway.
3053 }
3054 }
3055 // If CreateDeviceResources failed, EndDraw might not be called.
3056 // Consider handling this more robustly if needed.
3057}
3058
3059void DrawScene(ID2D1RenderTarget* pRT) {
3060 if (!pRT) return;
3061
3062 //pRT->Clear(D2D1::ColorF(D2D1::ColorF::LightGray)); // Background color
3063 // Set background color to #ffffcd (RGB: 255, 255, 205)
3064 pRT->Clear(D2D1::ColorF(0.3686f, 0.5333f, 0.3882f)); // Clear with light yellow background NEWCOLOR 1.0f, 1.0f, 0.803f => (0.3686f, 0.5333f, 0.3882f)
3065 //pRT->Clear(D2D1::ColorF(1.0f, 1.0f, 0.803f)); // Clear with light yellow background NEWCOLOR 1.0f, 1.0f, 0.803f => (0.3686f, 0.5333f, 0.3882f)
3066
3067 DrawTable(pRT, pFactory);
3068 DrawPocketSelectionIndicator(pRT); // Draw arrow over selected/called pocket
3069 DrawBalls(pRT);
3070 DrawAimingAids(pRT); // Includes cue stick if aiming
3071 DrawUI(pRT);
3072 DrawPowerMeter(pRT);
3073 DrawSpinIndicator(pRT);
3074 DrawPocketedBallsIndicator(pRT);
3075 DrawBallInHandIndicator(pRT); // Draw cue ball ghost if placing
3076
3077 // Draw Game Over Message
3078 if (currentGameState == GAME_OVER && pTextFormat) {
3079 ID2D1SolidColorBrush* pBrush = nullptr;
3080 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pBrush);
3081 if (pBrush) {
3082 D2D1_RECT_F layoutRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP + TABLE_HEIGHT / 2 - 30, TABLE_RIGHT, TABLE_TOP + TABLE_HEIGHT / 2 + 30);
3083 pRT->DrawText(
3084 gameOverMessage.c_str(),
3085 (UINT32)gameOverMessage.length(),
3086 pTextFormat, // Use large format maybe?
3087 &layoutRect,
3088 pBrush
3089 );
3090 SafeRelease(&pBrush);
3091 }
3092 }
3093
3094}
3095
3096void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory) {
3097 ID2D1SolidColorBrush* pBrush = nullptr;
3098
3099 // === Draw Full Orange Frame (Table Border) ===
3100 ID2D1SolidColorBrush* pFrameBrush = nullptr;
3101 pRT->CreateSolidColorBrush(D2D1::ColorF(0.9157f, 0.6157f, 0.2000f), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
3102 //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
3103 if (pFrameBrush) {
3104 D2D1_RECT_F outerRect = D2D1::RectF(
3105 TABLE_LEFT - CUSHION_THICKNESS,
3106 TABLE_TOP - CUSHION_THICKNESS,
3107 TABLE_RIGHT + CUSHION_THICKNESS,
3108 TABLE_BOTTOM + CUSHION_THICKNESS
3109 );
3110 pRT->FillRectangle(&outerRect, pFrameBrush);
3111 SafeRelease(&pFrameBrush);
3112 }
3113
3114 // Draw Table Bed (Green Felt)
3115 pRT->CreateSolidColorBrush(TABLE_COLOR, &pBrush);
3116 if (!pBrush) return;
3117 D2D1_RECT_F tableRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP, TABLE_RIGHT, TABLE_BOTTOM);
3118 pRT->FillRectangle(&tableRect, pBrush);
3119 SafeRelease(&pBrush);
3120
3121 // Draw Cushions (Red Border)
3122 pRT->CreateSolidColorBrush(CUSHION_COLOR, &pBrush);
3123 if (!pBrush) return;
3124 // Top Cushion (split by middle pocket)
3125 pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + HOLE_VISUAL_RADIUS, TABLE_TOP - CUSHION_THICKNESS, TABLE_LEFT + TABLE_WIDTH / 2.f - HOLE_VISUAL_RADIUS, TABLE_TOP), pBrush);
3126 pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + TABLE_WIDTH / 2.f + HOLE_VISUAL_RADIUS, TABLE_TOP - CUSHION_THICKNESS, TABLE_RIGHT - HOLE_VISUAL_RADIUS, TABLE_TOP), pBrush);
3127 // Bottom Cushion (split by middle pocket)
3128 pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + HOLE_VISUAL_RADIUS, TABLE_BOTTOM, TABLE_LEFT + TABLE_WIDTH / 2.f - HOLE_VISUAL_RADIUS, TABLE_BOTTOM + CUSHION_THICKNESS), pBrush);
3129 pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + TABLE_WIDTH / 2.f + HOLE_VISUAL_RADIUS, TABLE_BOTTOM, TABLE_RIGHT - HOLE_VISUAL_RADIUS, TABLE_BOTTOM + CUSHION_THICKNESS), pBrush);
3130 // Left Cushion
3131 pRT->FillRectangle(D2D1::RectF(TABLE_LEFT - CUSHION_THICKNESS, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_LEFT, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
3132 // Right Cushion
3133 pRT->FillRectangle(D2D1::RectF(TABLE_RIGHT, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_RIGHT + CUSHION_THICKNESS, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
3134 SafeRelease(&pBrush);
3135
3136
3137 // Draw Pockets (Black Circles)
3138 pRT->CreateSolidColorBrush(POCKET_COLOR, &pBrush);
3139 if (!pBrush) return;
3140 for (int i = 0; i < 6; ++i) {
3141 D2D1_ELLIPSE ellipse = D2D1::Ellipse(pocketPositions[i], HOLE_VISUAL_RADIUS, HOLE_VISUAL_RADIUS);
3142 pRT->FillEllipse(&ellipse, pBrush);
3143 }
3144 SafeRelease(&pBrush);
3145
3146 // Draw Headstring Line (White)
3147 pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
3148 //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
3149 if (!pBrush) return;
3150 pRT->DrawLine(
3151 D2D1::Point2F(HEADSTRING_X, TABLE_TOP),
3152 D2D1::Point2F(HEADSTRING_X, TABLE_BOTTOM),
3153 pBrush,
3154 1.0f // Line thickness
3155 );
3156 SafeRelease(&pBrush);
3157
3158 // Draw Semicircle facing West (flat side East)
3159 // Draw Semicircle facing East (curved side on the East, flat side on the West)
3160 ID2D1PathGeometry* pGeometry = nullptr;
3161 HRESULT hr = pFactory->CreatePathGeometry(&pGeometry);
3162 if (SUCCEEDED(hr) && pGeometry)
3163 {
3164 ID2D1GeometrySink* pSink = nullptr;
3165 hr = pGeometry->Open(&pSink);
3166 if (SUCCEEDED(hr) && pSink)
3167 {
3168 float radius = 60.0f; // Radius for the semicircle
3169 D2D1_POINT_2F center = D2D1::Point2F(HEADSTRING_X, (TABLE_TOP + TABLE_BOTTOM) / 2.0f);
3170
3171 // For a semicircle facing East (curved side on the East), use the top and bottom points.
3172 D2D1_POINT_2F startPoint = D2D1::Point2F(center.x, center.y - radius); // Top point
3173
3174 pSink->BeginFigure(startPoint, D2D1_FIGURE_BEGIN_HOLLOW);
3175
3176 D2D1_ARC_SEGMENT arc = {};
3177 arc.point = D2D1::Point2F(center.x, center.y + radius); // Bottom point
3178 arc.size = D2D1::SizeF(radius, radius);
3179 arc.rotationAngle = 0.0f;
3180 // Use the correct identifier with the extra underscore:
3181 arc.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
3182 arc.arcSize = D2D1_ARC_SIZE_SMALL;
3183
3184 pSink->AddArc(&arc);
3185 pSink->EndFigure(D2D1_FIGURE_END_OPEN);
3186 pSink->Close();
3187 SafeRelease(&pSink);
3188
3189 ID2D1SolidColorBrush* pArcBrush = nullptr;
3190 //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.3f), &pArcBrush);
3191 pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pArcBrush);
3192 if (pArcBrush)
3193 {
3194 pRT->DrawGeometry(pGeometry, pArcBrush, 1.5f);
3195 SafeRelease(&pArcBrush);
3196 }
3197 }
3198 SafeRelease(&pGeometry);
3199 }
3200
3201
3202
3203
3204}
3205
3206
3207void DrawBalls(ID2D1RenderTarget* pRT) {
3208 ID2D1SolidColorBrush* pBrush = nullptr;
3209 ID2D1SolidColorBrush* pStripeBrush = nullptr; // For stripe pattern
3210
3211 pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBrush); // Placeholder
3212 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
3213
3214 if (!pBrush || !pStripeBrush) {
3215 SafeRelease(&pBrush);
3216 SafeRelease(&pStripeBrush);
3217 return;
3218 }
3219
3220
3221 for (size_t i = 0; i < balls.size(); ++i) {
3222 const Ball& b = balls[i];
3223 if (!b.isPocketed) {
3224 D2D1_ELLIPSE ellipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
3225
3226 // Set main ball color
3227 pBrush->SetColor(b.color);
3228 pRT->FillEllipse(&ellipse, pBrush);
3229
3230 // Draw Stripe if applicable
3231 if (b.type == BallType::STRIPE) {
3232 // Draw a white band across the middle (simplified stripe)
3233 D2D1_RECT_F stripeRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS * 0.4f, b.x + BALL_RADIUS, b.y + BALL_RADIUS * 0.4f);
3234 // Need to clip this rectangle to the ellipse bounds - complex!
3235 // Alternative: Draw two colored arcs leaving a white band.
3236 // Simplest: Draw a white circle inside, slightly smaller.
3237 D2D1_ELLIPSE innerEllipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS * 0.6f, BALL_RADIUS * 0.6f);
3238 pRT->FillEllipse(innerEllipse, pStripeBrush); // White center part
3239 pBrush->SetColor(b.color); // Set back to stripe color
3240 pRT->FillEllipse(innerEllipse, pBrush); // Fill again, leaving a ring - No, this isn't right.
3241
3242 // Let's try drawing a thick white line across
3243 // This doesn't look great. Just drawing solid red for stripes for now.
3244 }
3245
3246 // Draw Number (Optional - requires more complex text layout or pre-rendered textures)
3247 // if (b.id != 0 && pTextFormat) {
3248 // std::wstring numStr = std::to_wstring(b.id);
3249 // D2D1_RECT_F textRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS, b.x + BALL_RADIUS, b.y + BALL_RADIUS);
3250 // ID2D1SolidColorBrush* pNumBrush = nullptr;
3251 // D2D1_COLOR_F numCol = (b.type == BallType::SOLID || b.id == 8) ? D2D1::ColorF(D2D1::ColorF::Black) : D2D1::ColorF(D2D1::ColorF::White);
3252 // pRT->CreateSolidColorBrush(numCol, &pNumBrush);
3253 // // Create a smaller text format...
3254 // // pRT->DrawText(numStr.c_str(), numStr.length(), pSmallTextFormat, &textRect, pNumBrush);
3255 // SafeRelease(&pNumBrush);
3256 // }
3257 }
3258 }
3259
3260 SafeRelease(&pBrush);
3261 SafeRelease(&pStripeBrush);
3262}
3263
3264
3265void DrawAimingAids(ID2D1RenderTarget* pRT) {
3266 // Condition check at start (Unchanged)
3267 //if (currentGameState != PLAYER1_TURN && currentGameState != PLAYER2_TURN &&
3268 //currentGameState != BREAKING && currentGameState != AIMING)
3269 //{
3270 //return;
3271 //}
3272 // NEW Condition: Allow drawing if it's a human player's active turn/aiming/breaking,
3273 // OR if it's AI's turn and it's in AI_THINKING state (calculating) or BREAKING (aiming break).
3274 bool isHumanInteracting = (!isPlayer2AI || currentPlayer == 1) &&
3275 (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
3276 currentGameState == BREAKING || currentGameState == AIMING);
3277 // AI_THINKING state is when AI calculates shot. AIMakeDecision sets cueAngle/shotPower.
3278 // Also include BREAKING state if it's AI's turn and isOpeningBreakShot for break aim visualization.
3279 // NEW Condition: AI is displaying its aim
3280 bool isAiVisualizingShot = (isPlayer2AI && currentPlayer == 2 &&
3281 currentGameState == AI_THINKING && aiIsDisplayingAim);
3282
3283 if (!isHumanInteracting && !(isAiVisualizingShot || (currentGameState == AI_THINKING && aiIsDisplayingAim))) {
3284 return;
3285 }
3286
3287 Ball* cueBall = GetCueBall();
3288 if (!cueBall || cueBall->isPocketed) return; // Don't draw if cue ball is gone
3289
3290 ID2D1SolidColorBrush* pBrush = nullptr;
3291 ID2D1SolidColorBrush* pGhostBrush = nullptr;
3292 ID2D1StrokeStyle* pDashedStyle = nullptr;
3293 ID2D1SolidColorBrush* pCueBrush = nullptr;
3294 ID2D1SolidColorBrush* pReflectBrush = nullptr; // Brush for reflection line
3295
3296 // Ensure render target is valid
3297 if (!pRT) return;
3298
3299 // Create Brushes and Styles (check for failures)
3300 HRESULT hr;
3301 hr = pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
3302 if FAILED(hr) { SafeRelease(&pBrush); return; }
3303 hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
3304 if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); return; }
3305 hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
3306 if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); return; }
3307 // Create reflection brush (e.g., lighter shade or different color)
3308 hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
3309 if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); SafeRelease(&pReflectBrush); return; }
3310 // Create a Cyan brush for primary and secondary lines //orig(75.0f / 255.0f, 0.0f, 130.0f / 255.0f);indigoColor
3311 D2D1::ColorF cyanColor(0.0, 255.0, 255.0, 255.0f);
3312 ID2D1SolidColorBrush* pCyanBrush = nullptr;
3313 hr = pRT->CreateSolidColorBrush(cyanColor, &pCyanBrush);
3314 if (FAILED(hr)) {
3315 SafeRelease(&pCyanBrush);
3316 // handle error if needed
3317 }
3318 // Create a Purple brush for primary and secondary lines
3319 D2D1::ColorF purpleColor(255.0f, 0.0f, 255.0f, 255.0f);
3320 ID2D1SolidColorBrush* pPurpleBrush = nullptr;
3321 hr = pRT->CreateSolidColorBrush(purpleColor, &pPurpleBrush);
3322 if (FAILED(hr)) {
3323 SafeRelease(&pPurpleBrush);
3324 // handle error if needed
3325 }
3326
3327 if (pFactory) {
3328 D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
3329 strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
3330 hr = pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
3331 if FAILED(hr) { pDashedStyle = nullptr; }
3332 }
3333
3334
3335 // --- Cue Stick Drawing (Unchanged from previous fix) ---
3336 const float baseStickLength = 150.0f;
3337 const float baseStickThickness = 4.0f;
3338 float stickLength = baseStickLength * 1.4f;
3339 float stickThickness = baseStickThickness * 1.5f;
3340 float stickAngle = cueAngle + PI;
3341 float powerOffset = 0.0f;
3342 //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
3343 // Show power offset if human is aiming/dragging, or if AI is preparing its shot (AI_THINKING or AI Break)
3344 if ((isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) || isAiVisualizingShot) { // Use the new condition
3345 powerOffset = shotPower * 5.0f;
3346 }
3347 D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
3348 D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
3349 pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);
3350
3351
3352 // --- Projection Line Calculation ---
3353 float cosA = cosf(cueAngle);
3354 float sinA = sinf(cueAngle);
3355 float rayLength = TABLE_WIDTH + TABLE_HEIGHT; // Ensure ray is long enough
3356 D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
3357 D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);
3358
3359 // Find the first ball hit by the aiming ray
3360 Ball* hitBall = nullptr;
3361 float firstHitDistSq = -1.0f;
3362 D2D1_POINT_2F ballCollisionPoint = { 0, 0 }; // Point on target ball circumference
3363 D2D1_POINT_2F ghostBallPosForHit = { 0, 0 }; // Ghost ball pos for the hit ball
3364
3365 hitBall = FindFirstHitBall(rayStart, cueAngle, firstHitDistSq);
3366 if (hitBall) {
3367 // Calculate the point on the target ball's circumference
3368 float collisionDist = sqrtf(firstHitDistSq);
3369 ballCollisionPoint = D2D1::Point2F(rayStart.x + cosA * collisionDist, rayStart.y + sinA * collisionDist);
3370 // Calculate ghost ball position for this specific hit (used for projection consistency)
3371 ghostBallPosForHit = D2D1::Point2F(hitBall->x - cosA * BALL_RADIUS, hitBall->y - sinA * BALL_RADIUS); // Approx.
3372 }
3373
3374 // Find the first rail hit by the aiming ray
3375 D2D1_POINT_2F railHitPoint = rayEnd; // Default to far end if no rail hit
3376 float minRailDistSq = rayLength * rayLength;
3377 int hitRailIndex = -1; // 0:Left, 1:Right, 2:Top, 3:Bottom
3378
3379 // Define table edge segments for intersection checks
3380 D2D1_POINT_2F topLeft = D2D1::Point2F(TABLE_LEFT, TABLE_TOP);
3381 D2D1_POINT_2F topRight = D2D1::Point2F(TABLE_RIGHT, TABLE_TOP);
3382 D2D1_POINT_2F bottomLeft = D2D1::Point2F(TABLE_LEFT, TABLE_BOTTOM);
3383 D2D1_POINT_2F bottomRight = D2D1::Point2F(TABLE_RIGHT, TABLE_BOTTOM);
3384
3385 D2D1_POINT_2F currentIntersection;
3386
3387 // Check Left Rail
3388 if (LineSegmentIntersection(rayStart, rayEnd, topLeft, bottomLeft, currentIntersection)) {
3389 float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
3390 if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 0; }
3391 }
3392 // Check Right Rail
3393 if (LineSegmentIntersection(rayStart, rayEnd, topRight, bottomRight, currentIntersection)) {
3394 float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
3395 if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 1; }
3396 }
3397 // Check Top Rail
3398 if (LineSegmentIntersection(rayStart, rayEnd, topLeft, topRight, currentIntersection)) {
3399 float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
3400 if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 2; }
3401 }
3402 // Check Bottom Rail
3403 if (LineSegmentIntersection(rayStart, rayEnd, bottomLeft, bottomRight, currentIntersection)) {
3404 float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
3405 if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 3; }
3406 }
3407
3408
3409 // --- Determine final aim line end point ---
3410 D2D1_POINT_2F finalLineEnd = railHitPoint; // Assume rail hit first
3411 bool aimingAtRail = true;
3412
3413 if (hitBall && firstHitDistSq < minRailDistSq) {
3414 // Ball collision is closer than rail collision
3415 finalLineEnd = ballCollisionPoint; // End line at the point of contact on the ball
3416 aimingAtRail = false;
3417 }
3418
3419 // --- Draw Primary Aiming Line ---
3420 pRT->DrawLine(rayStart, finalLineEnd, pBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
3421
3422 // --- Draw Target Circle/Indicator ---
3423 D2D1_ELLIPSE targetCircle = D2D1::Ellipse(finalLineEnd, BALL_RADIUS / 2.0f, BALL_RADIUS / 2.0f);
3424 pRT->DrawEllipse(&targetCircle, pBrush, 1.0f);
3425
3426 // --- Draw Projection/Reflection Lines ---
3427 if (!aimingAtRail && hitBall) {
3428 // Aiming at a ball: Draw Ghost Cue Ball and Target Ball Projection
3429 D2D1_ELLIPSE ghostCue = D2D1::Ellipse(ballCollisionPoint, BALL_RADIUS, BALL_RADIUS); // Ghost ball at contact point
3430 pRT->DrawEllipse(ghostCue, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
3431
3432 // Calculate target ball projection based on impact line (cue collision point -> target center)
3433 float targetProjectionAngle = atan2f(hitBall->y - ballCollisionPoint.y, hitBall->x - ballCollisionPoint.x);
3434 // Clamp angle calculation if distance is tiny
3435 if (GetDistanceSq(hitBall->x, hitBall->y, ballCollisionPoint.x, ballCollisionPoint.y) < 1.0f) {
3436 targetProjectionAngle = cueAngle; // Fallback if overlapping
3437 }
3438
3439 D2D1_POINT_2F targetStartPoint = D2D1::Point2F(hitBall->x, hitBall->y);
3440 D2D1_POINT_2F targetProjectionEnd = D2D1::Point2F(
3441 hitBall->x + cosf(targetProjectionAngle) * 50.0f, // Projection length 50 units
3442 hitBall->y + sinf(targetProjectionAngle) * 50.0f
3443 );
3444 // Draw solid line for target projection
3445 //pRT->DrawLine(targetStartPoint, targetProjectionEnd, pBrush, 1.0f);
3446
3447 //new code start
3448
3449 // Dual trajectory with edge-aware contact simulation
3450 D2D1_POINT_2F dir = {
3451 targetProjectionEnd.x - targetStartPoint.x,
3452 targetProjectionEnd.y - targetStartPoint.y
3453 };
3454 float dirLen = sqrtf(dir.x * dir.x + dir.y * dir.y);
3455 dir.x /= dirLen;
3456 dir.y /= dirLen;
3457
3458 D2D1_POINT_2F perp = { -dir.y, dir.x };
3459
3460 // Approximate cue ball center by reversing from tip
3461 D2D1_POINT_2F cueBallCenterForGhostHit = { // Renamed for clarity if you use it elsewhere
3462 targetStartPoint.x - dir.x * BALL_RADIUS,
3463 targetStartPoint.y - dir.y * BALL_RADIUS
3464 };
3465
3466 // REAL contact-ball center - use your physics object's center:
3467 // (replace 'objectBallPos' with whatever you actually call it)
3468 // (targetStartPoint is already hitBall->x, hitBall->y)
3469 D2D1_POINT_2F contactBallCenter = targetStartPoint; // Corrected: Use the object ball's actual center
3470 //D2D1_POINT_2F contactBallCenter = D2D1::Point2F(hitBall->x, hitBall->y);
3471
3472 // The 'offset' calculation below uses 'cueBallCenterForGhostHit' (originally 'cueBallCenter').
3473 // This will result in 'offset' being 0 because 'cueBallCenterForGhostHit' is defined
3474 // such that (targetStartPoint - cueBallCenterForGhostHit) is parallel to 'dir',
3475 // and 'perp' is perpendicular to 'dir'.
3476 // Consider Change 2 if this 'offset' is not behaving as intended for the secondary line.
3477 /*float offset = ((targetStartPoint.x - cueBallCenterForGhostHit.x) * perp.x +
3478 (targetStartPoint.y - cueBallCenterForGhostHit.y) * perp.y);*/
3479 /*float offset = ((targetStartPoint.x - cueBallCenter.x) * perp.x +
3480 (targetStartPoint.y - cueBallCenter.y) * perp.y);
3481 float absOffset = fabsf(offset);
3482 float side = (offset >= 0 ? 1.0f : -1.0f);*/
3483
3484 // Use actual cue ball center for offset calculation if 'offset' is meant to quantify the cut
3485 D2D1_POINT_2F actualCueBallPhysicalCenter = D2D1::Point2F(cueBall->x, cueBall->y); // This is also rayStart
3486
3487 // Offset calculation based on actual cue ball position relative to the 'dir' line through targetStartPoint
3488 float offset = ((targetStartPoint.x - actualCueBallPhysicalCenter.x) * perp.x +
3489 (targetStartPoint.y - actualCueBallPhysicalCenter.y) * perp.y);
3490 float absOffset = fabsf(offset);
3491 float side = (offset >= 0 ? 1.0f : -1.0f);
3492
3493
3494 // Actual contact point on target ball edge
3495 D2D1_POINT_2F contactPoint = {
3496 contactBallCenter.x + perp.x * BALL_RADIUS * side,
3497 contactBallCenter.y + perp.y * BALL_RADIUS * side
3498 };
3499
3500 // Tangent (cut shot) path from contact point
3501 // Tangent (cut shot) path: from contact point to contact ball center
3502 D2D1_POINT_2F objectBallDir = {
3503 contactBallCenter.x - contactPoint.x,
3504 contactBallCenter.y - contactPoint.y
3505 };
3506 float oLen = sqrtf(objectBallDir.x * objectBallDir.x + objectBallDir.y * objectBallDir.y);
3507 if (oLen != 0.0f) {
3508 objectBallDir.x /= oLen;
3509 objectBallDir.y /= oLen;
3510 }
3511
3512 const float PRIMARY_LEN = 150.0f; //default=150.0f
3513 const float SECONDARY_LEN = 150.0f; //default=150.0f
3514 const float STRAIGHT_EPSILON = BALL_RADIUS * 0.05f;
3515
3516 D2D1_POINT_2F primaryEnd = {
3517 targetStartPoint.x + dir.x * PRIMARY_LEN,
3518 targetStartPoint.y + dir.y * PRIMARY_LEN
3519 };
3520
3521 // Secondary line starts from the contact ball's center
3522 D2D1_POINT_2F secondaryStart = contactBallCenter;
3523 D2D1_POINT_2F secondaryEnd = {
3524 secondaryStart.x + objectBallDir.x * SECONDARY_LEN,
3525 secondaryStart.y + objectBallDir.y * SECONDARY_LEN
3526 };
3527
3528 if (absOffset < STRAIGHT_EPSILON) // straight shot?
3529 {
3530 // Straight: secondary behind primary
3531 // secondary behind primary {pDashedStyle param at end}
3532 pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
3533 //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
3534 pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
3535 //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
3536 }
3537 else
3538 {
3539 // Cut shot: both visible
3540 // both visible for cut shot
3541 pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
3542 //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
3543 pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
3544 //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
3545 }
3546 // End improved trajectory logic
3547
3548 //new code end
3549
3550 // -- Cue Ball Path after collision (Optional, requires physics) --
3551 // Very simplified: Assume cue deflects, angle depends on cut angle.
3552 // float cutAngle = acosf(cosf(cueAngle - targetProjectionAngle)); // Angle between paths
3553 // float cueDeflectionAngle = ? // Depends on cutAngle, spin, etc. Hard to predict accurately.
3554 // D2D1_POINT_2F cueProjectionEnd = ...
3555 // pRT->DrawLine(ballCollisionPoint, cueProjectionEnd, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
3556
3557 // --- Accuracy Comment ---
3558 // Note: The visual accuracy of this projection, especially for cut shots (hitting the ball off-center)
3559 // or shots with spin, is limited by the simplified physics model. Real pool physics involves
3560 // collision-induced throw, spin transfer, and cue ball deflection not fully simulated here.
3561 // The ghost ball method shows the *ideal* line for a center-cue hit without spin.
3562
3563 }
3564 else if (aimingAtRail && hitRailIndex != -1) {
3565 // Aiming at a rail: Draw reflection line
3566 float reflectAngle = cueAngle;
3567 // Reflect angle based on which rail was hit
3568 if (hitRailIndex == 0 || hitRailIndex == 1) { // Left or Right rail
3569 reflectAngle = PI - cueAngle; // Reflect horizontal component
3570 }
3571 else { // Top or Bottom rail
3572 reflectAngle = -cueAngle; // Reflect vertical component
3573 }
3574 // Normalize angle if needed (atan2 usually handles this)
3575 while (reflectAngle > PI) reflectAngle -= 2 * PI;
3576 while (reflectAngle <= -PI) reflectAngle += 2 * PI;
3577
3578
3579 float reflectionLength = 60.0f; // Length of the reflection line
3580 D2D1_POINT_2F reflectionEnd = D2D1::Point2F(
3581 finalLineEnd.x + cosf(reflectAngle) * reflectionLength,
3582 finalLineEnd.y + sinf(reflectAngle) * reflectionLength
3583 );
3584
3585 // Draw the reflection line (e.g., using a different color/style)
3586 pRT->DrawLine(finalLineEnd, reflectionEnd, pReflectBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
3587 }
3588
3589 // Release resources
3590 SafeRelease(&pBrush);
3591 SafeRelease(&pGhostBrush);
3592 SafeRelease(&pCueBrush);
3593 SafeRelease(&pReflectBrush); // Release new brush
3594 SafeRelease(&pCyanBrush);
3595 SafeRelease(&pPurpleBrush);
3596 SafeRelease(&pDashedStyle);
3597}
3598
3599
3600void DrawUI(ID2D1RenderTarget* pRT) {
3601 if (!pTextFormat || !pLargeTextFormat) return;
3602
3603 ID2D1SolidColorBrush* pBrush = nullptr;
3604 pRT->CreateSolidColorBrush(UI_TEXT_COLOR, &pBrush);
3605 if (!pBrush) return;
3606
3607 // --- Player Info Area (Top Left/Right) --- (Unchanged)
3608 float uiTop = TABLE_TOP - 80;
3609 float uiHeight = 60;
3610 float p1Left = TABLE_LEFT;
3611 float p1Width = 150;
3612 float p2Left = TABLE_RIGHT - p1Width;
3613 D2D1_RECT_F p1Rect = D2D1::RectF(p1Left, uiTop, p1Left + p1Width, uiTop + uiHeight);
3614 D2D1_RECT_F p2Rect = D2D1::RectF(p2Left, uiTop, p2Left + p1Width, uiTop + uiHeight);
3615
3616 // Player 1 Info Text (Unchanged)
3617 std::wostringstream oss1;
3618 oss1 << player1Info.name.c_str() << L"\n";
3619 if (player1Info.assignedType != BallType::NONE) {
3620 oss1 << ((player1Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
3621 oss1 << L" [" << player1Info.ballsPocketedCount << L"/7]";
3622 }
3623 else {
3624 oss1 << L"(Undecided)";
3625 }
3626 pRT->DrawText(oss1.str().c_str(), (UINT32)oss1.str().length(), pTextFormat, &p1Rect, pBrush);
3627 // Draw Player 1 Side Ball
3628 if (player1Info.assignedType != BallType::NONE)
3629 {
3630 ID2D1SolidColorBrush* pBallBrush = nullptr;
3631 D2D1_COLOR_F ballColor = (player1Info.assignedType == BallType::SOLID) ?
3632 D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
3633 pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
3634 if (pBallBrush)
3635 {
3636 D2D1_POINT_2F ballCenter = D2D1::Point2F(p1Rect.right + 10.0f, p1Rect.top + 20.0f);
3637 float radius = 10.0f;
3638 D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
3639 pRT->FillEllipse(&ball, pBallBrush);
3640 SafeRelease(&pBallBrush);
3641 // Draw border around the ball
3642 ID2D1SolidColorBrush* pBorderBrush = nullptr;
3643 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
3644 if (pBorderBrush)
3645 {
3646 pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
3647 SafeRelease(&pBorderBrush);
3648 }
3649
3650 // If stripes, draw a stripe band
3651 if (player1Info.assignedType == BallType::STRIPE)
3652 {
3653 ID2D1SolidColorBrush* pStripeBrush = nullptr;
3654 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
3655 if (pStripeBrush)
3656 {
3657 D2D1_RECT_F stripeRect = D2D1::RectF(
3658 ballCenter.x - radius,
3659 ballCenter.y - 3.0f,
3660 ballCenter.x + radius,
3661 ballCenter.y + 3.0f
3662 );
3663 pRT->FillRectangle(&stripeRect, pStripeBrush);
3664 SafeRelease(&pStripeBrush);
3665 }
3666 }
3667 }
3668 }
3669
3670
3671 // Player 2 Info Text (Unchanged)
3672 std::wostringstream oss2;
3673 oss2 << player2Info.name.c_str() << L"\n";
3674 if (player2Info.assignedType != BallType::NONE) {
3675 oss2 << ((player2Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
3676 oss2 << L" [" << player2Info.ballsPocketedCount << L"/7]";
3677 }
3678 else {
3679 oss2 << L"(Undecided)";
3680 }
3681 pRT->DrawText(oss2.str().c_str(), (UINT32)oss2.str().length(), pTextFormat, &p2Rect, pBrush);
3682 // Draw Player 2 Side Ball
3683 if (player2Info.assignedType != BallType::NONE)
3684 {
3685 ID2D1SolidColorBrush* pBallBrush = nullptr;
3686 D2D1_COLOR_F ballColor = (player2Info.assignedType == BallType::SOLID) ?
3687 D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
3688 pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
3689 if (pBallBrush)
3690 {
3691 D2D1_POINT_2F ballCenter = D2D1::Point2F(p2Rect.right + 10.0f, p2Rect.top + 20.0f);
3692 float radius = 10.0f;
3693 D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
3694 pRT->FillEllipse(&ball, pBallBrush);
3695 SafeRelease(&pBallBrush);
3696 // Draw border around the ball
3697 ID2D1SolidColorBrush* pBorderBrush = nullptr;
3698 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
3699 if (pBorderBrush)
3700 {
3701 pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
3702 SafeRelease(&pBorderBrush);
3703 }
3704
3705 // If stripes, draw a stripe band
3706 if (player2Info.assignedType == BallType::STRIPE)
3707 {
3708 ID2D1SolidColorBrush* pStripeBrush = nullptr;
3709 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
3710 if (pStripeBrush)
3711 {
3712 D2D1_RECT_F stripeRect = D2D1::RectF(
3713 ballCenter.x - radius,
3714 ballCenter.y - 3.0f,
3715 ballCenter.x + radius,
3716 ballCenter.y + 3.0f
3717 );
3718 pRT->FillRectangle(&stripeRect, pStripeBrush);
3719 SafeRelease(&pStripeBrush);
3720 }
3721 }
3722 }
3723 }
3724
3725
3726 // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
3727 ID2D1SolidColorBrush* pArrowBrush = nullptr;
3728 pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
3729 if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
3730 float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
3731 float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
3732 float arrowTipX, arrowBackX;
3733
3734 D2D1_RECT_F playerBox = (currentPlayer == 1) ? p1Rect : p2Rect;
3735 arrowBackX = playerBox.left - 25.0f;
3736 arrowTipX = arrowBackX + arrowSizeBase * 0.75f;
3737
3738 float notchDepth = 12.0f; // Increased from 6.0f to make the rectangle longer
3739 float notchWidth = 10.0f;
3740
3741 float cx = arrowBackX;
3742 float cy = arrowCenterY;
3743
3744 // Define triangle + rectangle tail shape
3745 D2D1_POINT_2F tip = D2D1::Point2F(arrowTipX, cy); // tip
3746 D2D1_POINT_2F baseTop = D2D1::Point2F(cx, cy - arrowSizeBase / 2.0f); // triangle top
3747 D2D1_POINT_2F baseBot = D2D1::Point2F(cx, cy + arrowSizeBase / 2.0f); // triangle bottom
3748
3749 // Rectangle coordinates for the tail portion:
3750 D2D1_POINT_2F r1 = D2D1::Point2F(cx - notchDepth, cy - notchWidth / 2.0f); // rect top-left
3751 D2D1_POINT_2F r2 = D2D1::Point2F(cx, cy - notchWidth / 2.0f); // rect top-right
3752 D2D1_POINT_2F r3 = D2D1::Point2F(cx, cy + notchWidth / 2.0f); // rect bottom-right
3753 D2D1_POINT_2F r4 = D2D1::Point2F(cx - notchDepth, cy + notchWidth / 2.0f); // rect bottom-left
3754
3755 ID2D1PathGeometry* pPath = nullptr;
3756 if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
3757 ID2D1GeometrySink* pSink = nullptr;
3758 if (SUCCEEDED(pPath->Open(&pSink))) {
3759 pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
3760 pSink->AddLine(baseTop);
3761 pSink->AddLine(r2); // transition from triangle into rectangle
3762 pSink->AddLine(r1);
3763 pSink->AddLine(r4);
3764 pSink->AddLine(r3);
3765 pSink->AddLine(baseBot);
3766 pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
3767 pSink->Close();
3768 SafeRelease(&pSink);
3769 pRT->FillGeometry(pPath, pArrowBrush);
3770 }
3771 SafeRelease(&pPath);
3772 }
3773
3774
3775 SafeRelease(&pArrowBrush);
3776 }
3777
3778 //original
3779/*
3780 // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
3781 ID2D1SolidColorBrush* pArrowBrush = nullptr;
3782 pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
3783 if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
3784 float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
3785 float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
3786 float arrowTipX, arrowBackX;
3787
3788 if (currentPlayer == 1) {
3789arrowBackX = p1Rect.left - 25.0f; // Position left of the box
3790 arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
3791 // Define points for right-pointing arrow
3792 //D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
3793 //D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
3794 //D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
3795 // Enhanced arrow with base rectangle intersection
3796 float notchDepth = 6.0f; // Depth of square base "stem"
3797 float notchWidth = 4.0f; // Thickness of square part
3798
3799 D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
3800 D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
3801 D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY - notchWidth / 2.0f); // Square Left-Top
3802 D2D1_POINT_2F pt4 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY + notchWidth / 2.0f); // Square Left-Bottom
3803 D2D1_POINT_2F pt5 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
3804
3805
3806 ID2D1PathGeometry* pPath = nullptr;
3807 if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
3808 ID2D1GeometrySink* pSink = nullptr;
3809 if (SUCCEEDED(pPath->Open(&pSink))) {
3810 pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
3811 pSink->AddLine(pt2);
3812 pSink->AddLine(pt3);
3813 pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
3814 pSink->Close();
3815 SafeRelease(&pSink);
3816 pRT->FillGeometry(pPath, pArrowBrush);
3817 }
3818 SafeRelease(&pPath);
3819 }
3820 }
3821
3822
3823 //==================else player 2
3824 else { // Player 2
3825 // Player 2: Arrow left of P2 box, pointing right (or right of P2 box pointing left?)
3826 // Let's keep it consistent: Arrow left of the active player's box, pointing right.
3827// Let's keep it consistent: Arrow left of the active player's box, pointing right.
3828arrowBackX = p2Rect.left - 25.0f; // Position left of the box
3829arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
3830// Define points for right-pointing arrow
3831D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
3832D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
3833D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
3834
3835ID2D1PathGeometry* pPath = nullptr;
3836if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
3837 ID2D1GeometrySink* pSink = nullptr;
3838 if (SUCCEEDED(pPath->Open(&pSink))) {
3839 pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
3840 pSink->AddLine(pt2);
3841 pSink->AddLine(pt3);
3842 pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
3843 pSink->Close();
3844 SafeRelease(&pSink);
3845 pRT->FillGeometry(pPath, pArrowBrush);
3846 }
3847 SafeRelease(&pPath);
3848}
3849 }
3850 */
3851
3852 // --- MODIFIED: Foul Text (Large Red, Bottom Center) ---
3853 if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) {
3854 ID2D1SolidColorBrush* pFoulBrush = nullptr;
3855 pRT->CreateSolidColorBrush(FOUL_TEXT_COLOR, &pFoulBrush);
3856 if (pFoulBrush && pLargeTextFormat) {
3857 // Calculate Rect for bottom-middle area
3858 float foulWidth = 200.0f; // Adjust width as needed
3859 float foulHeight = 60.0f;
3860 float foulLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (foulWidth / 2.0f);
3861 // Position below the pocketed balls bar
3862 float foulTop = pocketedBallsBarRect.bottom + 10.0f;
3863 D2D1_RECT_F foulRect = D2D1::RectF(foulLeft, foulTop, foulLeft + foulWidth, foulTop + foulHeight);
3864
3865 // --- Set text alignment to center for foul text ---
3866 pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
3867 pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
3868
3869 pRT->DrawText(L"FOUL!", 5, pLargeTextFormat, &foulRect, pFoulBrush);
3870
3871 // --- Restore default alignment for large text if needed elsewhere ---
3872 // pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
3873 // pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
3874
3875 SafeRelease(&pFoulBrush);
3876 }
3877 }
3878
3879 // --- Draw "Choose Pocket" Message ---
3880 if (!pocketCallMessage.empty() && (currentGameState == CHOOSING_POCKET_P1 || currentGameState == CHOOSING_POCKET_P2)) {
3881 ID2D1SolidColorBrush* pMsgBrush = nullptr;
3882 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pMsgBrush);
3883 if (pMsgBrush && pTextFormat) {
3884 float msgWidth = 450.0f;
3885 float msgHeight = 30.0f;
3886 float msgLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (msgWidth / 2.0f);
3887 float msgTop = pocketedBallsBarRect.bottom + 10.0f;
3888 if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) msgTop += 30.0f;
3889
3890 D2D1_RECT_F msgRect = D2D1::RectF(msgLeft, msgTop, msgLeft + msgWidth, msgTop + msgHeight);
3891
3892 pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
3893 pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
3894 pRT->DrawText(pocketCallMessage.c_str(), (UINT32)pocketCallMessage.length(), pTextFormat, &msgRect, pMsgBrush);
3895 SafeRelease(&pMsgBrush);
3896 }
3897 }
3898
3899
3900 // Show AI Thinking State (Unchanged from previous step)
3901 if (currentGameState == AI_THINKING && pTextFormat) {
3902 ID2D1SolidColorBrush* pThinkingBrush = nullptr;
3903 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pThinkingBrush);
3904 if (pThinkingBrush) {
3905 D2D1_RECT_F thinkingRect = p2Rect;
3906 thinkingRect.top += 20; // Offset within P2 box
3907 // Ensure default text alignment for this
3908 pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
3909 pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
3910 pRT->DrawText(L"Thinking...", 11, pTextFormat, &thinkingRect, pThinkingBrush);
3911 SafeRelease(&pThinkingBrush);
3912 }
3913 }
3914
3915 SafeRelease(&pBrush);
3916
3917 // --- Draw CHEAT MODE label if active ---
3918 if (cheatModeEnabled) {
3919 ID2D1SolidColorBrush* pCheatBrush = nullptr;
3920 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red), &pCheatBrush);
3921 if (pCheatBrush && pTextFormat) {
3922 D2D1_RECT_F cheatTextRect = D2D1::RectF(
3923 TABLE_LEFT + 10.0f,
3924 TABLE_TOP + 10.0f,
3925 TABLE_LEFT + 200.0f,
3926 TABLE_TOP + 40.0f
3927 );
3928 pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
3929 pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
3930 pRT->DrawText(L"CHEAT MODE ON", wcslen(L"CHEAT MODE ON"), pTextFormat, &cheatTextRect, pCheatBrush);
3931 }
3932 SafeRelease(&pCheatBrush);
3933 }
3934}
3935
3936void DrawPowerMeter(ID2D1RenderTarget* pRT) {
3937 // Draw Border
3938 ID2D1SolidColorBrush* pBorderBrush = nullptr;
3939 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
3940 if (!pBorderBrush) return;
3941 pRT->DrawRectangle(&powerMeterRect, pBorderBrush, 2.0f);
3942 SafeRelease(&pBorderBrush);
3943
3944 // Create Gradient Fill
3945 ID2D1GradientStopCollection* pGradientStops = nullptr;
3946 ID2D1LinearGradientBrush* pGradientBrush = nullptr;
3947 D2D1_GRADIENT_STOP gradientStops[4];
3948 gradientStops[0].position = 0.0f;
3949 gradientStops[0].color = D2D1::ColorF(D2D1::ColorF::Green);
3950 gradientStops[1].position = 0.45f;
3951 gradientStops[1].color = D2D1::ColorF(D2D1::ColorF::Yellow);
3952 gradientStops[2].position = 0.7f;
3953 gradientStops[2].color = D2D1::ColorF(D2D1::ColorF::Orange);
3954 gradientStops[3].position = 1.0f;
3955 gradientStops[3].color = D2D1::ColorF(D2D1::ColorF::Red);
3956
3957 pRT->CreateGradientStopCollection(gradientStops, 4, &pGradientStops);
3958 if (pGradientStops) {
3959 D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES props = {};
3960 props.startPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.bottom);
3961 props.endPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.top);
3962 pRT->CreateLinearGradientBrush(props, pGradientStops, &pGradientBrush);
3963 SafeRelease(&pGradientStops);
3964 }
3965
3966 // Calculate Fill Height
3967 float fillRatio = 0;
3968 //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
3969 // Determine if power meter should reflect shot power (human aiming or AI preparing)
3970 bool humanIsAimingPower = isAiming && (currentGameState == AIMING || currentGameState == BREAKING);
3971 // NEW Condition: AI is displaying its aim, so show its chosen power
3972 bool aiIsVisualizingPower = (isPlayer2AI && currentPlayer == 2 &&
3973 currentGameState == AI_THINKING && aiIsDisplayingAim);
3974
3975 if (humanIsAimingPower || aiIsVisualizingPower) { // Use the new condition
3976 fillRatio = shotPower / MAX_SHOT_POWER;
3977 }
3978 float fillHeight = (powerMeterRect.bottom - powerMeterRect.top) * fillRatio;
3979 D2D1_RECT_F fillRect = D2D1::RectF(
3980 powerMeterRect.left,
3981 powerMeterRect.bottom - fillHeight,
3982 powerMeterRect.right,
3983 powerMeterRect.bottom
3984 );
3985
3986 if (pGradientBrush) {
3987 pRT->FillRectangle(&fillRect, pGradientBrush);
3988 SafeRelease(&pGradientBrush);
3989 }
3990
3991 // Draw scale notches
3992 ID2D1SolidColorBrush* pNotchBrush = nullptr;
3993 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNotchBrush);
3994 if (pNotchBrush) {
3995 for (int i = 0; i <= 8; ++i) {
3996 float y = powerMeterRect.top + (powerMeterRect.bottom - powerMeterRect.top) * (i / 8.0f);
3997 pRT->DrawLine(
3998 D2D1::Point2F(powerMeterRect.right + 2.0f, y),
3999 D2D1::Point2F(powerMeterRect.right + 8.0f, y),
4000 pNotchBrush,
4001 1.5f
4002 );
4003 }
4004 SafeRelease(&pNotchBrush);
4005 }
4006
4007 // Draw "Power" Label Below Meter
4008 if (pTextFormat) {
4009 ID2D1SolidColorBrush* pTextBrush = nullptr;
4010 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pTextBrush);
4011 if (pTextBrush) {
4012 D2D1_RECT_F textRect = D2D1::RectF(
4013 powerMeterRect.left - 20.0f,
4014 powerMeterRect.bottom + 8.0f,
4015 powerMeterRect.right + 20.0f,
4016 powerMeterRect.bottom + 38.0f
4017 );
4018 pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
4019 pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
4020 pRT->DrawText(L"Power", 5, pTextFormat, &textRect, pTextBrush);
4021 SafeRelease(&pTextBrush);
4022 }
4023 }
4024
4025 // Draw Glow Effect if fully charged or fading out
4026 static float glowPulse = 0.0f;
4027 static bool glowIncreasing = true;
4028 static float glowFadeOut = 0.0f; // NEW: tracks fading out
4029
4030 if (shotPower >= MAX_SHOT_POWER * 0.99f) {
4031 // While fully charged, keep pulsing normally
4032 if (glowIncreasing) {
4033 glowPulse += 0.02f;
4034 if (glowPulse >= 1.0f) glowIncreasing = false;
4035 }
4036 else {
4037 glowPulse -= 0.02f;
4038 if (glowPulse <= 0.0f) glowIncreasing = true;
4039 }
4040 glowFadeOut = 1.0f; // Reset fade out to full
4041 }
4042 else if (glowFadeOut > 0.0f) {
4043 // If shot fired, gradually fade out
4044 glowFadeOut -= 0.02f;
4045 if (glowFadeOut < 0.0f) glowFadeOut = 0.0f;
4046 }
4047
4048 if (glowFadeOut > 0.0f) {
4049 ID2D1SolidColorBrush* pGlowBrush = nullptr;
4050 float effectiveOpacity = (0.3f + 0.7f * glowPulse) * glowFadeOut;
4051 pRT->CreateSolidColorBrush(
4052 D2D1::ColorF(D2D1::ColorF::Red, effectiveOpacity),
4053 &pGlowBrush
4054 );
4055 if (pGlowBrush) {
4056 float glowCenterX = (powerMeterRect.left + powerMeterRect.right) / 2.0f;
4057 float glowCenterY = powerMeterRect.top;
4058 D2D1_ELLIPSE glowEllipse = D2D1::Ellipse(
4059 D2D1::Point2F(glowCenterX, glowCenterY - 10.0f),
4060 12.0f + 3.0f * glowPulse,
4061 6.0f + 2.0f * glowPulse
4062 );
4063 pRT->FillEllipse(&glowEllipse, pGlowBrush);
4064 SafeRelease(&pGlowBrush);
4065 }
4066 }
4067}
4068
4069void DrawSpinIndicator(ID2D1RenderTarget* pRT) {
4070 ID2D1SolidColorBrush* pWhiteBrush = nullptr;
4071 ID2D1SolidColorBrush* pRedBrush = nullptr;
4072
4073 pRT->CreateSolidColorBrush(CUE_BALL_COLOR, &pWhiteBrush);
4074 pRT->CreateSolidColorBrush(ENGLISH_DOT_COLOR, &pRedBrush);
4075
4076 if (!pWhiteBrush || !pRedBrush) {
4077 SafeRelease(&pWhiteBrush);
4078 SafeRelease(&pRedBrush);
4079 return;
4080 }
4081
4082 // Draw White Ball Background
4083 D2D1_ELLIPSE bgEllipse = D2D1::Ellipse(spinIndicatorCenter, spinIndicatorRadius, spinIndicatorRadius);
4084 pRT->FillEllipse(&bgEllipse, pWhiteBrush);
4085 pRT->DrawEllipse(&bgEllipse, pRedBrush, 0.5f); // Thin red border
4086
4087
4088 // Draw Red Dot for Spin Position
4089 float dotRadius = 4.0f;
4090 float dotX = spinIndicatorCenter.x + cueSpinX * (spinIndicatorRadius - dotRadius); // Keep dot inside edge
4091 float dotY = spinIndicatorCenter.y + cueSpinY * (spinIndicatorRadius - dotRadius);
4092 D2D1_ELLIPSE dotEllipse = D2D1::Ellipse(D2D1::Point2F(dotX, dotY), dotRadius, dotRadius);
4093 pRT->FillEllipse(&dotEllipse, pRedBrush);
4094
4095 SafeRelease(&pWhiteBrush);
4096 SafeRelease(&pRedBrush);
4097}
4098
4099
4100void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT) {
4101 ID2D1SolidColorBrush* pBgBrush = nullptr;
4102 ID2D1SolidColorBrush* pBallBrush = nullptr;
4103
4104 // Ensure render target is valid before proceeding
4105 if (!pRT) return;
4106
4107 HRESULT hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, 0.8f), &pBgBrush); // Semi-transparent black
4108 if (FAILED(hr)) { SafeRelease(&pBgBrush); return; } // Exit if brush creation fails
4109
4110 hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBallBrush); // Placeholder, color will be set per ball
4111 if (FAILED(hr)) {
4112 SafeRelease(&pBgBrush);
4113 SafeRelease(&pBallBrush);
4114 return; // Exit if brush creation fails
4115 }
4116
4117 // Draw the background bar (rounded rect)
4118 D2D1_ROUNDED_RECT roundedRect = D2D1::RoundedRect(pocketedBallsBarRect, 10.0f, 10.0f); // Corner radius 10
4119 float baseAlpha = 0.8f;
4120 float flashBoost = pocketFlashTimer * 0.5f; // Make flash effect boost alpha slightly
4121 float finalAlpha = std::min(1.0f, baseAlpha + flashBoost);
4122 pBgBrush->SetOpacity(finalAlpha);
4123 pRT->FillRoundedRectangle(&roundedRect, pBgBrush);
4124 pBgBrush->SetOpacity(1.0f); // Reset opacity after drawing
4125
4126 // --- Draw small circles for pocketed balls inside the bar ---
4127
4128 // Calculate dimensions based on the bar's height for better scaling
4129 float barHeight = pocketedBallsBarRect.bottom - pocketedBallsBarRect.top;
4130 float ballDisplayRadius = barHeight * 0.30f; // Make balls slightly smaller relative to bar height
4131 float spacing = ballDisplayRadius * 2.2f; // Adjust spacing slightly
4132 float padding = spacing * 0.75f; // Add padding from the edges
4133 float center_Y = pocketedBallsBarRect.top + barHeight / 2.0f; // Vertical center
4134
4135 // Starting X positions with padding
4136 float currentX_P1 = pocketedBallsBarRect.left + padding;
4137 float currentX_P2 = pocketedBallsBarRect.right - padding; // Start from right edge minus padding
4138
4139 int p1DrawnCount = 0;
4140 int p2DrawnCount = 0;
4141 const int maxBallsToShow = 7; // Max balls per player in the bar
4142
4143 for (const auto& b : balls) {
4144 if (b.isPocketed) {
4145 // Skip cue ball and 8-ball in this indicator
4146 if (b.id == 0 || b.id == 8) continue;
4147
4148 bool isPlayer1Ball = (player1Info.assignedType != BallType::NONE && b.type == player1Info.assignedType);
4149 bool isPlayer2Ball = (player2Info.assignedType != BallType::NONE && b.type == player2Info.assignedType);
4150
4151 if (isPlayer1Ball && p1DrawnCount < maxBallsToShow) {
4152 pBallBrush->SetColor(b.color);
4153 // Draw P1 balls from left to right
4154 D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P1 + p1DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
4155 pRT->FillEllipse(&ballEllipse, pBallBrush);
4156 p1DrawnCount++;
4157 }
4158 else if (isPlayer2Ball && p2DrawnCount < maxBallsToShow) {
4159 pBallBrush->SetColor(b.color);
4160 // Draw P2 balls from right to left
4161 D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P2 - p2DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
4162 pRT->FillEllipse(&ballEllipse, pBallBrush);
4163 p2DrawnCount++;
4164 }
4165 // Note: Balls pocketed before assignment or opponent balls are intentionally not shown here.
4166 // You could add logic here to display them differently if needed (e.g., smaller, grayed out).
4167 }
4168 }
4169
4170 SafeRelease(&pBgBrush);
4171 SafeRelease(&pBallBrush);
4172}
4173
4174void DrawBallInHandIndicator(ID2D1RenderTarget* pRT) {
4175 if (!isDraggingCueBall && (currentGameState != BALL_IN_HAND_P1 && currentGameState != BALL_IN_HAND_P2 && currentGameState != PRE_BREAK_PLACEMENT)) {
4176 return; // Only show when placing/dragging
4177 }
4178
4179 Ball* cueBall = GetCueBall();
4180 if (!cueBall) return;
4181
4182 ID2D1SolidColorBrush* pGhostBrush = nullptr;
4183 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.6f), &pGhostBrush); // Semi-transparent white
4184
4185 if (pGhostBrush) {
4186 D2D1_POINT_2F drawPos;
4187 if (isDraggingCueBall) {
4188 drawPos = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
4189 }
4190 else {
4191 // If not dragging but in placement state, show at current ball pos
4192 drawPos = D2D1::Point2F(cueBall->x, cueBall->y);
4193 }
4194
4195 // Check if the placement is valid before drawing differently?
4196 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
4197 bool isValid = IsValidCueBallPosition(drawPos.x, drawPos.y, behindHeadstring);
4198
4199 if (!isValid) {
4200 // Maybe draw red outline if invalid placement?
4201 pGhostBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
4202 }
4203
4204
4205 D2D1_ELLIPSE ghostEllipse = D2D1::Ellipse(drawPos, BALL_RADIUS, BALL_RADIUS);
4206 pRT->FillEllipse(&ghostEllipse, pGhostBrush);
4207 pRT->DrawEllipse(&ghostEllipse, pGhostBrush, 1.0f); // Outline
4208
4209 SafeRelease(&pGhostBrush);
4210 }
4211}
4212
4213void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT) {
4214 int pocketToIndicate = -1;
4215 // A human player is actively choosing if they are in the CHOOSING_POCKET state.
4216 bool isHumanChoosing = (currentGameState == CHOOSING_POCKET_P1 || (currentGameState == CHOOSING_POCKET_P2 && !isPlayer2AI));
4217
4218 if (isHumanChoosing) {
4219 // When choosing, show the currently selected pocket (which has a default).
4220 pocketToIndicate = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
4221 }
4222 else if (IsPlayerOnEightBall(currentPlayer)) {
4223 // If it's a normal turn but the player is on the 8-ball, show their called pocket as a reminder.
4224 pocketToIndicate = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
4225 }
4226
4227 if (pocketToIndicate < 0 || pocketToIndicate > 5) {
4228 return; // Don't draw if no pocket is selected or relevant.
4229 }
4230
4231 ID2D1SolidColorBrush* pArrowBrush = nullptr;
4232 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Yellow, 0.9f), &pArrowBrush);
4233 if (!pArrowBrush) return;
4234
4235 // ... The rest of your arrow drawing geometry logic remains exactly the same ...
4236 // (No changes needed to the points/path drawing, only the logic above)
4237 D2D1_POINT_2F targetPocketCenter = pocketPositions[pocketToIndicate];
4238 float arrowHeadSize = HOLE_VISUAL_RADIUS * 0.5f;
4239 float arrowShaftLength = HOLE_VISUAL_RADIUS * 0.3f;
4240 float arrowShaftWidth = arrowHeadSize * 0.4f;
4241 float verticalOffsetFromPocketCenter = HOLE_VISUAL_RADIUS * 1.6f;
4242 D2D1_POINT_2F tip, baseLeft, baseRight, shaftTopLeft, shaftTopRight, shaftBottomLeft, shaftBottomRight;
4243
4244 if (targetPocketCenter.y == TABLE_TOP) {
4245 tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y + verticalOffsetFromPocketCenter + arrowHeadSize);
4246 baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
4247 baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
4248 shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
4249 shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
4250 shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y - arrowShaftLength);
4251 shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y - arrowShaftLength);
4252 }
4253 else {
4254 tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y - verticalOffsetFromPocketCenter - arrowHeadSize);
4255 baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
4256 baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
4257 shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y + arrowShaftLength);
4258 shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y + arrowShaftLength);
4259 shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
4260 shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
4261 }
4262
4263 ID2D1PathGeometry* pPath = nullptr;
4264 if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
4265 ID2D1GeometrySink* pSink = nullptr;
4266 if (SUCCEEDED(pPath->Open(&pSink))) {
4267 pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
4268 pSink->AddLine(baseLeft); pSink->AddLine(shaftBottomLeft); pSink->AddLine(shaftTopLeft);
4269 pSink->AddLine(shaftTopRight); pSink->AddLine(shaftBottomRight); pSink->AddLine(baseRight);
4270 pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
4271 pSink->Close();
4272 SafeRelease(&pSink);
4273 pRT->FillGeometry(pPath, pArrowBrush);
4274 }
4275 SafeRelease(&pPath);
4276 }
4277 SafeRelease(&pArrowBrush);
4278}