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- ==++ Here's the full source code for (file 1\3) "Pool-Game-CloneV18"::: ++== cf. Github.com/alienfxfiend/Prelude-in-C/
- ```Pool-Game-CloneV18
- #define WIN32_LEAN_AND_MEAN
- #define NOMINMAX
- #include <windows.h>
- #include <d2d1.h>
- #include <dwrite.h>
- #include <fstream> // For file I/O
- #include <iostream> // For some basic I/O, though not strictly necessary for just file ops
- #include <array>
- #include <vector>
- #include <cmath>
- #include <string>
- #include <sstream> // Required for wostringstream
- #include <algorithm> // Required for std::max, std::min
- #include <ctime> // Required for srand, time
- #include <cstdlib> // Required for srand, rand (often included by others, but good practice)
- #include <commctrl.h> // Needed for radio buttons etc. in dialog (if using native controls)
- #include <mmsystem.h> // For PlaySound
- #include <tchar.h> //midi func
- #include <thread>
- #include <atomic>
- #include <wincodec.h> // WIC
- #include "resource.h"
- #ifndef HAS_STD_CLAMP
- template <typename T>
- T clamp(const T& v, const T& lo, const T& hi)
- {
- return (v < lo) ? lo : (v > hi) ? hi : v;
- }
- namespace std { using ::clamp; } // inject into std:: for seamless use
- #define HAS_STD_CLAMP
- #endif
- #pragma comment(lib, "Comctl32.lib") // Link against common controls library
- #pragma comment(lib, "d2d1.lib")
- #pragma comment(lib, "dwrite.lib")
- #pragma comment(lib, "Winmm.lib") // Link against Windows Multimedia library
- #pragma comment(lib, "windowscodecs.lib")
- // --- Constants ---
- const float PI = 3.1415926535f;
- const float BALL_RADIUS = 10.0f;
- const float TABLE_LEFT = 100.0f;
- const float TABLE_TOP = 100.0f;
- const float TABLE_WIDTH = 700.0f;
- const float TABLE_HEIGHT = 350.0f;
- const float TABLE_RIGHT = TABLE_LEFT + TABLE_WIDTH;
- const float TABLE_BOTTOM = TABLE_TOP + TABLE_HEIGHT;
- const float CUSHION_THICKNESS = 20.0f;
- // --- WITH these new constants ---
- const float CORNER_HOLE_VISUAL_RADIUS = 22.0f;
- const float MIDDLE_HOLE_VISUAL_RADIUS = 26.0f; // Middle pockets are now ~18% bigger
- //const float HOLE_VISUAL_RADIUS = 22.0f; // Visual size of the hole
- //const float POCKET_RADIUS = HOLE_VISUAL_RADIUS * 1.05f; // Make detection radius slightly larger // Make detection radius match visual size (or slightly larger)
- const float MAX_SHOT_POWER = 15.0f;
- const float FRICTION = 0.985f; // Friction factor per frame
- const float MIN_VELOCITY_SQ = 0.01f * 0.01f; // Stop balls below this squared velocity
- const float HEADSTRING_X = TABLE_LEFT + TABLE_WIDTH * 0.30f; // 30% line
- const float RACK_POS_X = TABLE_LEFT + TABLE_WIDTH * 0.65f; // 65% line for rack apex
- const float RACK_POS_Y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
- const UINT ID_TIMER = 1;
- const int TARGET_FPS = 60; // Target frames per second for timer
- // --- Enums ---
- // --- MODIFIED/NEW Enums ---
- enum GameState {
- SHOWING_DIALOG, // NEW: Game is waiting for initial dialog input
- PRE_BREAK_PLACEMENT,// Player placing cue ball for break
- BREAKING, // Player is aiming/shooting the break shot
- CHOOSING_POCKET_P1, // NEW: Player 1 needs to call a pocket for the 8-ball
- CHOOSING_POCKET_P2, // NEW: Player 2 needs to call a pocket for the 8-ball
- AIMING, // Player is aiming
- AI_THINKING, // NEW: AI is calculating its move
- SHOT_IN_PROGRESS, // Balls are moving
- ASSIGNING_BALLS, // Turn after break where ball types are assigned
- PLAYER1_TURN,
- PLAYER2_TURN,
- BALL_IN_HAND_P1,
- BALL_IN_HAND_P2,
- GAME_OVER
- };
- enum BallType {
- NONE,
- SOLID, // Yellow (1-7)
- STRIPE, // Red (9-15)
- EIGHT_BALL, // Black (8)
- CUE_BALL // White (0)
- };
- // NEW Enums for Game Mode and AI Difficulty
- enum GameMode {
- HUMAN_VS_HUMAN,
- HUMAN_VS_AI
- };
- enum AIDifficulty {
- EASY,
- MEDIUM,
- HARD
- };
- enum OpeningBreakMode {
- CPU_BREAK,
- P1_BREAK,
- FLIP_COIN_BREAK
- };
- // NEW: Enum and arrays for table color options
- enum TableColor {
- INDIGO,
- TAN,
- TEAL,
- GREEN,
- RED
- };
- // --- Structs ---
- struct Ball {
- int id; // 0=Cue, 1-7=Solid, 8=Eight, 9-15=Stripe
- BallType type;
- float x, y;
- float vx, vy;
- D2D1_COLOR_F color;
- bool isPocketed;
- float rotationAngle; // radians, used for drawing rotation (visual spin)
- float rotationAxis; // direction (radians) perpendicular to travel - used to offset highlight
- };
- struct PlayerInfo {
- BallType assignedType;
- int ballsPocketedCount;
- std::wstring name;
- };
- // --- Global Variables ---
- // Direct2D & DirectWrite
- ID2D1Factory* pFactory = nullptr;
- //ID2D1Factory* g_pD2DFactory = nullptr;
- ID2D1HwndRenderTarget* pRenderTarget = nullptr;
- IDWriteFactory* pDWriteFactory = nullptr;
- IDWriteTextFormat* pTextFormat = nullptr;
- IDWriteTextFormat* pTextFormatBold = nullptr;
- IDWriteTextFormat* pLargeTextFormat = nullptr; // For "Foul!"
- IDWriteTextFormat* pBallNumFormat = nullptr;
- // -------------------- Globals for mask creation --------------------
- static IWICImagingFactory* g_pWICFactory_masks = nullptr;
- static std::vector<std::vector<uint8_t>> pocketMasks; // 6 masks, each maskWidth*maskHeight bytes (0/1)
- static int pocketMaskWidth = 0;
- static int pocketMaskHeight = 0;
- static float pocketMaskOriginX = TABLE_LEFT;
- static float pocketMaskOriginY = TABLE_TOP;
- static float pocketMaskScale = 1.0f; // pixels per world unit
- static const uint8_t POCKET_ALPHA_THRESHOLD = 48; // same idea as earlier
- // Game State
- HWND hwndMain = nullptr;
- GameState currentGameState = SHOWING_DIALOG; // Start by showing dialog
- std::vector<Ball> balls;
- int currentPlayer = 1; // 1 or 2
- PlayerInfo player1Info = { BallType::NONE, 0, L"Vince Woods"/*"Player 1"*/ };
- PlayerInfo player2Info = { BallType::NONE, 0, L"Virtus Pro"/*"CPU"*/ }; // Default P2 name
- bool foulCommitted = false;
- std::wstring gameOverMessage = L"";
- bool firstBallPocketedAfterBreak = false;
- std::vector<int> pocketedThisTurn;
- // --- NEW: 8-Ball Pocket Call Globals ---
- int calledPocketP1 = -1; // Pocket index (0-5) called by Player 1 for the 8-ball. -1 means not called.
- int calledPocketP2 = -1; // Pocket index (0-5) called by Player 2 for the 8-ball.
- int currentlyHoveredPocket = -1; // For visual feedback on which pocket is being hovered
- std::wstring pocketCallMessage = L""; // Message like "Choose a pocket..."
- // --- NEW: Remember which pocket the 8?ball actually went into last shot
- int lastEightBallPocketIndex = -1;
- //int lastPocketedIndex = -1; // pocket index (0–5) of the last ball pocketed
- int called = -1;
- bool cueBallPocketed = false;
- // --- NEW: Foul Tracking Globals ---
- int firstHitBallIdThisShot = -1; // ID of the first object ball hit by cue ball (-1 if none)
- bool cueHitObjectBallThisShot = false; // Did cue ball hit an object ball this shot?
- bool railHitAfterContact = false; // Did any ball hit a rail AFTER cue hit an object ball?
- // --- End New Foul Tracking Globals ---
- // NEW Game Mode/AI Globals
- GameMode gameMode = HUMAN_VS_HUMAN; // Default mode
- AIDifficulty aiDifficulty = MEDIUM; // Default difficulty
- OpeningBreakMode openingBreakMode = CPU_BREAK; // Default opening break mode
- bool isPlayer2AI = false; // Is Player 2 controlled by AI?
- bool aiTurnPending = false; // Flag: AI needs to take its turn when possible
- // bool aiIsThinking = false; // Replaced by AI_THINKING game state
- // NEW: Flag to indicate if the current shot is the opening break of the game
- bool isOpeningBreakShot = false;
- // NEW: For AI shot planning and visualization
- struct AIPlannedShot {
- float angle;
- float power;
- float spinX;
- float spinY;
- bool isValid; // Is there a valid shot planned?
- };
- AIPlannedShot aiPlannedShotDetails; // Stores the AI's next shot
- bool aiIsDisplayingAim = false; // True when AI has decided a shot and is in "display aim" mode
- int aiAimDisplayFramesLeft = 0; // How many frames left to display AI aim
- const int AI_AIM_DISPLAY_DURATION_FRAMES = 45; // Approx 0.75 seconds at 60 FPS, adjust as needed
- // Input & Aiming
- POINT ptMouse = { 0, 0 };
- bool isAiming = false;
- bool isDraggingCueBall = false;
- // --- ENSURE THIS LINE EXISTS HERE ---
- bool isDraggingStick = false; // True specifically when drag initiated on the stick graphic
- // --- End Ensure ---
- bool isSettingEnglish = false;
- D2D1_POINT_2F aimStartPoint = { 0, 0 };
- float cueAngle = 0.0f;
- float shotPower = 0.0f;
- float cueSpinX = 0.0f; // Range -1 to 1
- float cueSpinY = 0.0f; // Range -1 to 1
- float pocketFlashTimer = 0.0f;
- bool cheatModeEnabled = false; // Cheat Mode toggle (G key)
- int draggingBallId = -1;
- bool keyboardAimingActive = false; // NEW FLAG: true when arrow keys modify aim/power
- MCIDEVICEID midiDeviceID = 0; //midi func
- std::atomic<bool> isMusicPlaying(false); //midi func
- std::thread musicThread; //midi func
- void StartMidi(HWND hwnd, const TCHAR* midiPath);
- void StopMidi();
- // NEW: Global for selected table color and definitions
- TableColor selectedTableColor = INDIGO; // Default color
- const WCHAR* tableColorNames[] = { L"Indigo", L"Tan", L"Teal", L"Green", L"Red" };
- const D2D1_COLOR_F tableColorValues[] = {
- D2D1::ColorF(0.05f, 0.09f, 0.28f), // Indigo
- D2D1::ColorF(0.3529f, 0.3137f, 0.2196f), // Tan
- D2D1::ColorF(0.00392f, 0.467f, 0.439f)/*(0.0f, 0.545f, 0.541f)*//*(0.0f, 0.5f, 0.5f)*//*(0.0f, 0.4f, 0.4392f)*/, // Teal default=(0.0f, 0.5f, 0.5f)
- D2D1::ColorF(0.1608f, 0.4000f, 0.1765f), // Green
- D2D1::ColorF(0.3882f, 0.1059f, 0.10196f) // Red
- };
- // UI Element Positions
- D2D1_RECT_F powerMeterRect = { TABLE_RIGHT + CUSHION_THICKNESS + 20, TABLE_TOP, TABLE_RIGHT + CUSHION_THICKNESS + 50, TABLE_BOTTOM };
- D2D1_RECT_F spinIndicatorRect = { TABLE_LEFT - CUSHION_THICKNESS - 60, TABLE_TOP + 20, TABLE_LEFT - CUSHION_THICKNESS - 20, TABLE_TOP + 60 }; // Circle area
- D2D1_POINT_2F spinIndicatorCenter = { spinIndicatorRect.left + (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f, spinIndicatorRect.top + (spinIndicatorRect.bottom - spinIndicatorRect.top) / 2.0f };
- float spinIndicatorRadius = (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f;
- D2D1_RECT_F pocketedBallsBarRect = { TABLE_LEFT, TABLE_BOTTOM + CUSHION_THICKNESS + 30, TABLE_RIGHT, TABLE_BOTTOM + CUSHION_THICKNESS + 70 };
- // Corrected Pocket Center Positions (aligned with table corners/edges)
- const D2D1_POINT_2F pocketPositions[6] = {
- {TABLE_LEFT, TABLE_TOP}, // Top-Left
- {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP}, // Top-Middle
- {TABLE_RIGHT, TABLE_TOP}, // Top-Right
- {TABLE_LEFT, TABLE_BOTTOM}, // Bottom-Left
- {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_BOTTOM}, // Bottom-Middle
- {TABLE_RIGHT, TABLE_BOTTOM} // Bottom-Right
- };
- // Colors
- //const D2D1_COLOR_F TABLE_COLOR = D2D1::ColorF(0.0f, 0.5f, 0.5f); // Darker Green NEWCOLOR (0.0f, 0.5f, 0.1f) => (0.1608f, 0.4000f, 0.1765f) (uncomment this l8r if needbe)
- // This is now a variable that can be changed, not a constant.
- D2D1_COLOR_F TABLE_COLOR = D2D1::ColorF(0.05f, 0.09f, 0.28f); // Default to Indigo
- //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)
- /*
- MPool: *Darker tan= (0.3529f, 0.3137f, 0.2196f) *Indigo= (0.05f, 0.09f, 0.28f) xPurple= (0.1922f, 0.2941f, 0.4118f); xTan= (0.5333f, 0.4706f, 0.3569f); (Red= (0.3882f, 0.1059f, 0.10196f); *Green(default)= (0.1608f, 0.4000f, 0.1765f); *Teal= (0.0f, 0.4f, 0.4392f) + Teal40%reduction= (0.0f, 0.3333f, 0.4235f);
- Hex: Teal=#00abc2 Tan=#7c6d53 Teal2=#03adc2 xPurple=#314b69 ?Tan=#88785b Red=#631b1a
- */
- const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF(0.3608f, 0.0275f, 0.0078f)); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
- //const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF::Red); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
- const D2D1_COLOR_F POCKET_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
- const D2D1_COLOR_F CUE_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::White);
- const D2D1_COLOR_F EIGHT_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
- const D2D1_COLOR_F SOLID_COLOR = D2D1::ColorF(D2D1::ColorF::Goldenrod); // Solids = Yellow Goldenrod
- const D2D1_COLOR_F STRIPE_COLOR = D2D1::ColorF(D2D1::ColorF::DarkOrchid); // Stripes = Red DarkOrchid
- const D2D1_COLOR_F AIM_LINE_COLOR = D2D1::ColorF(D2D1::ColorF::White, 0.7f); // Semi-transparent white
- const D2D1_COLOR_F FOUL_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
- const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(0.1333f, 0.7294f, 0.7490f); //NEWCOLOR 0.1333f, 0.7294f, 0.7490f => ::Blue
- //const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(D2D1::ColorF::Blue);
- const D2D1_COLOR_F ENGLISH_DOT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
- const D2D1_COLOR_F UI_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
- // --------------------------------------------------------------------
- // Realistic colours for each id (0-15)
- // 0 = cue-ball (white) | 1-7 solids | 8 = eight-ball | 9-15 stripes
- // --------------------------------------------------------------------
- static const D2D1_COLOR_F BALL_COLORS[16] =
- {
- D2D1::ColorF(D2D1::ColorF::White), // 0 cue
- D2D1::ColorF(1.00f, 0.85f, 0.00f), // 1 yellow
- D2D1::ColorF(0.05f, 0.30f, 1.00f), // 2 blue
- D2D1::ColorF(0.90f, 0.10f, 0.10f), // 3 red
- D2D1::ColorF(0.55f, 0.25f, 0.85f), // 4 purple
- D2D1::ColorF(1.00f, 0.55f, 0.00f), // 5 orange
- D2D1::ColorF(0.00f, 0.60f, 0.30f), // 6 green
- D2D1::ColorF(0.50f, 0.05f, 0.05f), // 7 maroon / burgundy
- D2D1::ColorF(D2D1::ColorF::Black), // 8 black
- D2D1::ColorF(1.00f, 0.85f, 0.00f), // 9 (yellow stripe)
- D2D1::ColorF(0.05f, 0.30f, 1.00f), // 10 blue stripe
- D2D1::ColorF(0.90f, 0.10f, 0.10f), // 11 red stripe
- D2D1::ColorF(0.55f, 0.25f, 0.85f), // 12 purple stripe
- D2D1::ColorF(1.00f, 0.55f, 0.00f), // 13 orange stripe
- D2D1::ColorF(0.00f, 0.60f, 0.30f), // 14 green stripe
- D2D1::ColorF(0.50f, 0.05f, 0.05f) // 15 maroon stripe
- };
- // Quick helper
- inline D2D1_COLOR_F GetBallColor(int id)
- {
- return (id >= 0 && id < 16) ? BALL_COLORS[id]
- : D2D1::ColorF(D2D1::ColorF::White);
- }
- // --- Forward Declarations ---
- HRESULT CreateDeviceResources();
- void DiscardDeviceResources();
- void OnPaint();
- void OnResize(UINT width, UINT height);
- void InitGame();
- void GameUpdate();
- void UpdatePhysics();
- void CheckCollisions();
- bool CheckPockets(); // Returns true if any ball was pocketed
- void ProcessShotResults();
- void ApplyShot(float power, float angle, float spinX, float spinY);
- void RespawnCueBall(bool behindHeadstring);
- bool AreBallsMoving();
- void SwitchTurns();
- //bool AssignPlayerBallTypes(BallType firstPocketedType);
- bool AssignPlayerBallTypes(BallType firstPocketedType,
- bool creditShooter = true);
- void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed);
- Ball* GetBallById(int id);
- Ball* GetCueBall();
- //void PlayGameMusic(HWND hwnd); //midi func
- void AIBreakShot();
- // Drawing Functions
- void DrawScene(ID2D1RenderTarget* pRT);
- void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory);
- void DrawBalls(ID2D1RenderTarget* pRT);
- void DrawCueStick(ID2D1RenderTarget* pRT);
- void DrawAimingAids(ID2D1RenderTarget* pRT);
- void DrawUI(ID2D1RenderTarget* pRT);
- void DrawPowerMeter(ID2D1RenderTarget* pRT);
- void DrawSpinIndicator(ID2D1RenderTarget* pRT);
- void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT);
- void DrawBallInHandIndicator(ID2D1RenderTarget* pRT);
- // NEW
- void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT);
- // Helper Functions
- float GetDistance(float x1, float y1, float x2, float y2);
- float GetDistanceSq(float x1, float y1, float x2, float y2);
- bool IsValidCueBallPosition(float x, float y, bool checkHeadstring);
- //template <typename T> void SafeRelease(T** ppT);
- template <typename T>
- void SafeRelease(T** ppT) {
- if (*ppT) {
- (*ppT)->Release();
- *ppT = nullptr;
- }
- }
- static bool IsBallInPocketBlackArea(const Ball& b, int p);
- static std::vector<std::vector<std::array<D2D1_POINT_2F, 4>>> g_pocketBezierCache;
- static bool g_pocketBezierCacheInitialized = false;
- // --- NEW HELPER FORWARD DECLARATIONS ---
- bool IsPlayerOnEightBall(int player);
- void CheckAndTransitionToPocketChoice(int playerID);
- // --- ADD FORWARD DECLARATION FOR NEW HELPER HERE ---
- float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b);
- // --- End Forward Declaration ---
- bool 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
- // Return the visual pocket radius for pocket index p
- inline float GetPocketVisualRadius(int p)
- {
- // Middle pockets are larger; corners use the corner radius
- return (p == 1 || p == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS;
- }
- // -----------------------------
- // Pocket / capsule collision helper
- // -----------------------------
- static inline float Dot(const D2D1_POINT_2F& a, const D2D1_POINT_2F& b) {
- return a.x * b.x + a.y * b.y;
- }
- static inline float Clampf(float v, float a, float b) {
- return (v < a) ? a : (v > b ? b : v);
- }
- // Ensure WIC factory (call once)
- bool EnsureWICFactory_Masks()
- {
- if (g_pWICFactory_masks) return true;
- HRESULT hr = CoCreateInstance(
- CLSID_WICImagingFactory,
- nullptr,
- CLSCTX_INPROC_SERVER,
- IID_PPV_ARGS(&g_pWICFactory_masks));
- return SUCCEEDED(hr);
- }
- // Cleanup
- void ShutdownPocketMasks_D2D()
- {
- pocketMasks.clear();
- pocketMaskWidth = pocketMaskHeight = 0;
- pocketMaskOriginX = pocketMaskOriginY = 0.0f;
- pocketMaskScale = 1.0f;
- if (g_pWICFactory_masks) { g_pWICFactory_masks->Release(); g_pWICFactory_masks = nullptr; }
- }
- // ----------------------------------------------------------------------
- // CreatePocketMasks_D2D (uses your pocket path geometry)
- // ----------------------------------------------------------------------
- void CreatePocketMasks_D2D(int pixelWidth, int pixelHeight, float originX, float originY, float scale)
- {
- if (!EnsureWICFactory_Masks()) return;
- if (!pFactory) return;
- pocketMaskWidth = pixelWidth;
- pocketMaskHeight = pixelHeight;
- pocketMaskOriginX = originX;
- pocketMaskOriginY = originY;
- pocketMaskScale = scale;
- pocketMasks.clear();
- pocketMasks.resize(6);
- // Create WIC bitmap + D2D render target
- IWICBitmap* pWicBitmap = nullptr;
- HRESULT hr = g_pWICFactory_masks->CreateBitmap(
- pocketMaskWidth, pocketMaskHeight,
- GUID_WICPixelFormat32bppPBGRA,
- WICBitmapCacheOnLoad,
- &pWicBitmap);
- if (FAILED(hr) || !pWicBitmap) {
- SafeRelease(&pWicBitmap);
- return;
- }
- D2D1_RENDER_TARGET_PROPERTIES rtProps = D2D1::RenderTargetProperties();
- rtProps.dpiX = 96.0f;
- rtProps.dpiY = 96.0f;
- ID2D1RenderTarget* pWicRT = nullptr;
- hr = pFactory->CreateWicBitmapRenderTarget(pWicBitmap, rtProps, &pWicRT);
- if (FAILED(hr) || !pWicRT) {
- SafeRelease(&pWicBitmap);
- return;
- }
- // Create pocket brush + rim brush (you provided both; mask uses pocket brush)
- ID2D1SolidColorBrush* pPocketBrush = nullptr;
- //ID2D1SolidColorBrush* pRimBrush = nullptr;
- pWicRT->CreateSolidColorBrush(POCKET_COLOR, &pPocketBrush);
- //pWicRT->CreateSolidColorBrush(D2D1::ColorF(0.1f, 0.1f, 0.1f), &pRimBrush);
- // Set transform so world -> mask pixels mapping is consistent:
- //D2D1::Matrix3x2F transform = D2D1::Matrix3x2F::Translation(-pocketMaskOriginX, -pocketMaskOriginY) *
- //D2D1::Matrix3x2F::Scale(pocketMaskScale, pocketMaskScale);
- //pWicRT->SetTransform(transform);
- // For each pocket: clear, draw exact pocket path (your code), EndDraw, lock & read pixels
- for (int i = 0; i < 6; ++i) {
- pWicRT->BeginDraw();
- pWicRT->Clear(D2D1::ColorF(0, 0.0f)); // fully transparent background
- // --- FOOLPROOF FIX: Apply a unique transform for EACH pocket ---
- // This ensures the pocket shape is drawn correctly on its mask regardless of its position.
- D2D1::Matrix3x2F transform = D2D1::Matrix3x2F::Translation(-pocketPositions[i].x, -pocketPositions[i].y) *
- D2D1::Matrix3x2F::Scale(pocketMaskScale, pocketMaskScale) *
- D2D1::Matrix3x2F::Translation(pocketMaskWidth / 2.0f, pocketMaskHeight / 2.0f);
- pWicRT->SetTransform(transform);
- // --- Your pocket geometry (copied verbatim, using pPocketBrush) ---
- if (pPocketBrush) {
- //if (pPocketBrush && pRimBrush) {
- ID2D1PathGeometry* pPath = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath)) && pPath) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink)) && pSink) {
- float currentVisualRadius = (i == 1 || i == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS;
- // FIX: Increase the multipliers for corner pockets to make them larger. default= 1.5 :1.7 (1.5) | 1.1 :1.3 (1.1)=>1.0:2.0[1.7]|1.1:1.3
- float mouthRadius = currentVisualRadius * ((i == 1 || i == 4) ? 1.0f : 2.7f); // Corners are now 1.7x
- float backRadius = currentVisualRadius * ((i == 1 || i == 4) ? 1.1f : 2.0f); // Corners are now 1.3x
- //float mouthRadius = currentVisualRadius * 1.5f;
- //float backRadius = currentVisualRadius * 1.1f;
- D2D1_POINT_2F center = pocketPositions[i];
- D2D1_POINT_2F p1, p2;
- D2D1_SWEEP_DIRECTION sweep;
- if (i == 0) {
- p1 = D2D1::Point2F(center.x + mouthRadius, center.y);
- p2 = D2D1::Point2F(center.x, center.y + mouthRadius);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 2) {
- p1 = D2D1::Point2F(center.x, center.y + mouthRadius);
- p2 = D2D1::Point2F(center.x - mouthRadius, center.y);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 3) {
- p1 = D2D1::Point2F(center.x, center.y - mouthRadius);
- p2 = D2D1::Point2F(center.x + mouthRadius, center.y);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 5) {
- p1 = D2D1::Point2F(center.x - mouthRadius, center.y);
- p2 = D2D1::Point2F(center.x, center.y - mouthRadius);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 1) { // top-middle
- p1 = D2D1::Point2F(center.x - mouthRadius / 1.5f, center.y);
- p2 = D2D1::Point2F(center.x + mouthRadius / 1.5f, center.y);
- // FIX: The arc must sweep counter-clockwise to open into the table.
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- //sweep = D2D1_SWEEP_DIRECTION_CLOCKWISE;
- }
- else { // i == 4 bottom-middle
- p1 = D2D1::Point2F(center.x + mouthRadius / 1.5f, center.y);
- p2 = D2D1::Point2F(center.x - mouthRadius / 1.5f, center.y);
- // FIX: The arc must sweep counter-clockwise to open into the table.
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- //sweep = D2D1_SWEEP_DIRECTION_CLOCKWISE;
- }
- pSink->BeginFigure(center, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(p1);
- pSink->AddArc(D2D1::ArcSegment(p2, D2D1::SizeF(backRadius, backRadius), 0.0f, sweep, D2D1_ARC_SIZE_SMALL));
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- // Fill the pocket geometry using pocket brush (black hole area)
- pWicRT->FillGeometry(pPath, pPocketBrush);
- }
- SafeRelease(&pPath);
- }
- }
- // --- end pocket geometry ---
- hr = pWicRT->EndDraw();
- (void)hr; // continue even if EndDraw fails
- // Lock the WIC bitmap and extract alpha => build mask
- WICRect lockRect = { 0, 0, pocketMaskWidth, pocketMaskHeight };
- IWICBitmapLock* pLock = nullptr;
- hr = pWicBitmap->Lock(&lockRect, WICBitmapLockRead, &pLock);
- if (SUCCEEDED(hr) && pLock) {
- UINT cbStride = 0;
- UINT cbBufferSize = 0;
- BYTE* pv = nullptr;
- hr = pLock->GetDataPointer(&cbBufferSize, &pv);
- pLock->GetStride(&cbStride);
- if (SUCCEEDED(hr) && pv) {
- pocketMasks[i].assign(pocketMaskWidth * pocketMaskHeight, 0);
- for (int y = 0; y < pocketMaskHeight; ++y) {
- BYTE* row = pv + y * cbStride;
- int base = y * pocketMaskWidth;
- for (int x = 0; x < pocketMaskWidth; ++x) {
- BYTE a = row[x * 4 + 3]; // premultiplied BGRA alpha at offset 3
- pocketMasks[i][base + x] = (a > POCKET_ALPHA_THRESHOLD) ? 1 : 0;
- }
- }
- }
- pLock->Release();
- }
- } // end for pockets
- // cleanup
- SafeRelease(&pPocketBrush);
- //SafeRelease(&pRimBrush);
- SafeRelease(&pWicRT);
- SafeRelease(&pWicBitmap);
- }
- // Create six per-pocket masks by rendering each pocket individually into a WIC bitmap.
- // pixelWidth/Height = resolution for the masks
- // originX/originY = world coordinate mapping for mask pixel (0,0) -> these world coords
- // scale = pixels per world unit (1.0f = 1 pixel per D2D unit)
- /*void CreatePocketMasks_D2D(int pixelWidth, int pixelHeight, float originX, float originY, float scale)
- {
- if (!EnsureWICFactory_Masks()) return;
- if (!pFactory) return; // requires your ID2D1Factory*
- pocketMaskWidth = pixelWidth;
- pocketMaskHeight = pixelHeight;
- pocketMaskOriginX = originX;
- pocketMaskOriginY = originY;
- pocketMaskScale = scale;
- pocketMasks.clear();
- pocketMasks.resize(6); // six pockets
- // Create a WIC bitmap and a D2D render-target that draws into it.
- IWICBitmap* pWicBitmap = nullptr;
- HRESULT hr = g_pWICFactory_masks->CreateBitmap(
- pocketMaskWidth, pocketMaskHeight,
- GUID_WICPixelFormat32bppPBGRA,
- WICBitmapCacheOnLoad,
- &pWicBitmap);
- if (FAILED(hr) || !pWicBitmap) {
- SafeRelease(&pWicBitmap);
- return;
- }
- D2D1_RENDER_TARGET_PROPERTIES rtProps = D2D1::RenderTargetProperties();
- rtProps.dpiX = 96.0f;
- rtProps.dpiY = 96.0f;
- ID2D1RenderTarget* pWicRT = nullptr;
- hr = pFactory->CreateWicBitmapRenderTarget(pWicBitmap, rtProps, &pWicRT);
- if (FAILED(hr) || !pWicRT) {
- SafeRelease(&pWicBitmap);
- return;
- }
- // Create a brush for drawing the pocket shape (solid black)
- ID2D1SolidColorBrush* pBrush = nullptr;
- pWicRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, 1.0f), &pBrush);
- // Set transform: world -> pixel = (world - origin) * scale
- D2D1::Matrix3x2F transform = D2D1::Matrix3x2F::Translation(-pocketMaskOriginX, -pocketMaskOriginY) *
- D2D1::Matrix3x2F::Scale(pocketMaskScale, pocketMaskScale);
- pWicRT->SetTransform(transform);
- // For each pocket: clear, draw that pocket's black area, EndDraw, lock & read pixels into pocketMasks[i]
- for (int p = 0; p < 6; ++p) {
- pWicRT->BeginDraw();
- // Clear to transparent
- pWicRT->Clear(D2D1::ColorF(0, 0.0f));
- // Draw only the pocket p — use the same geometry you use for on-screen pockets.
- // Example draws a filled ellipse of the visual pocket radius; if you draw semicircles
- // or a path on screen, replicate that exact path here for pixel-perfect masks.
- float visualRadius = GetPocketVisualRadius(p); // uses your helper (MIDDLE vs CORNER)
- D2D1_ELLIPSE e = D2D1::Ellipse(D2D1::Point2F(pocketPositions[p].x, pocketPositions[p].y), visualRadius, visualRadius);
- pWicRT->FillEllipse(&e, pBrush);
- */
- /*ID2D1SolidColorBrush* pPocketBrush = nullptr;
- ID2D1SolidColorBrush* pRimBrush = nullptr;
- pWicRT->CreateSolidColorBrush(POCKET_COLOR, &pPocketBrush);
- pWicRT->CreateSolidColorBrush(D2D1::ColorF(0.1f, 0.1f, 0.1f), &pRimBrush);
- if (pPocketBrush && pRimBrush) {
- for (int i = 0; i < 6; ++i) {
- ID2D1PathGeometry* pPath = nullptr;
- pFactory->CreatePathGeometry(&pPath);
- if (pPath) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- float currentVisualRadius = (i == 1 || i == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS;
- float mouthRadius = currentVisualRadius * 1.5f;
- float backRadius = currentVisualRadius * 1.1f;
- D2D1_POINT_2F center = pocketPositions[i];
- D2D1_POINT_2F p1, p2;
- D2D1_SWEEP_DIRECTION sweep;
- if (i == 0) {
- p1 = D2D1::Point2F(center.x + mouthRadius, center.y);
- p2 = D2D1::Point2F(center.x, center.y + mouthRadius);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 2) {
- p1 = D2D1::Point2F(center.x, center.y + mouthRadius);
- p2 = D2D1::Point2F(center.x - mouthRadius, center.y);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 3) {
- p1 = D2D1::Point2F(center.x, center.y - mouthRadius);
- p2 = D2D1::Point2F(center.x + mouthRadius, center.y);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 5) {
- p1 = D2D1::Point2F(center.x - mouthRadius, center.y);
- p2 = D2D1::Point2F(center.x, center.y - mouthRadius);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 1) {
- p1 = D2D1::Point2F(center.x - mouthRadius / 1.5f, center.y);
- p2 = D2D1::Point2F(center.x + mouthRadius / 1.5f, center.y);
- sweep = D2D1_SWEEP_DIRECTION_CLOCKWISE;
- }
- else {
- p1 = D2D1::Point2F(center.x + mouthRadius / 1.5f, center.y);
- p2 = D2D1::Point2F(center.x - mouthRadius / 1.5f, center.y);
- sweep = D2D1_SWEEP_DIRECTION_CLOCKWISE;
- }
- pSink->BeginFigure(center, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(p1);
- pSink->AddArc(D2D1::ArcSegment(p2, D2D1::SizeF(backRadius, backRadius), 0.0f, sweep, D2D1_ARC_SIZE_SMALL));
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pWicRT->FillGeometry(pPath, pPocketBrush);
- // Draw the inner rim for a beveled effect (Start)
- D2D1::Matrix3x2F scale = D2D1::Matrix3x2F::Scale(0.8f, 0.8f, center);
- ID2D1TransformedGeometry* pTransformedGeo = nullptr;
- pFactory->CreateTransformedGeometry(pPath, &scale, &pTransformedGeo);
- if (pTransformedGeo) {
- pWicRT->FillGeometry(pTransformedGeo, pRimBrush);
- SafeRelease(&pTransformedGeo);
- } //End
- }
- SafeRelease(&pPath);
- }
- }
- }
- SafeRelease(&pPocketBrush);
- SafeRelease(&pRimBrush);*/
- /*
- // If your on-screen pocket is a semicircle / capsule / complex path,
- // create & fill the same path geometry here instead of FillEllipse.
- hr = pWicRT->EndDraw();
- if (FAILED(hr)) {
- // continue but mask may be invalid
- }
- // Lock WIC bitmap and read pixels
- WICRect lockRect = { 0, 0, pocketMaskWidth, pocketMaskHeight };
- IWICBitmapLock* pLock = nullptr;
- hr = pWicBitmap->Lock(&lockRect, WICBitmapLockRead, &pLock);
- if (SUCCEEDED(hr) && pLock) {
- UINT cbStride = 0;
- UINT cbBufferSize = 0;
- BYTE* pv = nullptr;
- hr = pLock->GetDataPointer(&cbBufferSize, &pv);
- pLock->GetStride(&cbStride);
- if (SUCCEEDED(hr) && pv) {
- pocketMasks[p].assign(pocketMaskWidth * pocketMaskHeight, 0);
- for (int y = 0; y < pocketMaskHeight; ++y) {
- BYTE* row = pv + y * cbStride;
- int base = y * pocketMaskWidth;
- for (int x = 0; x < pocketMaskWidth; ++x) {
- BYTE a = row[x * 4 + 3]; // premultiplied BGRA -> alpha at offset 3
- pocketMasks[p][base + x] = (a > POCKET_ALPHA_THRESHOLD) ? 1 : 0;
- }
- }
- }
- pLock->Release();
- }
- } // end loop pockets
- // cleanup
- SafeRelease(&pBrush);
- SafeRelease(&pWicRT);
- SafeRelease(&pWicBitmap);
- }*/
- //orig function
- /*
- // Create pixel mask by rendering pocket shapes into a WIC bitmap via Direct2D
- // pixelWidth/height = desired mask resolution in pixels
- // originX/originY = world coordinate representing pixel (0,0) origin of mask
- // scale = pixels per world unit (use 1.0f for 1 pixel per D2D unit; >1 for supersampling)
- void CreatePocketMask_D2D(int pixelWidth, int pixelHeight, float originX, float originY, float scale)
- {
- if (!EnsureWICFactory()) return;
- if (!pFactory) return; // requires your ID2D1Factory* (global in your code)
- maskWidth = pixelWidth;
- maskHeight = pixelHeight;
- maskOriginX = originX;
- maskOriginY = originY;
- maskScale = scale;
- pocketMask.assign(maskWidth * maskHeight, 0);
- // Create a WIC bitmap (32bpp premultiplied BGRA) to be the render target surface
- IWICBitmap* pWicBitmap = nullptr;
- HRESULT hr = g_pWICFactory->CreateBitmap(
- maskWidth, maskHeight,
- GUID_WICPixelFormat32bppPBGRA,
- WICBitmapCacheOnLoad,
- &pWicBitmap);
- if (FAILED(hr) || !pWicBitmap) {
- if (pWicBitmap) pWicBitmap->Release();
- return;
- }
- // Create a Direct2D render target that draws into the WIC bitmap
- // Use default D2D render target properties but ensure DPI = 96 (pixels align)
- D2D1_RENDER_TARGET_PROPERTIES rtProps = D2D1::RenderTargetProperties();
- rtProps.dpiX = 96.0f;
- rtProps.dpiY = 96.0f;
- ID2D1RenderTarget* pWicRT = nullptr;
- hr = pFactory->CreateWicBitmapRenderTarget(
- pWicBitmap,
- rtProps,
- &pWicRT);
- if (FAILED(hr) || !pWicRT) {
- pWicBitmap->Release();
- return;
- }
- // Create a black brush for pocket fill
- ID2D1SolidColorBrush* pBlackBrush = nullptr;
- pWicRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, 1.0f), &pBlackBrush);
- // Set transform: scale then translate so we can draw in world coords.
- // world -> pixel: (world - origin) * scale
- D2D1::Matrix3x2F transform = D2D1::Matrix3x2F::Translation(-maskOriginX, -maskOriginY) *
- D2D1::Matrix3x2F::Scale(maskScale, maskScale);
- pWicRT->SetTransform(transform);
- // Begin drawing
- pWicRT->BeginDraw();
- pWicRT->Clear(D2D1::ColorF(0, 0.0f)); // transparent
- // ---- Draw pocket shapes (use your exact same Direct2D math here) ----
- // For pixel-perfect match you MUST draw the *same* shapes/paths you use in the screen render.
- // The example below draws filled circles at pocketPositions; replace with your path code if needed.
- */
- /* for (int i = 0; i < 6; ++i) {
- float visualRadius = (i == 1 || i == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS;
- // Draw as an ellipse centered at pocketPositions[i] in *world* coords — transform handles scale/origin.
- D2D1_ELLIPSE e = D2D1::Ellipse(D2D1::Point2F(pocketPositions[i].x, pocketPositions[i].y), visualRadius, visualRadius);
- pWicRT->FillEllipse(&e, pBlackBrush);
- */
- /*
- ID2D1SolidColorBrush* pPocketBrush = nullptr;
- ID2D1SolidColorBrush* pRimBrush = nullptr;
- pWicRT->CreateSolidColorBrush(POCKET_COLOR, &pPocketBrush);
- pWicRT->CreateSolidColorBrush(D2D1::ColorF(0.1f, 0.1f, 0.1f), &pRimBrush);
- if (pPocketBrush && pRimBrush) {
- for (int i = 0; i < 6; ++i) {
- ID2D1PathGeometry* pPath = nullptr;
- pFactory->CreatePathGeometry(&pPath);
- if (pPath) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- float currentVisualRadius = (i == 1 || i == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS;
- float mouthRadius = currentVisualRadius * 1.5f;
- float backRadius = currentVisualRadius * 1.1f;
- D2D1_POINT_2F center = pocketPositions[i];
- D2D1_POINT_2F p1, p2;
- D2D1_SWEEP_DIRECTION sweep;
- if (i == 0) {
- p1 = D2D1::Point2F(center.x + mouthRadius, center.y);
- p2 = D2D1::Point2F(center.x, center.y + mouthRadius);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 2) {
- p1 = D2D1::Point2F(center.x, center.y + mouthRadius);
- p2 = D2D1::Point2F(center.x - mouthRadius, center.y);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 3) {
- p1 = D2D1::Point2F(center.x, center.y - mouthRadius);
- p2 = D2D1::Point2F(center.x + mouthRadius, center.y);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 5) {
- p1 = D2D1::Point2F(center.x - mouthRadius, center.y);
- p2 = D2D1::Point2F(center.x, center.y - mouthRadius);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 1) {
- p1 = D2D1::Point2F(center.x - mouthRadius / 1.5f, center.y);
- p2 = D2D1::Point2F(center.x + mouthRadius / 1.5f, center.y);
- sweep = D2D1_SWEEP_DIRECTION_CLOCKWISE;
- }
- else {
- p1 = D2D1::Point2F(center.x + mouthRadius / 1.5f, center.y);
- p2 = D2D1::Point2F(center.x - mouthRadius / 1.5f, center.y);
- sweep = D2D1_SWEEP_DIRECTION_CLOCKWISE;
- }
- pSink->BeginFigure(center, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(p1);
- pSink->AddArc(D2D1::ArcSegment(p2, D2D1::SizeF(backRadius, backRadius), 0.0f, sweep, D2D1_ARC_SIZE_SMALL));
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pWicRT->FillGeometry(pPath, pPocketBrush);
- // Draw the inner rim for a beveled effect (Start)
- D2D1::Matrix3x2F scale = D2D1::Matrix3x2F::Scale(0.8f, 0.8f, center);
- ID2D1TransformedGeometry* pTransformedGeo = nullptr;
- pFactory->CreateTransformedGeometry(pPath, &scale, &pTransformedGeo);
- if (pTransformedGeo) {
- pWicRT->FillGeometry(pTransformedGeo, pRimBrush);
- SafeRelease(&pTransformedGeo);
- } //End
- }
- SafeRelease(&pPath);
- }
- }
- }
- SafeRelease(&pPocketBrush);
- SafeRelease(&pRimBrush);
- // If your visual is a semicircle or a complex path, create + fill a path geometry here:
- // ID2D1PathGeometry* pPath; pFactory->CreatePathGeometry(&pPath); ... FillGeometry ...
- //}
- // End drawing
- pWicRT->EndDraw();
- // Release brush & render target (we still have the WIC bitmap to lock/read)
- //SafeRelease(&pBlackBrush);
- SafeRelease(&pWicRT);
- // Lock WIC bitmap and read pixel data (32bppPBGRA -> bytes: B G R A premultiplied)
- WICRect lockRect = { 0, 0, maskWidth, maskHeight };
- IWICBitmapLock* pLock = nullptr;
- hr = pWicBitmap->Lock(&lockRect, WICBitmapLockRead, &pLock);
- if (SUCCEEDED(hr) && pLock) {
- UINT cbStride = 0;
- UINT cbBufferSize = 0;
- BYTE* pv = nullptr;
- hr = pLock->GetDataPointer(&cbBufferSize, &pv);
- pLock->GetStride(&cbStride);
- if (SUCCEEDED(hr) && pv) {
- // Iterate rows -> columns; pixel is 4 bytes (B,G,R,A) premultiplied
- for (int y = 0; y < maskHeight; ++y) {
- BYTE* row = pv + y * cbStride;
- int base = y * maskWidth;
- for (int x = 0; x < maskWidth; ++x) {
- BYTE a = row[x * 4 + 3]; // alpha channel
- pocketMask[base + x] = (a > ALPHA_THRESHOLD) ? 1 : 0;
- }
- }
- }
- pLock->Release();
- }
- pWicBitmap->Release();
- }
- */
- // Helper: world coords -> mask pixel coords (rounded). returns false if outside mask bounds.
- inline bool WorldToMaskPixel_Masks(float worldX, float worldY, int& outX, int& outY)
- {
- float px = (worldX - pocketMaskOriginX) * pocketMaskScale;
- float py = (worldY - pocketMaskOriginY) * pocketMaskScale;
- int ix = (int)floorf(px + 0.5f);
- int iy = (int)floorf(py + 0.5f);
- if (ix < 0 || iy < 0 || ix >= pocketMaskWidth || iy >= pocketMaskHeight) return false;
- outX = ix; outY = iy; return true;
- }
- // ----------------------------------------------------------------------
- // IsBallTouchingPocketMask_D2D (unchanged pixel-perfect test)
- // ----------------------------------------------------------------------
- bool IsBallTouchingPocketMask_D2D(const Ball& b, int pocketIndex)
- {
- if (pocketIndex < 0 || pocketIndex >= (int)pocketMasks.size()) return false;
- if (pocketMaskWidth <= 0 || pocketMaskHeight <= 0) return false;
- const std::vector<uint8_t>& mask = pocketMasks[pocketIndex];
- if (mask.empty()) return false;
- // --- FOOLPROOF FIX: Transform the ball's center into the mask's local space ---
- float ballMaskX = (b.x - pocketPositions[pocketIndex].x) * pocketMaskScale + (pocketMaskWidth / 2.0f);
- float ballMaskY = (b.y - pocketPositions[pocketIndex].y) * pocketMaskScale + (pocketMaskHeight / 2.0f);
- float radiusInPixels = BALL_RADIUS * pocketMaskScale;
- // Ball bounding box in world coords
- /*float leftW = b.x - BALL_RADIUS;
- float rightW = b.x + BALL_RADIUS;
- float topW = b.y - BALL_RADIUS;
- float bottomW = b.y + BALL_RADIUS;
- int leftPx = (int)floorf((leftW - pocketMaskOriginX) * pocketMaskScale);
- int topPx = (int)floorf((topW - pocketMaskOriginY) * pocketMaskScale);
- int rightPx = (int)ceilf((rightW - pocketMaskOriginX) * pocketMaskScale);
- int bottomPx = (int)ceilf((bottomW - pocketMaskOriginY) * pocketMaskScale);
- // clamp to mask bounds
- leftPx = std::max(0, leftPx);
- topPx = std::max(0, topPx);
- rightPx = std::min(pocketMaskWidth - 1, rightPx);
- bottomPx = std::min(pocketMaskHeight - 1, bottomPx);
- // ball center and radius in pixels
- float cx = (b.x - pocketMaskOriginX) * pocketMaskScale;
- float cy = (b.y - pocketMaskOriginY) * pocketMaskScale;
- float rPx = BALL_RADIUS * pocketMaskScale;
- float rPx2 = rPx * rPx;*/
- // Define a search area around the ball's transformed position
- int startX = std::max(0, static_cast<int>(ballMaskX - radiusInPixels));
- int endX = std::min(pocketMaskWidth - 1, static_cast<int>(ballMaskX + radiusInPixels));
- int startY = std::max(0, static_cast<int>(ballMaskY - radiusInPixels));
- int endY = std::min(pocketMaskHeight - 1, static_cast<int>(ballMaskY + radiusInPixels));
- // Check each pixel within the search area
- for (int y = startY; y <= endY; ++y) {
- int rowBase = y * pocketMaskWidth;
- for (int x = startX; x <= endX; ++x) {
- // Check if this mask pixel is "solid" (part of the pocket)
- if (mask[rowBase + x] > 0) {
- // Check if the distance from the pixel to the ball's center is within the ball's radius
- float dx = (float)x - ballMaskX;
- float dy = (float)y - ballMaskY;
- if (dx * dx + dy * dy < radiusInPixels * radiusInPixels) {
- return true; // Collision detected!
- }
- /*for (int yy = topPx; yy <= bottomPx; ++yy) {
- int rowBase = yy * pocketMaskWidth;
- for (int xx = leftPx; xx <= rightPx; ++xx) {
- float px = (float)xx + 0.5f;
- float py = (float)yy + 0.5f;
- float dx = px - cx;
- float dy = py - cy;
- if (dx * dx + dy * dy <= rPx2) {
- if (mask[rowBase + xx]) return true;*/
- }
- }
- }
- return false;
- }
- /*
- // Pixel-perfect test using the selected pocket mask
- bool IsBallTouchingPocketMask_D2D(const Ball& b, int pocketIndex)
- {
- if (pocketIndex < 0 || pocketIndex >= (int)pocketMasks.size()) return false;
- if (pocketMaskWidth <= 0 || pocketMaskHeight <= 0) return false;
- const std::vector<uint8_t>& mask = pocketMasks[pocketIndex];
- if (mask.empty()) return false;
- // Ball bounding box in world coords
- float leftW = b.x - BALL_RADIUS;
- float rightW = b.x + BALL_RADIUS;
- float topW = b.y - BALL_RADIUS;
- float bottomW = b.y + BALL_RADIUS;
- int leftPx = (int)floorf((leftW - pocketMaskOriginX) * pocketMaskScale);
- int topPx = (int)floorf((topW - pocketMaskOriginY) * pocketMaskScale);
- int rightPx = (int)ceilf((rightW - pocketMaskOriginX) * pocketMaskScale);
- int bottomPx = (int)ceilf((bottomW - pocketMaskOriginY) * pocketMaskScale);
- // clamp to mask bounds
- leftPx = std::max(0, leftPx);
- topPx = std::max(0, topPx);
- rightPx = std::min(pocketMaskWidth - 1, rightPx);
- bottomPx = std::min(pocketMaskHeight - 1, bottomPx);
- // ball center and radius in pixels
- float cx = (b.x - pocketMaskOriginX) * pocketMaskScale;
- float cy = (b.y - pocketMaskOriginY) * pocketMaskScale;
- float rPx = BALL_RADIUS * pocketMaskScale;
- float rPx2 = rPx * rPx;
- for (int yy = topPx; yy <= bottomPx; ++yy) {
- int rowBase = yy * pocketMaskWidth;
- for (int xx = leftPx; xx <= rightPx; ++xx) {
- float px = (float)xx + 0.5f;
- float py = (float)yy + 0.5f;
- float dx = px - cx;
- float dy = py - cy;
- if (dx * dx + dy * dy <= rPx2) {
- if (mask[rowBase + xx]) return true;
- }
- }
- }
- return false;
- }*/
- bool IsWrongTargetForCurrentPlayer(const Ball* ball) {
- if (!ball) return false;
- if (ball->id == 8) return false; // 8-ball is always legal when on 8-ball
- if (currentPlayer == 1 && player1Info.assignedType != BallType::NONE)
- return ball->type != player1Info.assignedType;
- if (currentPlayer == 2 && player2Info.assignedType != BallType::NONE)
- return ball->type != player2Info.assignedType;
- return false; // If not assigned yet, can't be wrong
- }
- //new polygon mask helpers
- // -----------------------------
- // Polygon-based pocket hit test
- // -----------------------------
- // Add these helper functions near your other geometry helpers.
- // This implementation approximates pocket curves with a sampled polygon
- // then does precise point-in-polygon and point-to-segment checks.
- // This avoids any Direct2D FillContainsPoint incompatibility and
- // gives deterministic shape-based results (not circle-based).
- //
- // Tweak SAMPLE_PER_QUARTER_CIRCLE if you want finer resolution.
- static const int SAMPLE_PER_QUARTER_CIRCLE = 24; // controls polygon smoothness (increase = more precise) (default=14)
- static float Sq(float v) { return v * v; }
- static float DistancePointSegmentSq(const D2D1_POINT_2F& p, const D2D1_POINT_2F& a, const D2D1_POINT_2F& b)
- {
- // compute squared distance from p to segment ab
- D2D1_POINT_2F ab = { b.x - a.x, b.y - a.y };
- D2D1_POINT_2F ap = { p.x - a.x, p.y - a.y };
- float abLen2 = ab.x * ab.x + ab.y * ab.y;
- if (abLen2 <= 1e-8f) {
- return (p.x - a.x) * (p.x - a.x) + (p.y - a.y) * (p.y - a.y);
- }
- float t = (ap.x * ab.x + ap.y * ab.y) / abLen2;
- if (t < 0.0f) t = 0.0f;
- else if (t > 1.0f) t = 1.0f;
- D2D1_POINT_2F proj = { a.x + ab.x * t, a.y + ab.y * t };
- return (p.x - proj.x) * (p.x - proj.x) + (p.y - proj.y) * (p.y - proj.y);
- }
- // Winding/ray-cast point-in-polygon (non-zero winding). Returns true if inside.
- static bool PointInPolygon(const std::vector<D2D1_POINT_2F>& poly, const D2D1_POINT_2F& pt)
- {
- bool inside = false;
- size_t n = poly.size();
- if (n < 3) return false;
- for (size_t i = 0, j = n - 1; i < n; j = i++) {
- const D2D1_POINT_2F& pi = poly[i], & pj = poly[j];
- bool intersect = ((pi.y > pt.y) != (pj.y > pt.y)) &&
- (pt.x < (pj.x - pi.x)* (pt.y - pi.y) / (pj.y - pi.y + 1e-12f) + pi.x);
- if (intersect) inside = !inside;
- }
- return inside;
- }
- // build an approximated polygon describing the black/inner pocket area (the "hole")
- // pIndex: 0..5
- // output poly is in the same coordinate space as your table (pixel coordinates)
- static void BuildPocketPolygon(int pIndex, std::vector<D2D1_POINT_2F>& outPoly)
- {
- outPoly.clear();
- D2D1_POINT_2F center = pocketPositions[pIndex];
- // choose inner black radius for the pocket (this should match the drawn 'black' mouth)
- float vis = GetPocketVisualRadius(pIndex);
- float innerRadius = vis * 0.55f; // tweak multiplier to match your drawn black area exactly (default=0.85)
- int samples = SAMPLE_PER_QUARTER_CIRCLE * 2; // semi-circle uses half circle of samples
- // Middle pockets (top-middle index 1, bottom-middle index 4) -> semicircle opening into table
- if (pIndex == 1 || pIndex == 4) {
- // top-middle (1): semicircle opening downward => angles [0..PI]
- // bottom-middle (4): semicircle opening upward => angles [PI..2PI]
- float a0 = (pIndex == 1) ? 0.0f : PI;
- float a1 = a0 + PI;
- for (int i = 0; i <= samples; ++i) {
- float t = float(i) / float(samples);
- float a = a0 + (a1 - a0) * t;
- float x = center.x + cosf(a) * innerRadius;
- float y = center.y + sinf(a) * innerRadius;
- outPoly.push_back(D2D1::Point2F(x, y));
- }
- // close polygon by adding the center "mouth" edge (slightly inside) to make a filled shape
- // we insert two small points inside the semicircle to make the polygon closed and reasonable
- outPoly.push_back(D2D1::Point2F(center.x + innerRadius * 0.25f, center.y)); // inner mid-right
- outPoly.push_back(D2D1::Point2F(center.x - innerRadius * 0.25f, center.y)); // inner mid-left
- return;
- }
- // Corner pockets: quarter-circle interior where black area is inside the table corner.
- // Create a quarter-arc polygon oriented depending on which corner.
- float startAngle = 0.0f, endAngle = 0.0f;
- // p0 TL, p2 TR, p3 BL, p5 BR
- // angle mapping:
- // 0 -> right (0), PI/2 -> down, PI -> left, 3PI/2 -> up
- if (pIndex == 0) { // top-left: interior down-right => angles [0 .. PI/2]
- startAngle = 0.0f; endAngle = PI / 2.0f;
- }
- else if (pIndex == 2) { // top-right: interior down-left => angles [PI/2 .. PI]
- startAngle = PI / 2.0f; endAngle = PI;
- }
- else if (pIndex == 3) { // bottom-left: interior up-right => angles [3PI/2 .. 2PI]
- startAngle = 3.0f * PI / 2.0f; endAngle = 2.0f * PI;
- }
- else if (pIndex == 5) { // bottom-right: interior up-left => angles [PI .. 3PI/2]
- startAngle = PI; endAngle = 3.0f * PI / 2.0f;
- }
- else {
- // fallback: full circle
- startAngle = 0.0f; endAngle = 2.0f * PI;
- }
- int quarterSamples = SAMPLE_PER_QUARTER_CIRCLE;
- for (int i = 0; i <= quarterSamples; ++i) {
- float t = float(i) / float(quarterSamples);
- float a = startAngle + (endAngle - startAngle) * t;
- float x = center.x + cosf(a) * innerRadius;
- float y = center.y + sinf(a) * innerRadius;
- outPoly.push_back(D2D1::Point2F(x, y));
- }
- // add a small interior chord to close polygon toward table inside
- // determine inward direction (table interior)
- D2D1_POINT_2F innerOffset = { 0, 0 };
- if (pIndex == 0) innerOffset = { innerRadius * 0.35f, innerRadius * 0.35f }; // down-right
- if (pIndex == 2) innerOffset = { -innerRadius * 0.35f, innerRadius * 0.35f }; // down-left
- if (pIndex == 3) innerOffset = { innerRadius * 0.35f, -innerRadius * 0.35f }; // up-right
- if (pIndex == 5) innerOffset = { -innerRadius * 0.35f, -innerRadius * 0.35f }; // up-left
- outPoly.push_back(D2D1::Point2F(center.x + innerOffset.x, center.y + innerOffset.y));
- }
- // Main high precision pocket test using polygon
- // returns true if ball overlaps or touches the polygonal black area
- bool IsBallInPocketPolygon(const Ball& b, int pIndex)
- {
- if (pIndex < 0 || pIndex > 5) return false;
- // Build polygon describing pocket black area
- std::vector<D2D1_POINT_2F> poly;
- BuildPocketPolygon(pIndex, poly);
- if (poly.size() < 3) return false;
- D2D1_POINT_2F center = D2D1::Point2F(b.x, b.y);
- // Quick bounding-box reject (cheap)
- float minx = FLT_MAX, miny = FLT_MAX, maxx = -FLT_MAX, maxy = -FLT_MAX;
- for (auto& pt : poly) {
- if (pt.x < minx) minx = pt.x;
- if (pt.y < miny) miny = pt.y;
- if (pt.x > maxx) maxx = pt.x;
- if (pt.y > maxy) maxy = pt.y;
- }
- // expand by BALL_RADIUS
- minx -= BALL_RADIUS; miny -= BALL_RADIUS; maxx += BALL_RADIUS; maxy += BALL_RADIUS;
- if (center.x < minx || center.x > maxx || center.y < miny || center.y > maxy) {
- // center outside expanded bounds; not enough to intersect
- // but still we should check if the ball edge could overlap an extended corner -> we've expanded by BALL_RADIUS so safe
- return false;
- }
- // 1) If ball center is inside the polygon -> pocketed
- if (PointInPolygon(poly, center)) {
- // Table side check: ensure ball is approaching from table side (avoid false positives from below/above)
- bool topPocket = (pIndex == 0 || pIndex == 1 || pIndex == 2);
- if (topPocket) {
- if (b.y < pocketPositions[pIndex].y - BALL_RADIUS) return false;
- }
- else {
- if (b.y > pocketPositions[pIndex].y + BALL_RADIUS) return false;
- }
- return true;
- }
- // 2) Otherwise, check distance from ball center to any polygon edge
- float rr = BALL_RADIUS * BALL_RADIUS;
- for (size_t i = 0, n = poly.size(); i < n; ++i) {
- const D2D1_POINT_2F& a = poly[i];
- const D2D1_POINT_2F& bb = poly[(i + 1) % n];
- float d2 = DistancePointSegmentSq(center, a, bb);
- if (d2 <= rr + 1e-6f) {
- // edge-touch candidate -> verify table side (avoid outside approach)
- bool topPocket = (pIndex == 0 || pIndex == 1 || pIndex == 2);
- if (topPocket) {
- if (b.y < pocketPositions[pIndex].y - BALL_RADIUS) return false;
- }
- else {
- if (b.y > pocketPositions[pIndex].y + BALL_RADIUS) return false;
- }
- return true;
- }
- }
- return false;
- }
- // Backwards-compatible alias: some places in the code call IsBallInPocket(...)
- // so provide a thin wrapper that uses the precise black-area test.
- bool IsBallInPocket(const Ball& b, int pIndex)
- {
- return IsBallInPocketPolygon(b, pIndex);
- }
- // Backwards-compatible wrapper (if your code calls IsBallInPocket(...))
- bool IsBallInPocket(const Ball* ball, int p)
- {
- if (!ball) return false;
- return IsBallInPocketPolygon(*ball, p);
- } //end
- // Flatten one cubic bezier into a polyline (uniform sampling).
- static void FlattenCubicBezier(const std::array<D2D1_POINT_2F, 4>& bz, std::vector<D2D1_POINT_2F>& outPts, int steps = 16)
- {
- outPts.clear();
- outPts.reserve(steps + 1);
- for (int i = 0; i <= steps; ++i) {
- float t = (float)i / (float)steps;
- float mt = 1.0f - t;
- // De Casteljau cubic
- float x =
- mt * mt * mt * bz[0].x +
- 3.0f * mt * mt * t * bz[1].x +
- 3.0f * mt * t * t * bz[2].x +
- t * t * t * bz[3].x;
- float y =
- mt * mt * mt * bz[0].y +
- 3.0f * mt * mt * t * bz[1].y +
- 3.0f * mt * t * t * bz[2].y +
- t * t * t * bz[3].y;
- outPts.push_back(D2D1::Point2F(x, y));
- }
- }
- // squared distance point -> segment
- static inline float PointSegDistSq(const D2D1_POINT_2F& p, const D2D1_POINT_2F& a, const D2D1_POINT_2F& b)
- {
- float vx = b.x - a.x, vy = b.y - a.y;
- float wx = p.x - a.x, wy = p.y - a.y;
- float c1 = vx * wx + vy * wy;
- if (c1 <= 0.0f) {
- float dx = p.x - a.x, dy = p.y - a.y;
- return dx * dx + dy * dy;
- }
- float c2 = vx * vx + vy * vy;
- if (c2 <= c1) {
- float dx = p.x - b.x, dy = p.y - b.y;
- return dx * dx + dy * dy;
- }
- float t = c1 / c2;
- float projx = a.x + vx * t;
- float projy = a.y + vy * t;
- float dx = p.x - projx, dy = p.y - projy;
- return dx * dx + dy * dy;
- }
- // Point-in-polygon (winding rule). flattened polyline is assumed closed.
- static bool PointInPolygonWinding(const D2D1_POINT_2F& pt, const std::vector<D2D1_POINT_2F>& poly)
- {
- int wn = 0;
- size_t n = poly.size();
- if (n < 3) return false;
- for (size_t i = 0; i < n; ++i) {
- const D2D1_POINT_2F& a = poly[i];
- const D2D1_POINT_2F& b = poly[(i + 1) % n];
- if (a.y <= pt.y) {
- if (b.y > pt.y) { // upward crossing
- float isLeft = (b.x - a.x) * (pt.y - a.y) - (pt.x - a.x) * (b.y - a.y);
- if (isLeft > 0.0f) ++wn;
- }
- }
- else {
- if (b.y <= pt.y) { // downward crossing
- float isLeft = (b.x - a.x) * (pt.y - a.y) - (pt.x - a.x) * (b.y - a.y);
- if (isLeft < 0.0f) --wn;
- }
- }
- }
- return wn != 0;
- }
- // Add a circular arc (possibly >90deg) approximated by cubic beziers.
- // center, radius, startAngle (radians), sweepAngle (radians). Sweep may be > PI/2,
- // so we subdivide into <= PI/2 segments.
- static void AddArcAsCubics(std::vector<std::array<D2D1_POINT_2F, 4>>& out, D2D1_POINT_2F center, float radius, float startAngle, float sweep)
- {
- // normalize sweep sign and break into pieces of max 90 degrees
- const float MAXSEG = PI / 2.0f; // 90deg
- int segs = (int)ceilf(fabsf(sweep) / MAXSEG);
- float segAngle = sweep / segs;
- float a0 = startAngle;
- for (int i = 0; i < segs; ++i) {
- float a1 = a0 + segAngle;
- float theta = a1 - a0;
- float alpha = (4.0f / 3.0f) * tanf(theta / 4.0f); // control length factor
- D2D1_POINT_2F p0 = { center.x + radius * cosf(a0), center.y + radius * sinf(a0) };
- D2D1_POINT_2F p3 = { center.x + radius * cosf(a1), center.y + radius * sinf(a1) };
- D2D1_POINT_2F t0 = { -sinf(a0), cosf(a0) }; // unit tangent at p0
- D2D1_POINT_2F t1 = { -sinf(a1), cosf(a1) }; // unit tangent at p3
- D2D1_POINT_2F p1 = { p0.x + alpha * radius * t0.x, p0.y + alpha * radius * t0.y };
- D2D1_POINT_2F p2 = { p3.x - alpha * radius * t1.x, p3.y - alpha * radius * t1.y };
- out.push_back({ p0, p1, p2, p3 });
- a0 = a1;
- }
- }
- // Build the pocket black-area bezier description (semicircles for middles,
- // quarter/rounded for corners). Caches results in g_pocketBezierCache.
- static void EnsurePocketBezierCache()
- {
- if (g_pocketBezierCacheInitialized) return;
- g_pocketBezierCacheInitialized = true;
- g_pocketBezierCache.clear();
- g_pocketBezierCache.resize(6);
- for (int p = 0; p < 6; ++p) {
- D2D1_POINT_2F c = pocketPositions[p];
- float pocketVis = GetPocketVisualRadius(p); // uses your existing helper
- float inner = pocketVis * 0.88f; // base for the 'black' mouth. tweak if needed
- // decide arc angles (y increases downward)
- // Top-left (0): quarter arc from angle 0 (right) to PI/2 (down)
- // Top-middle (1): semicircle from angle 0 (right) to PI (left) - lower half
- // Top-right (2): quarter arc from PI/2 (down) to PI (left)
- // Bottom-left (3): quarter arc from 3PI/2 (up) to 2PI (right)
- // Bottom-middle (4): semicircle from PI (left) to 2PI (right) - upper half
- // Bottom-right (5): quarter arc from PI (left) to 3PI/2 (up)
- const float TWO_PI = 2.0f * PI;
- if (p == 1) {
- // top middle -> semicircle opening downward (angles 0 -> PI)
- AddArcAsCubics(g_pocketBezierCache[p], c, inner, 0.0f, PI);
- }
- else if (p == 4) {
- // bottom middle -> semicircle opening upward (angles PI -> 2PI)
- AddArcAsCubics(g_pocketBezierCache[p], c, inner, PI, PI);
- }
- else if (p == 0) {
- // top-left quarter: right -> down (0 -> PI/2)
- AddArcAsCubics(g_pocketBezierCache[p], c, inner, 0.0f, PI / 2.0f);
- }
- else if (p == 2) {
- // top-right quarter: down -> left (PI/2 -> PI)
- AddArcAsCubics(g_pocketBezierCache[p], c, inner, PI / 2.0f, PI / 2.0f);
- }
- else if (p == 3) {
- // bottom-left quarter: up -> right (3PI/2 -> 2PI)
- AddArcAsCubics(g_pocketBezierCache[p], c, inner, 3.0f * PI / 2.0f, PI / 2.0f);
- }
- else if (p == 5) {
- // bottom-right quarter: left -> up (PI -> 3PI/2)
- AddArcAsCubics(g_pocketBezierCache[p], c, inner, PI, PI / 2.0f);
- }
- }
- }
- //above are bezier mask helpers
- //below are pixel-perfect bezier matching helpers
- // -------------------------------------------------------------------------
- // Geometry helpers for precise pocket shape hit-testing
- // -------------------------------------------------------------------------
- static float DistPointToSegment(const D2D1_POINT_2F& p, const D2D1_POINT_2F& a, const D2D1_POINT_2F& b)
- {
- // squared distance project of p onto segment ab
- D2D1_POINT_2F ab = { b.x - a.x, b.y - a.y };
- D2D1_POINT_2F ap = { p.x - a.x, p.y - a.y };
- float ab2 = ab.x * ab.x + ab.y * ab.y;
- if (ab2 <= 1e-8f) {
- float dx = p.x - a.x, dy = p.y - a.y;
- return sqrtf(dx*dx + dy*dy);
- }
- float t = (ap.x * ab.x + ap.y * ab.y) / ab2;
- if (t < 0.0f) t = 0.0f;
- if (t > 1.0f) t = 1.0f;
- D2D1_POINT_2F proj = { a.x + ab.x * t, a.y + ab.y * t };
- float dx = p.x - proj.x, dy = p.y - proj.y;
- return sqrtf(dx*dx + dy*dy);
- }
- static float NormalizeAngle(float a)
- {
- // normalize to [0, 2PI)
- const float TWO_PI = 2.0f * PI;
- while (a < 0.0f) a += TWO_PI;
- while (a >= TWO_PI) a -= TWO_PI;
- return a;
- }
- // return true if angle `ang` is inside sector starting at startAngle
- // sweeping `sweep` (sweep >= 0). Handles wrap-around.
- static bool AngleInRange(float ang, float startAngle, float sweep)
- {
- ang = NormalizeAngle(ang);
- startAngle = NormalizeAngle(startAngle);
- float endAngle = NormalizeAngle(startAngle + sweep);
- if (sweep >= 2.0f * PI - 1e-6f) return true;
- if (startAngle <= endAngle) {
- return (ang >= startAngle - 1e-6f && ang <= endAngle + 1e-6f);
- } else {
- // wrapped around
- return (ang >= startAngle - 1e-6f || ang <= endAngle + 1e-6f);
- }
- }
- // minimal distance from point `p` to a circular arc (centered at c, radius r,
- // starting at startAngle for sweepAngle radians). Also returns if point is
- // inside the filled sector (i.e., r0 <= r and angle in sector).
- static float DistPointToArc(const D2D1_POINT_2F& p, const D2D1_POINT_2F& c, float r, float startAngle, float sweepAngle, bool &outInsideSector)
- {
- float dx = p.x - c.x;
- float dy = p.y - c.y;
- float r0 = sqrtf(dx*dx + dy*dy);
- float ang = atan2f(dy, dx);
- ang = NormalizeAngle(ang);
- // endpoints of the arc
- float a1 = NormalizeAngle(startAngle);
- float a2 = NormalizeAngle(startAngle + sweepAngle);
- // is the point angle within sector?
- bool inSector = AngleInRange(ang, a1, sweepAngle);
- outInsideSector = (inSector && (r0 <= r + 1e-6f));
- if (inSector) {
- // distance to arc circle
- return fabsf(r0 - r);
- } else {
- // distance to arc endpoints
- D2D1_POINT_2F ep1 = { c.x + r * cosf(a1), c.y + r * sinf(a1) };
- D2D1_POINT_2F ep2 = { c.x + r * cosf(a2), c.y + r * sinf(a2) };
- float dx1 = p.x - ep1.x, dy1 = p.y - ep1.y;
- float dx2 = p.x - ep2.x, dy2 = p.y - ep2.y;
- float d1 = sqrtf(dx1*dx1 + dy1*dy1);
- float d2 = sqrtf(dx2*dx2 + dy2*dy2);
- return (d1 < d2) ? d1 : d2;
- }
- }
- // -------------------------------------------------------------------------
- // High-precision pocket test: returns true when any part of the BALL
- // overlaps the black pocket area (semicircle for middle pockets or
- // corner pocket interior). Uses BALL_RADIUS so touching counts.
- // Insert this function in the Helpers section (near other helpers).
- // -------------------------------------------------------------------------
- // -------------------------------------------------------------------------
- // Precise test whether any part of the ball overlaps the black pocket shape
- // (quarter/semicircle filled area). This function *replaces* the older loose
- // radius/capsule approach and matches the actual black mouth shape.
- // -------------------------------------------------------------------------
- bool IsBallInPocketBlackArea(const Ball& b, int pIndex)
- {
- if (pIndex < 0 || pIndex > 5) return false;
- D2D1_POINT_2F pc = pocketPositions[pIndex];
- // Use pocket visual radius converted to a conservative black-mouth radius
- float pocketVis = GetPocketVisualRadius(pIndex);
- // `blackRadius` controls how big the black area is relative to visual.
- // Reduce if you want more strictness.
- const float blackRadius = pocketVis * 0.55f; //0.88f(default) => 75 =>65=>55
- // For top middle (1): semicircle opening downward (angles 0..PI),
- // for bottom middle (4): semicircle opening upward (angles PI..2PI).
- // For corners, quarter-circle angles depend on pocket index:
- // 0 (top-left): angles 0..PI/2 (right -> down)
- // 2 (top-right): angles PI/2..PI (down -> left)
- // 3 (bottom-left): angles 3PI/2..2PI (up -> right)
- // 5 (bottom-right): angles PI..3PI/2 (left -> up)
- D2D1_POINT_2F ballCenter = { b.x, b.y };
- // --- Middle pockets: semicircle + diameter segment ---
- if (pIndex == 1 || pIndex == 4) {
- // semicircle params
- float startAngle, sweep;
- if (pIndex == 1) {
- // top middle: arc from angle 0 (right) to pi (left) -> opening downward into table
- startAngle = 0.0f;
- sweep = PI;
- // require ball to be on table side (below center) when checking "inside"
- // we handle this orientation implicitly with the semicircle sector and diameter.
- }
- else {
- // bottom middle: arc from PI to 2PI (opening upward)
- startAngle = PI;
- sweep = PI;
- }
- // 1) If ball center is inside semicircular sector (r0 <= blackRadius and angle in sector)
- bool insideSector = false;
- float dx = ballCenter.x - pc.x;
- float dy = ballCenter.y - pc.y;
- float r0 = sqrtf(dx * dx + dy * dy);
- float ang = NormalizeAngle(atan2f(dy, dx));
- if (AngleInRange(ang, startAngle, sweep) && r0 <= blackRadius + 1e-6f) {
- // ball center lies strictly inside semicircle -> definitely overlaps
- return true;
- }
- // 2) if not, compute minimal distance to the semicircle filled shape boundary:
- // boundary = arc (circular curve) + diameter segment (straight line between arc endpoints)
- bool tmpInsideArcSector = false;
- float distToArc = DistPointToArc(ballCenter, pc, blackRadius, startAngle, sweep, tmpInsideArcSector);
- // diameter endpoints
- D2D1_POINT_2F ep1 = { pc.x + blackRadius * cosf(startAngle), pc.y + blackRadius * sinf(startAngle) };
- D2D1_POINT_2F ep2 = { pc.x + blackRadius * cosf(startAngle + sweep), pc.y + blackRadius * sinf(startAngle + sweep) };
- float distToDiameter = DistPointToSegment(ballCenter, ep1, ep2);
- float minDist = (distToArc < distToDiameter) ? distToArc : distToDiameter;
- // If any part of the ball (circle radius) reaches into the filled semicircle -> collision
- return (minDist <= BALL_RADIUS + 1e-6f);
- }
- else {
- // --- Corner pockets: treat as filled quarter-circles ---
- float startAngle = 0.0f;
- // assign angles for each corner pocket (w/ y increasing downwards)
- if (pIndex == 0) { // top-left: right->down (0 -> PI/2)
- startAngle = 0.0f;
- }
- else if (pIndex == 2) { // top-right: down->left (PI/2 -> PI)
- startAngle = 0.5f * PI;
- }
- else if (pIndex == 5) { // bottom-right: left->up (PI -> 3PI/2)
- startAngle = PI;
- }
- else if (pIndex == 3) { // bottom-left: up->right (3PI/2 -> 2PI)
- startAngle = 1.5f * PI;
- }
- float sweep = 0.5f * PI; // 90 degrees
- // center-inside test (is ball center inside the quarter sector)
- float dx = ballCenter.x - pc.x;
- float dy = ballCenter.y - pc.y;
- float r0 = sqrtf(dx * dx + dy * dy);
- float ang = NormalizeAngle(atan2f(dy, dx));
- if (AngleInRange(ang, startAngle, sweep) && r0 <= blackRadius + 1e-6f) {
- return true;
- }
- // Otherwise compute minimal distance to arc OR to the two radial segments (center->endpoint)
- bool tmpInsideArcSector = false;
- float distToArc = DistPointToArc(ballCenter, pc, blackRadius, startAngle, sweep, tmpInsideArcSector);
- // radial endpoints
- D2D1_POINT_2F ep1 = { pc.x + blackRadius * cosf(startAngle), pc.y + blackRadius * sinf(startAngle) };
- D2D1_POINT_2F ep2 = { pc.x + blackRadius * cosf(startAngle + sweep), pc.y + blackRadius * sinf(startAngle + sweep) };
- float distToRadial1 = DistPointToSegment(ballCenter, pc, ep1);
- float distToRadial2 = DistPointToSegment(ballCenter, pc, ep2);
- float minDist = distToArc;
- if (distToRadial1 < minDist) minDist = distToRadial1;
- if (distToRadial2 < minDist) minDist = distToRadial2;
- return (minDist <= BALL_RADIUS + 1e-6f);
- }
- // fallback
- return false;
- }
- /*
- // Backwards-compatible alias: some places in the code call IsBallInPocket(...)
- // so provide a thin wrapper that uses the precise black-area test.
- bool IsBallInPocket(const Ball& b, int pIndex)
- {
- return IsBallInPocketBlackArea(b, pIndex);
- }
- // Return true if the ball circle intersects the pocket black area.
- // Middle pockets (indexes 1 and 4) use a horizontal capsule; corners use a circle.
- bool IsBallInPocket(const Ball* ball, int p)
- {
- if (!ball) return false;
- D2D1_POINT_2F center = pocketPositions[p];
- // Get the visual radius appropriate for this pocket (corner vs middle)
- const float pocketVis = GetPocketVisualRadius(p);
- // black mouth visual radius (tweak these multipliers to get the feel you want)
- const float blackRadius = pocketVis * 0.9f;
- // When testing collision of a ball's **edge**, include BALL_RADIUS so the test is between centers:
- const float testRadius = blackRadius + BALL_RADIUS;
- // Middle pockets: treat as a horizontal capsule (line segment + circular end-caps)
- if (p == 1 || p == 4) {
- const float mouthHalfLength = pocketVis * 1.2f; // half-length of opening
- D2D1_POINT_2F a = { center.x - mouthHalfLength, center.y };
- D2D1_POINT_2F b = { center.x + mouthHalfLength, center.y };
- D2D1_POINT_2F ab = { b.x - a.x, b.y - a.y };
- D2D1_POINT_2F ap = { ball->x - a.x, ball->y - a.y };
- float abLen2 = ab.x * ab.x + ab.y * ab.y;
- if (abLen2 <= 1e-6f) { // degenerate fallback to circle
- float dx = ball->x - center.x;
- float dy = ball->y - center.y;
- return (dx * dx + dy * dy) <= (testRadius * testRadius);
- }
- float t = Dot(ap, ab) / abLen2;
- t = Clampf(t, 0.0f, 1.0f);
- D2D1_POINT_2F closest = { a.x + ab.x * t, a.y + ab.y * t };
- float dx = ball->x - closest.x;
- float dy = ball->y - closest.y;
- float dist2 = dx * dx + dy * dy;
- // Ensure ball is coming from the table side (not from outside)
- const float verticalTolerance = BALL_RADIUS * 0.35f;
- bool tableSideOk = true;
- if (p == 1) { // top middle; table interior is below center
- if (ball->y + verticalTolerance < center.y) tableSideOk = false;
- }
- else { // p == 4 bottom middle; table interior is above center
- if (ball->y - verticalTolerance > center.y) tableSideOk = false;
- }
- return tableSideOk && (dist2 <= (testRadius * testRadius));
- }
- else {
- // Corner pocket: simple circle test around pocket center (black mouth)
- float dx = ball->x - center.x;
- float dy = ball->y - center.y;
- float dist2 = dx * dx + dy * dy;
- return (dist2 <= (testRadius * testRadius));
- }
- }
- */
- // --- NEW Forward Declarations ---
- // AI Related
- struct AIShotInfo; // Define below
- void TriggerAIMove();
- void AIMakeDecision();
- void AIPlaceCueBall();
- AIShotInfo AIFindBestShot();
- AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex);
- bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2);
- Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq); // Added hitDistSq output
- float CalculateShotPower(float cueToGhostDist, float targetToPocketDist);
- D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex);
- bool IsValidAIAimAngle(float angle); // Basic check
- // Dialog Related
- INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
- void ShowNewGameDialog(HINSTANCE hInstance);
- void LoadSettings(); // For deserialization
- void SaveSettings(); // For serialization
- const std::wstring SETTINGS_FILE_NAME = L"Pool-Settings.txt";
- void ResetGame(HINSTANCE hInstance); // Function to handle F2 reset
- // --- Forward Declaration for Window Procedure --- <<< Add this line HERE
- LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
- // --- NEW Struct for AI Shot Evaluation ---
- struct AIShotInfo {
- bool possible = false; // Is this shot considered viable?
- Ball* targetBall = nullptr; // Which ball to hit
- int pocketIndex = -1; // Which pocket to aim for (0-5)
- D2D1_POINT_2F ghostBallPos = { 0,0 }; // Where cue ball needs to hit target ball
- D2D1_POINT_2F predictedCueEndPos = { 0,0 }; // For positional play
- float angle = 0.0f; // Calculated shot angle
- float power = 0.0f; // Calculated shot power
- float score = -9999.0f; // Use a very low initial score
- //float score = -1.0f; // Score for this shot (higher is better)
- //bool involves8Ball = false; // Is the target the 8-ball?
- float spinX = 0.0f;
- float spinY = 0.0f;
- bool isBankShot = false;
- bool involves8Ball = false;
- };
- /*
- table = TABLE_COLOR new: #29662d (0.1608, 0.4000, 0.1765) => old: (0.0f, 0.5f, 0.1f)
- rail CUSHION_COLOR = #5c0702 (0.3608, 0.0275, 0.0078) => ::Red
- gap = #e99d33 (0.9157, 0.6157, 0.2000) => ::Orange
- winbg = #5e8863 (0.3686, 0.5333, 0.3882) => 1.0f, 1.0f, 0.803f
- headstring = #47742f (0.2784, 0.4549, 0.1843) => ::White
- bluearrow = #08b0a5 (0.0314, 0.6902, 0.6471) *#22babf (0.1333,0.7294,0.7490) => ::Blue
- */
- // --- NEW Settings Serialization Functions ---
- void SaveSettings() {
- std::ofstream outFile(SETTINGS_FILE_NAME);
- if (outFile.is_open()) {
- outFile << static_cast<int>(gameMode) << std::endl;
- outFile << static_cast<int>(aiDifficulty) << std::endl;
- outFile << static_cast<int>(openingBreakMode) << std::endl;
- outFile << static_cast<int>(selectedTableColor) << std::endl;
- outFile.close();
- }
- // else: Handle error, e.g., log or silently fail
- }
- void LoadSettings() {
- std::ifstream inFile(SETTINGS_FILE_NAME);
- if (inFile.is_open()) {
- int gm, aid, obm;
- if (inFile >> gm) {
- gameMode = static_cast<GameMode>(gm);
- }
- if (inFile >> aid) {
- aiDifficulty = static_cast<AIDifficulty>(aid);
- }
- if (inFile >> obm) {
- openingBreakMode = static_cast<OpeningBreakMode>(obm);
- }
- int tc;
- if (inFile >> tc) {
- selectedTableColor = static_cast<TableColor>(tc);
- }
- inFile.close();
- // Validate loaded settings (optional, but good practice)
- if (gameMode < HUMAN_VS_HUMAN || gameMode > HUMAN_VS_AI) gameMode = HUMAN_VS_HUMAN; // Default
- if (aiDifficulty < EASY || aiDifficulty > HARD) aiDifficulty = MEDIUM; // Default
- if (openingBreakMode < CPU_BREAK || openingBreakMode > FLIP_COIN_BREAK) openingBreakMode = CPU_BREAK; // Default
- }
- // else: File doesn't exist or couldn't be opened, use defaults (already set in global vars)
- }
- // --- End Settings Serialization Functions ---
- // --- NEW Dialog Procedure ---
- INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) {
- switch (message) {
- case WM_INITDIALOG:
- {
- // --- ACTION 4: Center Dialog Box ---
- // Optional: Force centering if default isn't working
- RECT rcDlg, rcOwner, rcScreen;
- HWND hwndOwner = GetParent(hDlg); // GetParent(hDlg) might be better if hwndMain is passed
- if (hwndOwner == NULL) hwndOwner = GetDesktopWindow();
- GetWindowRect(hwndOwner, &rcOwner);
- GetWindowRect(hDlg, &rcDlg);
- CopyRect(&rcScreen, &rcOwner); // Use owner rect as reference bounds
- // Offset the owner rect relative to the screen if it's not the desktop
- if (GetParent(hDlg) != NULL) { // If parented to main window (passed to DialogBoxParam)
- OffsetRect(&rcOwner, -rcScreen.left, -rcScreen.top);
- OffsetRect(&rcDlg, -rcScreen.left, -rcScreen.top);
- OffsetRect(&rcScreen, -rcScreen.left, -rcScreen.top);
- }
- // Calculate centered position
- int x = rcOwner.left + (rcOwner.right - rcOwner.left - (rcDlg.right - rcDlg.left)) / 2;
- int y = rcOwner.top + (rcOwner.bottom - rcOwner.top - (rcDlg.bottom - rcDlg.top)) / 2;
- // Ensure it stays within screen bounds (optional safety)
- x = std::max(static_cast<int>(rcScreen.left), x);
- y = std::max(static_cast<int>(rcScreen.top), y);
- if (x + (rcDlg.right - rcDlg.left) > rcScreen.right)
- x = rcScreen.right - (rcDlg.right - rcDlg.left);
- if (y + (rcDlg.bottom - rcDlg.top) > rcScreen.bottom)
- y = rcScreen.bottom - (rcDlg.bottom - rcDlg.top);
- // Set the dialog position
- SetWindowPos(hDlg, HWND_TOP, x, y, 0, 0, SWP_NOSIZE);
- // --- End Centering Code ---
- // Set initial state based on current global settings (or defaults)
- CheckRadioButton(hDlg, IDC_RADIO_2P, IDC_RADIO_CPU, (gameMode == HUMAN_VS_HUMAN) ? IDC_RADIO_2P : IDC_RADIO_CPU);
- CheckRadioButton(hDlg, IDC_RADIO_EASY, IDC_RADIO_HARD,
- (aiDifficulty == EASY) ? IDC_RADIO_EASY : ((aiDifficulty == MEDIUM) ? IDC_RADIO_MEDIUM : IDC_RADIO_HARD));
- // Enable/Disable AI group based on initial mode
- EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), gameMode == HUMAN_VS_AI);
- // Set initial state for Opening Break Mode
- CheckRadioButton(hDlg, IDC_RADIO_CPU_BREAK, IDC_RADIO_FLIP_BREAK,
- (openingBreakMode == CPU_BREAK) ? IDC_RADIO_CPU_BREAK : ((openingBreakMode == P1_BREAK) ? IDC_RADIO_P1_BREAK : IDC_RADIO_FLIP_BREAK));
- // Enable/Disable Opening Break group based on initial mode
- EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), gameMode == HUMAN_VS_AI);
- // --- NEW: Populate the Table Color ComboBox ---
- HWND hCombo = GetDlgItem(hDlg, IDC_COMBO_TABLECOLOR);
- for (int i = 0; i < 5; ++i) {
- SendMessage(hCombo, CB_ADDSTRING, 0, (LPARAM)tableColorNames[i]);
- }
- // Set the initial selection based on the loaded/default setting
- SendMessage(hCombo, CB_SETCURSEL, (WPARAM)selectedTableColor, 0);
- }
- return (INT_PTR)TRUE;
- case WM_COMMAND:
- { // Add an opening brace to create a new scope for the entire case.
- HWND hCombo;
- int selectedIndex;
- switch (LOWORD(wParam)) {
- case IDC_RADIO_2P:
- case IDC_RADIO_CPU:
- {
- bool isCPU = IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED;
- // Enable/Disable AI group controls based on selection
- EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), isCPU);
- // Also enable/disable Opening Break Mode group
- EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), isCPU);
- }
- return (INT_PTR)TRUE;
- case IDOK:
- // Retrieve selected options and store in global variables
- if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED) {
- gameMode = HUMAN_VS_AI;
- if (IsDlgButtonChecked(hDlg, IDC_RADIO_EASY) == BST_CHECKED) aiDifficulty = EASY;
- else if (IsDlgButtonChecked(hDlg, IDC_RADIO_MEDIUM) == BST_CHECKED) aiDifficulty = MEDIUM;
- else if (IsDlgButtonChecked(hDlg, IDC_RADIO_HARD) == BST_CHECKED) aiDifficulty = HARD;
- if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU_BREAK) == BST_CHECKED) openingBreakMode = CPU_BREAK;
- else if (IsDlgButtonChecked(hDlg, IDC_RADIO_P1_BREAK) == BST_CHECKED) openingBreakMode = P1_BREAK;
- else if (IsDlgButtonChecked(hDlg, IDC_RADIO_FLIP_BREAK) == BST_CHECKED) openingBreakMode = FLIP_COIN_BREAK;
- }
- else {
- gameMode = HUMAN_VS_HUMAN;
- // openingBreakMode doesn't apply to HvsH, can leave as is or reset
- }
- // --- NEW: Retrieve selected table color ---
- hCombo = GetDlgItem(hDlg, IDC_COMBO_TABLECOLOR);
- selectedIndex = (int)SendMessage(hCombo, CB_GETCURSEL, 0, 0);
- if (selectedIndex != CB_ERR) {
- selectedTableColor = static_cast<TableColor>(selectedIndex);
- }
- SaveSettings(); // Save settings when OK is pressed
- EndDialog(hDlg, IDOK); // Close dialog, return IDOK
- return (INT_PTR)TRUE;
- case IDCANCEL: // Handle Cancel or closing the dialog
- // Optionally, could reload settings here if you want cancel to revert to previously saved state
- EndDialog(hDlg, IDCANCEL);
- return (INT_PTR)TRUE;
- }
- } // Add a closing brace for the new scope.
- break; // End WM_COMMAND
- }
- return (INT_PTR)FALSE; // Default processing
- }
- // --- NEW Helper to Show Dialog ---
- void ShowNewGameDialog(HINSTANCE hInstance) {
- if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), hwndMain, NewGameDialogProc, 0) == IDOK) {
- // User clicked Start, reset game with new settings
- isPlayer2AI = (gameMode == HUMAN_VS_AI); // Update AI flag
- if (isPlayer2AI) {
- switch (aiDifficulty) {
- case EASY: player2Info.name = L"Virtus Pro (Easy)"/*"CPU (Easy)"*/; break;
- case MEDIUM: player2Info.name = L"Virtus Pro (Medium)"/*"CPU (Medium)"*/; break;
- case HARD: player2Info.name = L"Virtus Pro (Hard)"/*"CPU (Hard)"*/; break;
- }
- }
- else {
- player2Info.name = L"Billy Ray Cyrus"/*"Player 2"*/;
- }
- // Update window title
- std::wstring windowTitle = L"Midnight Pool 4"/*"Direct2D 8-Ball Pool"*/;
- if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
- else windowTitle += L" (Human vs " + player2Info.name + L")";
- SetWindowText(hwndMain, windowTitle.c_str());
- // --- NEW: Apply the selected table color ---
- TABLE_COLOR = tableColorValues[selectedTableColor];
- InitGame(); // Re-initialize game logic & board
- InvalidateRect(hwndMain, NULL, TRUE); // Force redraw
- }
- else {
- // User cancelled dialog - maybe just resume game? Or exit?
- // For simplicity, we do nothing, game continues as it was.
- // To exit on cancel from F2, would need more complex state management.
- }
- }
- // --- NEW Reset Game Function ---
- void ResetGame(HINSTANCE hInstance) {
- // Call the helper function to show the dialog and re-init if OK clicked
- ShowNewGameDialog(hInstance);
- }
- // --- WinMain ---
- int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR, int nCmdShow) {
- if (FAILED(CoInitialize(NULL))) {
- MessageBox(NULL, L"COM Initialization Failed.", L"Error", MB_OK | MB_ICONERROR);
- return -1;
- }
- // --- NEW: Load settings at startup ---
- LoadSettings();
- // --- NEW: Show configuration dialog FIRST ---
- if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), NULL, NewGameDialogProc, 0) != IDOK) {
- // User cancelled the dialog
- CoUninitialize();
- return 0; // Exit gracefully if dialog cancelled
- }
- // Global gameMode and aiDifficulty are now set by the DialogProc
- // --- Apply the selected table color to the global before anything else draws ---
- TABLE_COLOR = tableColorValues[selectedTableColor];
- // Set AI flag based on game mode
- isPlayer2AI = (gameMode == HUMAN_VS_AI);
- if (isPlayer2AI) {
- switch (aiDifficulty) {
- case EASY: player2Info.name = L"Virtus Pro (Easy)"/*"CPU (Easy)"*/; break;
- case MEDIUM:player2Info.name = L"Virtus Pro (Medium)"/*"CPU (Medium)"*/; break;
- case HARD: player2Info.name = L"Virtus Pro (Hard)"/*"CPU (Hard)"*/; break;
- }
- }
- else {
- player2Info.name = L"Billy Ray Cyrus"/*"Player 2"*/;
- }
- // --- End of Dialog Logic ---
- WNDCLASS wc = { };
- wc.lpfnWndProc = WndProc;
- wc.hInstance = hInstance;
- wc.lpszClassName = L"BLISS_GameEngine"/*"Direct2D_8BallPool"*/;
- wc.hCursor = LoadCursor(NULL, IDC_ARROW);
- wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
- wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1)); // Use your actual icon ID here
- if (!RegisterClass(&wc)) {
- MessageBox(NULL, L"Window Registration Failed.", L"Error", MB_OK | MB_ICONERROR);
- CoUninitialize();
- return -1;
- }
- // --- ACTION 4: Calculate Centered Window Position ---
- const int WINDOW_WIDTH = 1000; // Define desired width
- const int WINDOW_HEIGHT = 700; // Define desired height
- int screenWidth = GetSystemMetrics(SM_CXSCREEN);
- int screenHeight = GetSystemMetrics(SM_CYSCREEN);
- int windowX = (screenWidth - WINDOW_WIDTH) / 2;
- int windowY = (screenHeight - WINDOW_HEIGHT) / 2;
- // --- Change Window Title based on mode ---
- std::wstring windowTitle = L"Midnight Pool 4"/*"Direct2D 8-Ball Pool"*/;
- if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
- else windowTitle += L" (Human vs " + player2Info.name + L")";
- DWORD dwStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; // No WS_THICKFRAME, No WS_MAXIMIZEBOX
- hwndMain = CreateWindowEx(
- 0, L"BLISS_GameEngine"/*"Direct2D_8BallPool"*/, windowTitle.c_str(), dwStyle,
- windowX, windowY, WINDOW_WIDTH, WINDOW_HEIGHT,
- NULL, NULL, hInstance, NULL
- );
- if (!hwndMain) {
- MessageBox(NULL, L"Window Creation Failed.", L"Error", MB_OK | MB_ICONERROR);
- CoUninitialize();
- return -1;
- }
- // Initialize Direct2D Resources AFTER window creation
- if (FAILED(CreateDeviceResources())) {
- MessageBox(NULL, L"Failed to create Direct2D resources.", L"Error", MB_OK | MB_ICONERROR);
- DestroyWindow(hwndMain);
- CoUninitialize();
- return -1;
- }
- InitGame(); // Initialize game state AFTER resources are ready & mode is set
- Sleep(500); // Allow window to fully initialize before starting the countdown //midi func
- StartMidi(hwndMain, TEXT("BSQ.MID")); // Replace with your MIDI filename
- //PlayGameMusic(hwndMain); //midi func
- ShowWindow(hwndMain, nCmdShow);
- UpdateWindow(hwndMain);
- if (!SetTimer(hwndMain, ID_TIMER, 1000 / TARGET_FPS, NULL)) {
- MessageBox(NULL, L"Could not SetTimer().", L"Error", MB_OK | MB_ICONERROR);
- DestroyWindow(hwndMain);
- CoUninitialize();
- return -1;
- }
- MSG msg = { };
- // --- Modified Main Loop ---
- // Handles the case where the game starts in SHOWING_DIALOG state (handled now before loop)
- // or gets reset to it via F2. The main loop runs normally once game starts.
- while (GetMessage(&msg, NULL, 0, 0)) {
- // We might need modeless dialog handling here if F2 shows dialog
- // while window is active, but DialogBoxParam is modal.
- // Let's assume F2 hides main window, shows dialog, then restarts game loop.
- // Simpler: F2 calls ResetGame which calls DialogBoxParam (modal) then InitGame.
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
- KillTimer(hwndMain, ID_TIMER);
- DiscardDeviceResources();
- SaveSettings(); // Save settings on exit
- CoUninitialize();
- return (int)msg.wParam;
- }
- // --- WndProc ---
- LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
- Ball* cueBall = nullptr;
- switch (msg) {
- case WM_CREATE:
- return 0;
- case WM_PAINT:
- OnPaint();
- ValidateRect(hwnd, NULL);
- return 0;
- case WM_SIZE: {
- UINT width = LOWORD(lParam);
- UINT height = HIWORD(lParam);
- OnResize(width, height);
- return 0;
- }
- case WM_TIMER:
- if (wParam == ID_TIMER) {
- GameUpdate();
- InvalidateRect(hwnd, NULL, FALSE);
- }
- return 0;
- case WM_KEYDOWN:
- {
- cueBall = GetCueBall();
- bool canPlayerControl = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P1 || currentGameState == PRE_BREAK_PLACEMENT)) ||
- (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT)));
- if (wParam == VK_F2) {
- HINSTANCE hInstance = (HINSTANCE)GetWindowLongPtr(hwnd, GWLP_HINSTANCE);
- ResetGame(hInstance);
- return 0;
- }
- else if (wParam == VK_F1) {
- MessageBox(hwnd,
- L"Direct2D-based StickPool game made in C++ from scratch (4827+ lines of code)\n"
- L"First successful Clone in C++ (no other sites or projects were there to glean from.) Made /w AI assist\n"
- L"(others were in JS/ non-8-Ball in C# etc.) w/o OOP and Graphics Frameworks all in a Single file.\n"
- L"Copyright (C) 2025 Evans Thorpemorton, Entisoft Solutions. Midnight Pool 4. 'BLISS' Game Engine.\n"
- L"Includes AI Difficulty Modes, Aim-Trajectory For Table Rails + Hard Angles TipShots. || F2=New Game",
- L"About This Game", MB_OK | MB_ICONINFORMATION);
- return 0;
- }
- if (wParam == 'M' || wParam == 'm') {
- if (isMusicPlaying) {
- StopMidi();
- isMusicPlaying = false;
- }
- else {
- TCHAR midiPath[MAX_PATH];
- GetModuleFileName(NULL, midiPath, MAX_PATH);
- TCHAR* lastBackslash = _tcsrchr(midiPath, '\\');
- if (lastBackslash != NULL) {
- *(lastBackslash + 1) = '\0';
- }
- _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID"));
- StartMidi(hwndMain, midiPath);
- isMusicPlaying = true;
- }
- }
- if (canPlayerControl) {
- bool shiftPressed = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- float angleStep = shiftPressed ? 0.05f : 0.01f;
- float powerStep = 0.2f;
- switch (wParam) {
- case VK_LEFT:
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- cueAngle -= angleStep;
- if (cueAngle < 0) cueAngle += 2 * PI;
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = false;
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_RIGHT:
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- cueAngle += angleStep;
- if (cueAngle >= 2 * PI) cueAngle -= 2 * PI;
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = false;
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_UP:
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- shotPower -= powerStep;
- if (shotPower < 0.0f) shotPower = 0.0f;
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = true;
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_DOWN:
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- shotPower += powerStep;
- if (shotPower > MAX_SHOT_POWER) shotPower = MAX_SHOT_POWER;
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = true;
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_SPACE:
- if ((currentGameState == AIMING || currentGameState == BREAKING || currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
- && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING)
- {
- if (shotPower > 0.15f) {
- firstHitBallIdThisShot = -1;
- cueHitObjectBallThisShot = false;
- railHitAfterContact = false;
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
- ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
- currentGameState = SHOT_IN_PROGRESS;
- foulCommitted = false;
- pocketedThisTurn.clear();
- shotPower = 0;
- isAiming = false; isDraggingStick = false;
- keyboardAimingActive = false;
- }
- }
- break;
- case VK_ESCAPE:
- if ((currentGameState == AIMING || currentGameState == BREAKING) || shotPower > 0)
- {
- shotPower = 0.0f;
- isAiming = false;
- isDraggingStick = false;
- keyboardAimingActive = false;
- if (currentGameState != BREAKING) {
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- }
- }
- break;
- case 'G':
- cheatModeEnabled = !cheatModeEnabled;
- if (cheatModeEnabled)
- MessageBeep(MB_ICONEXCLAMATION);
- else
- MessageBeep(MB_OK);
- break;
- default:
- break;
- }
- return 0;
- }
- }
- return 0;
- case WM_MOUSEMOVE: {
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam);
- if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
- (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
- int oldHover = currentlyHoveredPocket;
- currentlyHoveredPocket = -1;
- for (int i = 0; i < 6; ++i) {
- // FIXED: Use correct radius for hover detection
- float hoverRadius = (i == 1 || i == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS;
- if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < hoverRadius * hoverRadius * 2.25f) {
- currentlyHoveredPocket = i;
- break;
- }
- }
- if (oldHover != currentlyHoveredPocket) {
- InvalidateRect(hwnd, NULL, FALSE);
- }
- }
- cueBall = GetCueBall();
- if (isDraggingCueBall && cheatModeEnabled && draggingBallId != -1) {
- Ball* ball = GetBallById(draggingBallId);
- if (ball) {
- ball->x = (float)ptMouse.x;
- ball->y = (float)ptMouse.y;
- ball->vx = ball->vy = 0.0f;
- }
- return 0;
- }
- if (!cueBall) return 0;
- if (isDraggingCueBall &&
- ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
- (!isPlayer2AI && currentPlayer == 2 && currentGameState == BALL_IN_HAND_P2) ||
- currentGameState == PRE_BREAK_PLACEMENT))
- {
- bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
- cueBall->x = (float)ptMouse.x;
- cueBall->y = (float)ptMouse.y;
- cueBall->vx = cueBall->vy = 0;
- }
- else if ((isAiming || isDraggingStick) &&
- ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
- (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
- {
- float dx = (float)ptMouse.x - cueBall->x;
- float dy = (float)ptMouse.y - cueBall->y;
- if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
- if (!keyboardAimingActive) {
- float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
- shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
- }
- }
- else if (isSettingEnglish &&
- ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING)) ||
- (!isPlayer2AI && currentPlayer == 2 && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING))))
- {
- float dx = (float)ptMouse.x - spinIndicatorCenter.x;
- float dy = (float)ptMouse.y - spinIndicatorCenter.y;
- float dist = GetDistance(dx, dy, 0, 0);
- if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
- cueSpinX = dx / spinIndicatorRadius;
- cueSpinY = dy / spinIndicatorRadius;
- }
- else {
- }
- return 0;
- }
- case WM_LBUTTONDOWN: {
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam);
- if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
- (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
- int clickedPocketIndex = -1;
- for (int i = 0; i < 6; ++i) {
- // FIXED: Use correct radius for click detection
- float clickRadius = (i == 1 || i == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS;
- if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < clickRadius * clickRadius * 2.25f) {
- clickedPocketIndex = i;
- break;
- }
- }
- if (clickedPocketIndex != -1) {
- if (currentPlayer == 1) calledPocketP1 = clickedPocketIndex;
- else calledPocketP2 = clickedPocketIndex;
- InvalidateRect(hwnd, NULL, FALSE);
- return 0;
- }
- Ball* cueBall = GetCueBall();
- int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
- if (cueBall && calledPocket != -1 && GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y) < BALL_RADIUS * BALL_RADIUS * 25) {
- currentGameState = AIMING;
- pocketCallMessage = L"";
- isAiming = true;
- aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
- return 0;
- }
- return 0;
- }
- if (cheatModeEnabled) {
- for (Ball& ball : balls) {
- float distSq = GetDistanceSq(ball.x, ball.y, (float)ptMouse.x, (float)ptMouse.y);
- if (distSq <= BALL_RADIUS * BALL_RADIUS * 4) {
- isDraggingCueBall = true;
- draggingBallId = ball.id;
- if (ball.id == 0) {
- if (currentPlayer == 1)
- currentGameState = BALL_IN_HAND_P1;
- else if (currentPlayer == 2 && !isPlayer2AI)
- currentGameState = BALL_IN_HAND_P2;
- }
- return 0;
- }
- }
- }
- Ball* cueBall = GetCueBall();
- bool canPlayerClickInteract = ((currentPlayer == 1) || (currentPlayer == 2 && !isPlayer2AI));
- bool canInteractState = (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
- currentGameState == AIMING || currentGameState == BREAKING ||
- currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 ||
- currentGameState == PRE_BREAK_PLACEMENT);
- if (canPlayerClickInteract && canInteractState) {
- float spinDistSq = GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, spinIndicatorCenter.x, spinIndicatorCenter.y);
- if (spinDistSq < spinIndicatorRadius * spinIndicatorRadius * 1.2f) {
- isSettingEnglish = true;
- float dx = (float)ptMouse.x - spinIndicatorCenter.x;
- float dy = (float)ptMouse.y - spinIndicatorCenter.y;
- float dist = GetDistance(dx, dy, 0, 0);
- if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
- cueSpinX = dx / spinIndicatorRadius;
- cueSpinY = dy / spinIndicatorRadius;
- isAiming = false; isDraggingStick = false; isDraggingCueBall = false;
- return 0;
- }
- }
- if (!cueBall) return 0;
- bool isPlacingBall = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
- bool isPlayerAllowedToPlace = (isPlacingBall &&
- ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
- (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
- (currentGameState == PRE_BREAK_PLACEMENT)));
- if (isPlayerAllowedToPlace) {
- float distSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
- if (distSq < BALL_RADIUS * BALL_RADIUS * 9.0f) {
- isDraggingCueBall = true;
- isAiming = false; isDraggingStick = false;
- }
- else {
- bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
- if (IsValidCueBallPosition((float)ptMouse.x, (float)ptMouse.y, behindHeadstring)) {
- cueBall->x = (float)ptMouse.x; cueBall->y = (float)ptMouse.y;
- cueBall->vx = 0; cueBall->vy = 0;
- isDraggingCueBall = false;
- if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
- else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
- else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
- cueAngle = 0.0f;
- }
- }
- return 0;
- }
- bool canAim = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BREAKING)) ||
- (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BREAKING)));
- if (canAim) {
- const float stickDrawLength = 150.0f * 1.4f;
- float currentStickAngle = cueAngle + PI;
- D2D1_POINT_2F currentStickEnd = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * stickDrawLength, cueBall->y + sinf(currentStickAngle) * stickDrawLength);
- D2D1_POINT_2F currentStickTip = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * 5.0f, cueBall->y + sinf(currentStickAngle) * 5.0f);
- float distToStickSq = PointToLineSegmentDistanceSq(D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y), currentStickTip, currentStickEnd);
- float stickClickThresholdSq = 36.0f;
- float distToCueBallSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
- float cueBallClickRadiusSq = BALL_RADIUS * BALL_RADIUS * 25;
- bool clickedStick = (distToStickSq < stickClickThresholdSq);
- bool clickedCueArea = (distToCueBallSq < cueBallClickRadiusSq);
- if (clickedStick || clickedCueArea) {
- isDraggingStick = clickedStick && !clickedCueArea;
- isAiming = clickedCueArea;
- aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
- shotPower = 0;
- float dx = (float)ptMouse.x - cueBall->x;
- float dy = (float)ptMouse.y - cueBall->y;
- if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
- if (currentGameState != BREAKING) currentGameState = AIMING;
- }
- }
- return 0;
- }
- case WM_LBUTTONUP: {
- // --- Cheat-mode pocket processing: uses the exact same IsBallInPocketBlackArea() test
- if (cheatModeEnabled && draggingBallId != -1) {
- Ball* b = GetBallById(draggingBallId);
- if (b) {
- bool playedPocketSound = false;
- for (int p = 0; p < 6; ++p) {
- // Use the same precise black-area test used by physics.
- if (!IsBallTouchingPocketMask_D2D(*b, p)) continue;
- // Mark pocketed and record which pocket (especially important for the 8-ball)
- if (b->id == 8) {
- lastEightBallPocketIndex = p;
- }
- b->isPocketed = true;
- b->vx = b->vy = 0.0f;
- pocketedThisTurn.push_back(b->id);
- if (!playedPocketSound) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("pocket.wav")).detach();
- playedPocketSound = true;
- }
- // If table is still "open" (no assignments yet) and the pocketed ball is an object ball,
- // assign types to the shooter immediately.
- if (player1Info.assignedType == BallType::NONE
- && player2Info.assignedType == BallType::NONE
- && (b->type == BallType::SOLID || b->type == BallType::STRIPE))
- {
- AssignPlayerBallTypes(b->type);
- // Give the shooter one ball counted immediately (they just pocketed it)
- if (currentPlayer == 1) player1Info.ballsPocketedCount = 1;
- else player2Info.ballsPocketedCount = 1;
- }
- // Update pocket counts (don't count cue or 8-ball here)
- if (b->id != 0 && b->id != 8) {
- if (b->type == player1Info.assignedType) player1Info.ballsPocketedCount++;
- else if (b->type == player2Info.assignedType) player2Info.ballsPocketedCount++;
- }
- // If this was an object ball (not the 8-ball), check if shooter now has 7 balls.
- if (b->id != 8) {
- PlayerInfo& shooter = (currentPlayer == 1 ? player1Info : player2Info);
- if (shooter.ballsPocketedCount >= 7) {
- // Prepare for called-pocket selection for the 8-ball
- if (currentPlayer == 1) calledPocketP1 = -1;
- else calledPocketP2 = -1;
- currentGameState = (currentPlayer == 1) ? CHOOSING_POCKET_P1 : CHOOSING_POCKET_P2;
- // finalize this cheat pocket step and return from WM_LBUTTONUP
- draggingBallId = -1;
- isDraggingCueBall = false;
- return 0;
- }
- else {
- // Keep the shooter's turn (cheat pocket gives them another opportunity)
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = true;
- }
- }
- else {
- // 8-ball pocketed during cheat: enforce the "called pocket" rule.
- int called = (currentPlayer == 1 ? calledPocketP1 : calledPocketP2);
- int actual = lastEightBallPocketIndex;
- currentGameState = GAME_OVER;
- if (actual == called) {
- gameOverMessage = (currentPlayer == 1 ? player1Info.name : player2Info.name)
- + L" Wins! (Called pocket: " + std::to_wstring(called)
- + L", Actual pocket: " + std::to_wstring(actual) + L")";
- }
- else {
- gameOverMessage = (currentPlayer == 1 ? player2Info.name : player1Info.name)
- + L" Wins! (Called: " + std::to_wstring(called)
- + L", Actual: " + std::to_wstring(actual) + L")";
- }
- // end the message processing immediately
- draggingBallId = -1;
- isDraggingCueBall = false;
- return 0;
- }
- // we pocketed this ball — don't test other pockets for it
- break;
- } // end pocket loop
- }
- }
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam);
- Ball* cueBall = GetCueBall();
- if ((isAiming || isDraggingStick) &&
- ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
- (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
- {
- bool wasAiming = isAiming;
- bool wasDraggingStick = isDraggingStick;
- isAiming = false; isDraggingStick = false;
- if (shotPower > 0.15f) {
- if (currentGameState != AI_THINKING) {
- firstHitBallIdThisShot = -1; cueHitObjectBallThisShot = false; railHitAfterContact = false;
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
- ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
- currentGameState = SHOT_IN_PROGRESS;
- foulCommitted = false; pocketedThisTurn.clear();
- }
- }
- else if (currentGameState != AI_THINKING) {
- if (currentGameState == BREAKING) {}
- else {
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = false;
- }
- }
- shotPower = 0;
- }
- if (isDraggingCueBall) {
- isDraggingCueBall = false;
- bool isPlacingState = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
- bool isPlayerAllowed = (isPlacingState &&
- ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
- (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
- (currentGameState == PRE_BREAK_PLACEMENT)));
- if (isPlayerAllowed && cueBall) {
- bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
- if (IsValidCueBallPosition(cueBall->x, cueBall->y, behindHeadstring)) {
- if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
- else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
- else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
- cueAngle = 0.0f;
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
- {
- CheckAndTransitionToPocketChoice(currentPlayer);
- }
- }
- else {}
- }
- }
- if (isSettingEnglish) {
- isSettingEnglish = false;
- }
- return 0;
- }
- case WM_DESTROY:
- isMusicPlaying = false;
- if (midiDeviceID != 0) {
- mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
- midiDeviceID = 0;
- SaveSettings();
- }
- PostQuitMessage(0);
- return 0;
- default:
- return DefWindowProc(hwnd, msg, wParam, lParam);
- }
- return 0;
- }
- // --- Direct2D Resource Management ---
- HRESULT CreateDeviceResources() {
- HRESULT hr = S_OK;
- // Create Direct2D Factory
- if (!pFactory) {
- hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pFactory);
- if (FAILED(hr)) return hr;
- }
- // Create DirectWrite Factory
- if (!pDWriteFactory) {
- hr = DWriteCreateFactory(
- DWRITE_FACTORY_TYPE_SHARED,
- __uuidof(IDWriteFactory),
- reinterpret_cast<IUnknown**>(&pDWriteFactory)
- );
- if (FAILED(hr)) return hr;
- }
- // Create Text Formats
- if (!pTextFormat && pDWriteFactory) {
- hr = pDWriteFactory->CreateTextFormat(
- L"Segoe UI", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
- 16.0f, L"en-us", &pTextFormat
- );
- if (FAILED(hr)) return hr;
- // Center align text
- pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- }
- if (!pTextFormatBold && pDWriteFactory) {
- hr = pDWriteFactory->CreateTextFormat(
- L"Segoe UI", NULL, DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
- 16.0f, L"en-us", &pTextFormatBold
- );
- if (SUCCEEDED(hr)) {
- pTextFormatBold->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pTextFormatBold->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- }
- }
- if (!pLargeTextFormat && pDWriteFactory) {
- hr = pDWriteFactory->CreateTextFormat(
- L"Impact", NULL, DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
- 48.0f, L"en-us", &pLargeTextFormat
- );
- if (FAILED(hr)) return hr;
- pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); // Align left
- pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- }
- if (!pBallNumFormat && pDWriteFactory)
- {
- hr = pDWriteFactory->CreateTextFormat(
- L"Segoe UI", nullptr,
- DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
- 10.0f, // << small size for ball decals
- L"en-us",
- &pBallNumFormat);
- if (SUCCEEDED(hr))
- {
- pBallNumFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pBallNumFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- }
- }
- // Create Render Target (needs valid hwnd)
- if (!pRenderTarget && hwndMain) {
- RECT rc;
- GetClientRect(hwndMain, &rc);
- D2D1_SIZE_U size = D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top);
- hr = pFactory->CreateHwndRenderTarget(
- D2D1::RenderTargetProperties(),
- D2D1::HwndRenderTargetProperties(hwndMain, size),
- &pRenderTarget
- );
- if (FAILED(hr)) {
- // If failed, release factories if they were created in this call
- SafeRelease(&pTextFormat);
- SafeRelease(&pLargeTextFormat);
- SafeRelease(&pDWriteFactory);
- SafeRelease(&pFactory);
- pRenderTarget = nullptr; // Ensure it's null on failure
- return hr;
- }
- }
- //CreatePocketMasks_D2D((int)TABLE_WIDTH, (int)TABLE_HEIGHT, TABLE_LEFT, TABLE_TOP, 1.0f);
- // --- FOOLPROOF FIX: Create a larger, padded canvas for the collision masks ---
- // This padding ensures that the enlarged pocket shapes are not clipped.
- const float maskPadding = MIDDLE_HOLE_VISUAL_RADIUS * 3.0f; // Generous padding
- CreatePocketMasks_D2D(
- (int)TABLE_WIDTH + 2 * (int)maskPadding, // New, wider canvas
- (int)TABLE_HEIGHT + 2 * (int)maskPadding, // New, taller canvas
- TABLE_LEFT - maskPadding, // Shift the origin to the top-left of the new canvas
- TABLE_TOP - maskPadding,
- 1.0f
- );
- return hr;
- }
- void DiscardDeviceResources() {
- SafeRelease(&pRenderTarget);
- SafeRelease(&pTextFormat);
- SafeRelease(&pTextFormatBold);
- SafeRelease(&pLargeTextFormat);
- SafeRelease(&pBallNumFormat); // NEW
- SafeRelease(&pDWriteFactory);
- ShutdownPocketMasks_D2D();
- // Keep pFactory until application exit? Or release here too? Let's release.
- SafeRelease(&pFactory);
- }
- void OnResize(UINT width, UINT height) {
- if (pRenderTarget) {
- D2D1_SIZE_U size = D2D1::SizeU(width, height);
- pRenderTarget->Resize(size); // Ignore HRESULT for simplicity here
- }
- }
- // --- Game Initialization ---
- void InitGame() {
- srand((unsigned int)time(NULL)); // Seed random number generator
- isOpeningBreakShot = true; // This is the start of a new game, so the next shot is an opening break.
- aiPlannedShotDetails.isValid = false; // Reset AI planned shot
- aiIsDisplayingAim = false;
- aiAimDisplayFramesLeft = 0;
- // ... (rest of InitGame())
- // --- Ensure pocketed list is clear from the absolute start ---
- pocketedThisTurn.clear();
- balls.clear(); // Clear existing balls
- // Reset Player Info (Names should be set by Dialog/wWinMain/ResetGame)
- player1Info.assignedType = BallType::NONE;
- player1Info.ballsPocketedCount = 0;
- // Player 1 Name usually remains "Player 1"
- player2Info.assignedType = BallType::NONE;
- player2Info.ballsPocketedCount = 0;
- // Player 2 Name is set based on gameMode in ShowNewGameDialog
- // --- Reset any 8?Ball call state on new game ---
- lastEightBallPocketIndex = -1;
- calledPocketP1 = -1;
- calledPocketP2 = -1;
- pocketCallMessage = L"";
- aiPlannedShotDetails.isValid = false; // THIS IS THE CRITICAL FIX: Reset the AI's plan.
- // Create Cue Ball (ID 0)
- // Initial position will be set during PRE_BREAK_PLACEMENT state
- balls.push_back({ 0, BallType::CUE_BALL, TABLE_LEFT + TABLE_WIDTH * 0.15f, RACK_POS_Y, 0, 0, CUE_BALL_COLOR, false, 0.0f, 0.0f });
- // --- Create Object Balls (Temporary List) ---
- std::vector<Ball> objectBalls;
- // Solids (1-7, Yellow)
- for (int i = 1; i <= 7; ++i) {
- //objectBalls.push_back({ i, BallType::SOLID, 0, 0, 0, 0, SOLID_COLOR, false });
- objectBalls.push_back({ i, BallType::SOLID, 0,0,0,0,
- GetBallColor(i), false });
- }
- // Stripes (9-15, Red)
- for (int i = 9; i <= 15; ++i) {
- //objectBalls.push_back({ i, BallType::STRIPE, 0, 0, 0, 0, STRIPE_COLOR, false });
- objectBalls.push_back({ i, BallType::STRIPE, 0,0,0,0,
- GetBallColor(i), false });
- }
- // 8-Ball (ID 8) - Add it to the list to be placed
- //objectBalls.push_back({ 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false });
- objectBalls.push_back({ 8, BallType::EIGHT_BALL, 0,0,0,0,
- GetBallColor(8), false });
- // --- Racking Logic (Improved) ---
- float spacingX = BALL_RADIUS * 2.0f * 0.866f; // cos(30) for horizontal spacing
- float spacingY = BALL_RADIUS * 2.0f * 1.0f; // Vertical spacing
- // Define rack positions (0-14 indices corresponding to triangle spots)
- D2D1_POINT_2F rackPositions[15];
- int rackIndex = 0;
- for (int row = 0; row < 5; ++row) {
- for (int col = 0; col <= row; ++col) {
- if (rackIndex >= 15) break;
- float x = RACK_POS_X + row * spacingX;
- float y = RACK_POS_Y + (col - row / 2.0f) * spacingY;
- rackPositions[rackIndex++] = D2D1::Point2F(x, y);
- }
- }
- // Separate 8-ball
- Ball eightBall;
- std::vector<Ball> otherBalls; // Solids and Stripes
- bool eightBallFound = false;
- for (const auto& ball : objectBalls) {
- if (ball.id == 8) {
- eightBall = ball;
- eightBallFound = true;
- }
- else {
- otherBalls.push_back(ball);
- }
- }
- // Ensure 8 ball was actually created (should always be true)
- if (!eightBallFound) {
- // Handle error - perhaps recreate it? For now, proceed.
- eightBall = { 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false };
- }
- // Shuffle the other 14 balls
- // Use std::shuffle if available (C++11 and later) for better randomness
- // std::random_device rd;
- // std::mt19937 g(rd());
- // std::shuffle(otherBalls.begin(), otherBalls.end(), g);
- std::random_shuffle(otherBalls.begin(), otherBalls.end()); // Using deprecated for now
- // --- Place balls into the main 'balls' vector in rack order ---
- // Important: Add the cue ball (already created) first.
- // (Cue ball added at the start of the function now)
- // 1. Place the 8-ball in its fixed position (index 4 for the 3rd row center)
- int eightBallRackIndex = 4;
- eightBall.x = rackPositions[eightBallRackIndex].x;
- eightBall.y = rackPositions[eightBallRackIndex].y;
- eightBall.vx = 0;
- eightBall.vy = 0;
- eightBall.isPocketed = false;
- balls.push_back(eightBall); // Add 8 ball to the main vector
- // 2. Place the shuffled Solids and Stripes in the remaining spots
- size_t otherBallIdx = 0;
- //int otherBallIdx = 0;
- for (int i = 0; i < 15; ++i) {
- if (i == eightBallRackIndex) continue; // Skip the 8-ball spot
- if (otherBallIdx < otherBalls.size()) {
- Ball& ballToPlace = otherBalls[otherBallIdx++];
- ballToPlace.x = rackPositions[i].x;
- ballToPlace.y = rackPositions[i].y;
- ballToPlace.vx = 0;
- ballToPlace.vy = 0;
- ballToPlace.isPocketed = false;
- balls.push_back(ballToPlace); // Add to the main game vector
- }
- }
- // --- End Racking Logic ---
- // --- Determine Who Breaks and Initial State ---
- if (isPlayer2AI) {
- /*// AI Mode: Randomly decide who breaks
- if ((rand() % 2) == 0) {
- // AI (Player 2) breaks
- currentPlayer = 2;
- currentGameState = PRE_BREAK_PLACEMENT; // AI needs to place ball first
- aiTurnPending = true; // Trigger AI logic
- }
- else {
- // Player 1 (Human) breaks
- currentPlayer = 1;
- currentGameState = PRE_BREAK_PLACEMENT; // Human places cue ball
- aiTurnPending = false;*/
- switch (openingBreakMode) {
- case CPU_BREAK:
- currentPlayer = 2; // AI breaks
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = true;
- break;
- case P1_BREAK:
- currentPlayer = 1; // Player 1 breaks
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = false;
- break;
- case FLIP_COIN_BREAK:
- if ((rand() % 2) == 0) { // 0 for AI, 1 for Player 1
- currentPlayer = 2; // AI breaks
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = true;
- }
- else {
- currentPlayer = 1; // Player 1 breaks
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = false;
- }
- break;
- default: // Fallback to CPU break
- currentPlayer = 2;
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = true;
- break;
- }
- }
- else {
- // Human vs Human, Player 1 always breaks (or could add a flip coin for HvsH too if desired)
- currentPlayer = 1;
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = false; // No AI involved
- }
- // Reset other relevant game state variables
- foulCommitted = false;
- gameOverMessage = L"";
- firstBallPocketedAfterBreak = false;
- // pocketedThisTurn cleared at start
- // Reset shot parameters and input flags
- shotPower = 0.0f;
- cueSpinX = 0.0f;
- cueSpinY = 0.0f;
- isAiming = false;
- isDraggingCueBall = false;
- isSettingEnglish = false;
- cueAngle = 0.0f; // Reset aim angle
- }
- // --------------------------------------------------------------------------------
- // Full GameUpdate(): integrates AI call?pocket ? aim ? shoot (no omissions)
- // --------------------------------------------------------------------------------
- void GameUpdate() {
- // --- 1) Handle an in?flight shot ---
- if (currentGameState == SHOT_IN_PROGRESS) {
- UpdatePhysics();
- // ? clear old 8?ball pocket info before any new pocket checks
- //lastEightBallPocketIndex = -1;
- CheckCollisions();
- CheckPockets(); // FIX: This line was missing. It's essential to check for pocketed balls every frame.
- if (AreBallsMoving()) {
- isAiming = false;
- aiIsDisplayingAim = false;
- }
- if (!AreBallsMoving()) {
- ProcessShotResults();
- }
- return;
- }
- // --- 2) CPU’s turn (table is static) ---
- if (isPlayer2AI && currentPlayer == 2 && !AreBallsMoving()) {
- // ??? If we've just auto?entered AI_THINKING for the 8?ball call, actually make the decision ???
- if (currentGameState == AI_THINKING && aiTurnPending) {
- aiTurnPending = false; // consume the pending flag
- AIMakeDecision(); // CPU calls its pocket or plans its shot
- return; // done this tick
- }
- // ??? Automate the AI pocket?selection click ???
- if (currentGameState == CHOOSING_POCKET_P2) {
- // AI immediately confirms its call and moves to thinking/shooting
- currentGameState = AI_THINKING;
- aiTurnPending = true;
- return; // process on next tick
- }
- // 2A) If AI is displaying its aim line, count down then shoot
- if (aiIsDisplayingAim) {
- aiAimDisplayFramesLeft--;
- if (aiAimDisplayFramesLeft <= 0) {
- aiIsDisplayingAim = false;
- if (aiPlannedShotDetails.isValid) {
- firstHitBallIdThisShot = -1;
- cueHitObjectBallThisShot = false;
- railHitAfterContact = false;
- std::thread([](const TCHAR* soundName) {
- PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT);
- }, TEXT("cue.wav")).detach();
- ApplyShot(
- aiPlannedShotDetails.power,
- aiPlannedShotDetails.angle,
- aiPlannedShotDetails.spinX,
- aiPlannedShotDetails.spinY
- );
- aiPlannedShotDetails.isValid = false;
- }
- currentGameState = SHOT_IN_PROGRESS;
- foulCommitted = false;
- pocketedThisTurn.clear();
- }
- return;
- }
- // 2B) Immediately after calling pocket, transition into AI_THINKING
- if (currentGameState == CHOOSING_POCKET_P2 && aiTurnPending) {
- // Start thinking/shooting right away—no human click required
- currentGameState = AI_THINKING;
- aiTurnPending = false;
- AIMakeDecision();
- return;
- }
- // 2C) If AI has pending actions (break, ball?in?hand, or normal turn)
- if (aiTurnPending) {
- if (currentGameState == BALL_IN_HAND_P2) {
- AIPlaceCueBall();
- currentGameState = AI_THINKING;
- aiTurnPending = false;
- AIMakeDecision();
- }
- else if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
- AIBreakShot();
- }
- else if (currentGameState == PLAYER2_TURN || currentGameState == BREAKING) {
- currentGameState = AI_THINKING;
- aiTurnPending = false;
- AIMakeDecision();
- }
- return;
- }
- }
- }
- // --- Physics and Collision ---
- void UpdatePhysics() {
- for (size_t i = 0; i < balls.size(); ++i) {
- Ball& b = balls[i];
- if (!b.isPocketed) {
- // --- FOOLPROOF FIX: Update rotation based on velocity ---
- float speed = sqrtf(b.vx * b.vx + b.vy * b.vy);
- if (speed > 0.01f) {
- // The amount of rotation is proportional to the distance traveled.
- // We can use the horizontal velocity component for a simple, effective rolling look.
- b.rotationAngle += b.vx / (BALL_RADIUS * 10.0f); // Adjust divisor for spin speed
- // Normalize the angle to keep it within the 0 to 2*PI range
- const float TWO_PI = 2.0f * 3.1415926535f;
- if (b.rotationAngle > TWO_PI) b.rotationAngle -= TWO_PI;
- if (b.rotationAngle < 0) b.rotationAngle += TWO_PI;
- }
- // --- End Rotation Fix ---
- // move
- b.x += b.vx;
- b.y += b.vy;
- // --- Update rotation from distance travelled this frame ---
- // Use the magnitude of the displacement (speed) to compute angular change:
- // deltaAngle (radians) = distance / radius
- // This produces physically-plausible rotation regardless of direction.
- /* {
- float speed = sqrtf(b.vx * b.vx + b.vy * b.vy); // distance units per frame
- if (speed > 1e-6f) {
- float deltaAngle = speed / BALL_RADIUS; // radians
- // subtract -> clockwise feel, you can invert if you prefer
- b.rotationAngle -= deltaAngle;
- // keep angle bounded to avoid large drift (optional)
- if (b.rotationAngle > 2.0f * PI || b.rotationAngle < -2.0f * PI)
- b.rotationAngle = fmodf(b.rotationAngle, 2.0f * PI);
- }
- }*/
- // Apply friction
- b.vx *= FRICTION;
- b.vy *= FRICTION;
- // --- ROTATION UPDATE: convert linear motion into visual rotation ---
- // Use the distance moved per frame (approx = speed since position increased by vx/vy per tick)
- // and convert to angular delta: deltaAngle = distance / radius.
- // Choose a sign so opposite directions produce opposite rotation.
- {
- const float eps = 1e-5f;
- float vx = b.vx;
- float vy = b.vy;
- float speed = sqrtf(vx * vx + vy * vy);
- if (speed > eps) {
- // distance moved this frame (we assume velocity units per tick)
- float distance = speed; // velocities are per-tick; scale if you have explicit dt
- float deltaAngle = distance / BALL_RADIUS; // radians per tick
- // Heuristic sign: prefer rightwards motion to rotate positive, leftwards negative.
- // This is a simple robust sign determination that gives visually plausible spin.
- float sign = (vx > 0.0f) ? 1.0f : -1.0f;
- // A small refinement: if horizontal velocity near zero, base sign on vertical
- if (fabsf(vx) < 0.0001f) sign = (vy > 0.0f) ? 1.0f : -1.0f;
- b.rotationAngle += deltaAngle * sign;
- // Keep angle bounded to avoid large values
- if (b.rotationAngle > 2.0f * PI) b.rotationAngle = fmodf(b.rotationAngle, 2.0f * PI);
- if (b.rotationAngle < -2.0f * PI) b.rotationAngle = fmodf(b.rotationAngle, 2.0f * PI);
- // rotation axis = direction perpendicular to travel. Used for highlight offset.
- b.rotationAxis = atan2f(vy, vx) + (PI * 0.5f);
- }
- }
- // --- End rotation update ---
- // Stop balls if velocity is very low
- if (GetDistanceSq(b.vx, b.vy, 0, 0) < MIN_VELOCITY_SQ) {
- b.vx = 0;
- b.vy = 0;
- }
- /* -----------------------------------------------------------------
- Additional clamp to guarantee the ball never escapes the table.
- The existing wall–collision code can momentarily disable the
- reflection test while the ball is close to a pocket mouth;
- that rare case allowed it to ‘slide’ through the cushion and
- leave the board. We therefore enforce a final boundary check
- after the normal physics step.
- ----------------------------------------------------------------- */
- const float leftBound = TABLE_LEFT + BALL_RADIUS;
- const float rightBound = TABLE_RIGHT - BALL_RADIUS;
- const float topBound = TABLE_TOP + BALL_RADIUS;
- const float bottomBound = TABLE_BOTTOM - BALL_RADIUS;
- if (b.x < leftBound) { b.x = leftBound; b.vx = fabsf(b.vx); }
- if (b.x > rightBound) { b.x = rightBound; b.vx = -fabsf(b.vx); }
- if (b.y < topBound) { b.y = topBound; b.vy = fabsf(b.vy); }
- if (b.y > bottomBound) { b.y = bottomBound; b.vy = -fabsf(b.vy); }
- }
- }
- }
- void CheckCollisions() {
- float left = TABLE_LEFT;
- float right = TABLE_RIGHT;
- float top = TABLE_TOP;
- float bottom = TABLE_BOTTOM;
- bool playedWallSoundThisFrame = false;
- bool playedCollideSoundThisFrame = false;
- for (size_t i = 0; i < balls.size(); ++i) {
- Ball& b1 = balls[i];
- if (b1.isPocketed) continue;
- bool nearPocket[6];
- for (int p = 0; p < 6; ++p) {
- // Use correct radius to check if a ball is near a pocket to prevent wall collisions
- float physicalPocketRadius = ((p == 1 || p == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS) * 1.05f;
- float checkRadiusSq = (physicalPocketRadius + BALL_RADIUS) * (physicalPocketRadius + BALL_RADIUS) * 1.1f;
- nearPocket[p] = GetDistanceSq(b1.x, b1.y, pocketPositions[p].x, pocketPositions[p].y) < checkRadiusSq;
- }
- bool nearTopLeftPocket = nearPocket[0];
- bool nearTopMidPocket = nearPocket[1];
- bool nearTopRightPocket = nearPocket[2];
- bool nearBottomLeftPocket = nearPocket[3];
- bool nearBottomMidPocket = nearPocket[4];
- bool nearBottomRightPocket = nearPocket[5];
- bool collidedWallThisBall = false;
- if (b1.x - BALL_RADIUS < left) {
- if (!nearTopLeftPocket && !nearBottomLeftPocket) {
- b1.x = left + BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
- if (!playedWallSoundThisFrame) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
- playedWallSoundThisFrame = true;
- }
- if (cueHitObjectBallThisShot) railHitAfterContact = true;
- }
- }
- if (b1.x + BALL_RADIUS > right) {
- if (!nearTopRightPocket && !nearBottomRightPocket) {
- b1.x = right - BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
- if (!playedWallSoundThisFrame) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
- playedWallSoundThisFrame = true;
- }
- if (cueHitObjectBallThisShot) railHitAfterContact = true;
- }
- }
- if (b1.y - BALL_RADIUS < top) {
- if (!nearTopLeftPocket && !nearTopMidPocket && !nearTopRightPocket) {
- b1.y = top + BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
- if (!playedWallSoundThisFrame) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
- playedWallSoundThisFrame = true;
- }
- if (cueHitObjectBallThisShot) railHitAfterContact = true;
- }
- }
- if (b1.y + BALL_RADIUS > bottom) {
- if (!nearBottomLeftPocket && !nearBottomMidPocket && !nearBottomRightPocket) {
- b1.y = bottom - BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
- if (!playedWallSoundThisFrame) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
- playedWallSoundThisFrame = true;
- }
- if (cueHitObjectBallThisShot) railHitAfterContact = true;
- }
- }
- if (collidedWallThisBall) {
- if (b1.x <= left + BALL_RADIUS || b1.x >= right - BALL_RADIUS) { b1.vy += cueSpinX * b1.vx * 0.05f; }
- if (b1.y <= top + BALL_RADIUS || b1.y >= bottom - BALL_RADIUS) { b1.vx -= cueSpinY * b1.vy * 0.05f; }
- cueSpinX *= 0.7f; cueSpinY *= 0.7f;
- }
- for (size_t j = i + 1; j < balls.size(); ++j) {
- Ball& b2 = balls[j];
- if (b2.isPocketed) continue;
- float dx = b2.x - b1.x; float dy = b2.y - b1.y;
- float distSq = dx * dx + dy * dy;
- float minDist = BALL_RADIUS * 2.0f;
- if (distSq > 1e-6 && distSq < minDist * minDist) {
- float dist = sqrtf(distSq);
- float overlap = minDist - dist;
- float nx = dx / dist; float ny = dy / dist;
- b1.x -= overlap * 0.5f * nx; b1.y -= overlap * 0.5f * ny;
- b2.x += overlap * 0.5f * nx; b2.y += overlap * 0.5f * ny;
- float rvx = b1.vx - b2.vx; float rvy = b1.vy - b2.vy;
- float velAlongNormal = rvx * nx + rvy * ny;
- if (velAlongNormal > 0) {
- if (!playedCollideSoundThisFrame) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("poolballhit.wav")).detach();
- playedCollideSoundThisFrame = true;
- }
- if (firstHitBallIdThisShot == -1) {
- if (b1.id == 0) {
- firstHitBallIdThisShot = b2.id;
- cueHitObjectBallThisShot = true;
- }
- else if (b2.id == 0) {
- firstHitBallIdThisShot = b1.id;
- cueHitObjectBallThisShot = true;
- }
- }
- else if (b1.id == 0 || b2.id == 0) {
- cueHitObjectBallThisShot = true;
- }
- float impulse = velAlongNormal;
- b1.vx -= impulse * nx; b1.vy -= impulse * ny;
- b2.vx += impulse * nx; b2.vy += impulse * ny;
- if (b1.id == 0 || b2.id == 0) {
- float spinEffectFactor = 0.08f;
- b1.vx += (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
- b1.vy += (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
- b2.vx -= (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
- b2.vy -= (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
- cueSpinX *= 0.85f; cueSpinY *= 0.85f;
- }
- }
- }
- }
- }
- }
- // Replace older CheckPockets() with this stricter test which uses the black-area helper.
- bool CheckPockets() {
- bool anyPocketed = false;
- bool playedPocketSound = false;
- for (auto& b : balls) {
- if (b.isPocketed) continue;
- for (int p = 0; p < 6; ++p) {
- if (!IsBallTouchingPocketMask_D2D(b, p)) continue;
- // Mark pocketed
- if (b.id == 8) {
- lastEightBallPocketIndex = p;
- }
- b.isPocketed = true;
- b.vx = b.vy = 0.0f;
- pocketedThisTurn.push_back(b.id);
- anyPocketed = true;
- if (!playedPocketSound) {
- // Play pocket sound once per CheckPockets() pass
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("pocket.wav")).detach();
- playedPocketSound = true;
- }
- break; // this ball is pocketed; continue with next ball
- }
- }
- return anyPocketed;
- }
- /*bool CheckPockets() {
- bool anyPocketed = false;
- bool ballPocketedThisCheck = false;
- for (auto& b : balls) {
- if (b.isPocketed) continue;
- for (int p = 0; p < 6; ++p) {
- D2D1_POINT_2F center = pocketPositions[p];
- float dx = b.x - center.x;
- float dy = b.y - center.y;
- // Use the correct radius for the pocket being checked
- float currentPocketRadius = (p == 1 || p == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS;
- bool isInPocket = false;
- // The pocketing conditions now use the correct radius
- if (p == 1) {
- if (dy >= 0 && dx * dx + dy * dy <= currentPocketRadius * currentPocketRadius)
- isInPocket = true;
- }
- else if (p == 4) {
- if (dy <= 0 && dx * dx + dy * dy <= currentPocketRadius * currentPocketRadius)
- isInPocket = true;
- }
- else {
- if (dx * dx + dy * dy <= currentPocketRadius * currentPocketRadius)
- isInPocket = true;
- }
- if (isInPocket) {
- if (b.id == 8) {
- lastEightBallPocketIndex = p;
- }
- b.isPocketed = true;
- b.vx = b.vy = 0.0f;
- pocketedThisTurn.push_back(b.id);
- anyPocketed = true;
- if (!ballPocketedThisCheck) {
- std::thread([](const TCHAR* soundName) {
- PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT);
- }, TEXT("pocket.wav")).detach();
- ballPocketedThisCheck = true;
- }
- break;
- }
- }
- }
- return anyPocketed;
- }*/
- bool AreBallsMoving() {
- for (size_t i = 0; i < balls.size(); ++i) {
- if (!balls[i].isPocketed && (balls[i].vx != 0 || balls[i].vy != 0)) {
- return true;
- }
- }
- return false;
- }
- void RespawnCueBall(bool behindHeadstring) {
- Ball* cueBall = GetCueBall();
- if (cueBall) {
- // Determine the initial target position
- float targetX, targetY;
- if (behindHeadstring) {
- targetX = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
- targetY = TABLE_TOP + TABLE_HEIGHT / 2.0f;
- }
- else {
- targetX = TABLE_LEFT + TABLE_WIDTH / 2.0f;
- targetY = TABLE_TOP + TABLE_HEIGHT / 2.0f;
- }
- // FOOLPROOF FIX: Check if the target spot is valid. If not, nudge it until it is.
- int attempts = 0;
- while (!IsValidCueBallPosition(targetX, targetY, behindHeadstring) && attempts < 100) {
- // If the spot is occupied, try nudging the ball slightly.
- targetX += (static_cast<float>(rand() % 100 - 50) / 50.0f) * BALL_RADIUS;
- targetY += (static_cast<float>(rand() % 100 - 50) / 50.0f) * BALL_RADIUS;
- // Clamp to stay within reasonable bounds
- targetX = std::max(TABLE_LEFT + BALL_RADIUS, std::min(targetX, TABLE_RIGHT - BALL_RADIUS));
- targetY = std::max(TABLE_TOP + BALL_RADIUS, std::min(targetY, TABLE_BOTTOM - BALL_RADIUS));
- attempts++;
- }
- // Set the final, valid position.
- cueBall->x = targetX;
- cueBall->y = targetY;
- cueBall->vx = 0;
- cueBall->vy = 0;
- cueBall->isPocketed = false;
- // Set the correct game state for ball-in-hand.
- if (currentPlayer == 1) {
- currentGameState = BALL_IN_HAND_P1;
- aiTurnPending = false;
- }
- else {
- currentGameState = BALL_IN_HAND_P2;
- if (isPlayer2AI) {
- aiTurnPending = true;
- }
- }
- }
- }
- // --- Game Logic ---
- void ApplyShot(float power, float angle, float spinX, float spinY) {
- Ball* cueBall = GetCueBall();
- if (cueBall) {
- // --- Play Cue Strike Sound (Threaded) ---
- if (power > 0.1f) { // Only play if it's an audible shot
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
- }
- // --- End Sound ---
- cueBall->vx = cosf(angle) * power;
- cueBall->vy = sinf(angle) * power;
- // Apply English (Spin) - Simplified effect (Unchanged)
- cueBall->vx += sinf(angle) * spinY * 0.5f;
- cueBall->vy -= cosf(angle) * spinY * 0.5f;
- cueBall->vx -= cosf(angle) * spinX * 0.5f;
- cueBall->vy -= sinf(angle) * spinX * 0.5f;
- // Store spin (Unchanged)
- cueSpinX = spinX;
- cueSpinY = spinY;
- // --- Reset Foul Tracking flags for the new shot ---
- // (Also reset in LBUTTONUP, but good to ensure here too)
- firstHitBallIdThisShot = -1; // No ball hit yet
- cueHitObjectBallThisShot = false; // Cue hasn't hit anything yet
- railHitAfterContact = false; // No rail hit after contact yet
- // --- End Reset ---
- // If this was the opening break shot, clear the flag
- if (isOpeningBreakShot) {
- isOpeningBreakShot = false; // Mark opening break as taken
- }
- }
- }
- // ---------------------------------------------------------------------
- // ProcessShotResults()
- // ---------------------------------------------------------------------
- void ProcessShotResults() {
- bool cueBallPocketed = false;
- bool eightBallPocketed = false;
- bool playerContinuesTurn = false;
- // --- Step 1: Update Ball Counts FIRST (THE CRITICAL FIX) ---
- // We must update the score before any other game logic runs.
- PlayerInfo& shootingPlayer = (currentPlayer == 1) ? player1Info : player2Info;
- int ownBallsPocketedThisTurn = 0;
- for (int id : pocketedThisTurn) {
- Ball* b = GetBallById(id);
- if (!b) continue;
- if (b->id == 0) {
- cueBallPocketed = true;
- }
- else if (b->id == 8) {
- eightBallPocketed = true;
- }
- else {
- // This is a numbered ball. Update the pocketed count for the correct player.
- if (b->type == player1Info.assignedType && player1Info.assignedType != BallType::NONE) {
- player1Info.ballsPocketedCount++;
- }
- else if (b->type == player2Info.assignedType && player2Info.assignedType != BallType::NONE) {
- player2Info.ballsPocketedCount++;
- }
- if (b->type == shootingPlayer.assignedType) {
- ownBallsPocketedThisTurn++;
- }
- }
- }
- if (ownBallsPocketedThisTurn > 0) {
- playerContinuesTurn = true;
- }
- // --- Step 2: Handle Game-Ending 8-Ball Shot ---
- // Now that the score is updated, this check will have the correct information.
- if (eightBallPocketed) {
- CheckGameOverConditions(true, cueBallPocketed);
- if (currentGameState == GAME_OVER) {
- pocketedThisTurn.clear();
- return;
- }
- }
- // --- Step 3: Check for Fouls ---
- bool turnFoul = false;
- if (cueBallPocketed) {
- turnFoul = true;
- }
- else {
- Ball* firstHit = GetBallById(firstHitBallIdThisShot);
- if (!firstHit) { // Rule: Hitting nothing is a foul.
- turnFoul = true;
- }
- else { // Rule: Hitting the wrong ball type is a foul.
- if (player1Info.assignedType != BallType::NONE) { // Colors are assigned.
- // We check if the player WAS on the 8-ball BEFORE this shot.
- bool wasOnEightBall = (shootingPlayer.assignedType != BallType::NONE && (shootingPlayer.ballsPocketedCount - ownBallsPocketedThisTurn) >= 7);
- if (wasOnEightBall) {
- if (firstHit->id != 8) turnFoul = true;
- }
- else {
- if (firstHit->type != shootingPlayer.assignedType) turnFoul = true;
- }
- }
- }
- } //reenable below disabled for debugging
- //if (!turnFoul && cueHitObjectBallThisShot && !railHitAfterContact && pocketedThisTurn.empty()) {
- //turnFoul = true;
- //}
- foulCommitted = turnFoul;
- // --- Step 4: Final State Transition ---
- if (foulCommitted) {
- SwitchTurns();
- RespawnCueBall(false);
- }
- else if (player1Info.assignedType == BallType::NONE && !pocketedThisTurn.empty() && !cueBallPocketed) {
- // Assign types on the break.
- for (int id : pocketedThisTurn) {
- Ball* b = GetBallById(id);
- if (b && b->type != BallType::EIGHT_BALL) {
- AssignPlayerBallTypes(b->type);
- break;
- }
- }
- CheckAndTransitionToPocketChoice(currentPlayer);
- }
- else if (playerContinuesTurn) {
- // The player's turn continues. Now the check will work correctly.
- CheckAndTransitionToPocketChoice(currentPlayer);
- }
- else {
- SwitchTurns();
- }
- pocketedThisTurn.clear();
- }
- /*
- // --- Step 3: Final State Transition ---
- if (foulCommitted) {
- SwitchTurns();
- RespawnCueBall(false);
- }
- else if (playerContinuesTurn) {
- CheckAndTransitionToPocketChoice(currentPlayer);
- }
- else {
- SwitchTurns();
- }
- pocketedThisTurn.clear();
- } */
- // Assign groups AND optionally give the shooter his first count.
- bool AssignPlayerBallTypes(BallType firstPocketedType, bool creditShooter /*= true*/)
- {
- if (firstPocketedType != SOLID && firstPocketedType != STRIPE)
- return false; // safety
- /* ---------------------------------------------------------
- 1. Decide the groups
- --------------------------------------------------------- */
- if (currentPlayer == 1)
- {
- player1Info.assignedType = firstPocketedType;
- player2Info.assignedType =
- (firstPocketedType == SOLID) ? STRIPE : SOLID;
- }
- else
- {
- player2Info.assignedType = firstPocketedType;
- player1Info.assignedType =
- (firstPocketedType == SOLID) ? STRIPE : SOLID;
- }
- /* ---------------------------------------------------------
- 2. Count the very ball that made the assignment
- --------------------------------------------------------- */
- if (creditShooter)
- {
- if (currentPlayer == 1)
- ++player1Info.ballsPocketedCount;
- else
- ++player2Info.ballsPocketedCount;
- }
- return true;
- }
- /*bool AssignPlayerBallTypes(BallType firstPocketedType) {
- if (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE) {
- if (currentPlayer == 1) {
- player1Info.assignedType = firstPocketedType;
- player2Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
- }
- else {
- player2Info.assignedType = firstPocketedType;
- player1Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
- }
- return true; // Assignment was successful
- }
- return false; // No assignment made (e.g., 8-ball was pocketed on break)
- }*/
- // If 8-ball was first (illegal on break generally), rules vary.
- // Here, we might ignore assignment until a solid/stripe is pocketed legally.
- // Or assign based on what *else* was pocketed, if anything.
- // Simplification: Assignment only happens on SOLID or STRIPE first pocket.
- // --- Called in ProcessShotResults() after pocket detection ---
- void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed)
- {
- // Only care if the 8?ball really went in:
- if (!eightBallPocketed) return;
- // Who’s shooting now?
- PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
- PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
- // Which pocket did we CALL?
- int called = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
- // Which pocket did it ACTUALLY fall into?
- int actual = lastEightBallPocketIndex;
- // Check legality: must have called a pocket ?0, must match actual,
- // must have pocketed all 7 of your balls first, and must not have scratched.
- bool legal = (called >= 0)
- && (called == actual)
- && (shooter.ballsPocketedCount >= 7)
- && (!cueBallPocketed);
- // Build a message that shows both values for debugging/tracing:
- if (legal) {
- gameOverMessage = shooter.name
- + L" Wins! "
- + L"(Called: " + std::to_wstring(called)
- + L", Actual: " + std::to_wstring(actual) + L")";
- }
- else {
- gameOverMessage = opponent.name
- + L" Wins! (Illegal 8-Ball) "
- + L"(Called: " + std::to_wstring(called)
- + L", Actual: " + std::to_wstring(actual) + L")";
- }
- currentGameState = GAME_OVER;
- }
- /*void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
- if (!eightBallPocketed) return;
- PlayerInfo& shootingPlayer = (currentPlayer == 1) ? player1Info : player2Info;
- PlayerInfo& opponentPlayer = (currentPlayer == 1) ? player2Info : player1Info;
- // Handle 8-ball on break: re-spot and continue.
- if (player1Info.assignedType == BallType::NONE) {
- Ball* b = GetBallById(8);
- if (b) { b->isPocketed = false; b->x = RACK_POS_X; b->y = RACK_POS_Y; b->vx = b->vy = 0; }
- if (cueBallPocketed) foulCommitted = true;
- return;
- }
- // --- FOOLPROOF WIN/LOSS LOGIC ---
- bool wasOnEightBall = IsPlayerOnEightBall(currentPlayer);
- int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
- int actualPocket = -1;
- // Find which pocket the 8-ball actually went into.
- for (int id : pocketedThisTurn) {
- if (id == 8) {
- Ball* b = GetBallById(8); // This ball is already marked as pocketed, but we need its last coords.
- if (b) {
- for (int p_idx = 0; p_idx < 6; ++p_idx) {
- // Check last known position against pocket centers
- if (GetDistanceSq(b->x, b->y, pocketPositions[p_idx].x, pocketPositions[p_idx].y) < POCKET_RADIUS * POCKET_RADIUS * 1.5f) {
- actualPocket = p_idx;
- break;
- }
- }
- }
- break;
- }
- }
- // Evaluate win/loss based on a clear hierarchy of rules.
- if (!wasOnEightBall) {
- gameOverMessage = opponentPlayer.name + L" Wins! (8-Ball Pocketed Early)";
- }
- else if (cueBallPocketed) {
- gameOverMessage = opponentPlayer.name + L" Wins! (Scratched on 8-Ball)";
- }
- else if (calledPocket == -1) {
- gameOverMessage = opponentPlayer.name + L" Wins! (Pocket Not Called)";
- }
- else if (actualPocket != calledPocket) {
- gameOverMessage = opponentPlayer.name + L" Wins! (8-Ball in Wrong Pocket)";
- }
- else {
- // WIN! All loss conditions failed, this must be a legal win.
- gameOverMessage = shootingPlayer.name + L" Wins!";
- }
- currentGameState = GAME_OVER;
- }*/
- /*void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed)
- {
- if (!eightBallPocketed) return;
- PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
- PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
- // Which pocket did we call?
- int called = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
- // Which pocket did the ball really fall into?
- int actual = lastEightBallPocketIndex;
- // Legal victory only if:
- // 1) Shooter had already pocketed 7 of their object balls,
- // 2) They called a pocket,
- // 3) The 8?ball actually fell into that same pocket,
- // 4) They did not scratch on the 8?ball.
- bool legal =
- (shooter.ballsPocketedCount >= 7) &&
- (called >= 0) &&
- (called == actual) &&
- (!cueBallPocketed);
- if (legal) {
- gameOverMessage = shooter.name + L" Wins! "
- L"(called: " + std::to_wstring(called) +
- L", actual: " + std::to_wstring(actual) + L")";
- }
- else {
- gameOverMessage = opponent.name + L" Wins! (illegal 8-ball) "
- // For debugging you can append:
- + L" (called: " + std::to_wstring(called)
- + L", actual: " + std::to_wstring(actual) + L")";
- }
- currentGameState = GAME_OVER;
- }*/
- // ????????????????????????????????????????????????????????????????
- // CheckGameOverConditions()
- // – Called when the 8-ball has fallen.
- // – Decides who wins and builds the gameOverMessage.
- // ????????????????????????????????????????????????????????????????
- /*void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed)
- {
- if (!eightBallPocketed) return; // safety
- PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
- PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
- int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
- int actualPocket = lastEightBallPocketIndex;
- bool clearedSeven = (shooter.ballsPocketedCount >= 7);
- bool noScratch = !cueBallPocketed;
- bool callMade = (calledPocket >= 0);
- // helper ? turn “-1” into "None" for readability
- auto pocketToStr = [](int idx) -> std::wstring
- {
- return (idx >= 0) ? std::to_wstring(idx) : L"None";
- };
- if (clearedSeven && noScratch && callMade && actualPocket == calledPocket)
- {
- // legitimate win
- gameOverMessage =
- shooter.name +
- L" Wins! (Called pocket: " + pocketToStr(calledPocket) +
- L", Actual pocket: " + pocketToStr(actualPocket) + L")";
- }
- else
- {
- // wrong pocket, scratch, or early 8-ball
- gameOverMessage =
- opponent.name +
- L" Wins! (Called pocket: " + pocketToStr(calledPocket) +
- L", Actual pocket: " + pocketToStr(actualPocket) + L")";
- }
- currentGameState = GAME_OVER;
- }*/
- /* void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
- if (!eightBallPocketed) return; // Only when 8-ball actually pocketed
- PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
- PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
- bool onEightRoll = IsPlayerOnEightBall(currentPlayer);
- int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
- int actualPocket = -1;
- Ball* bEight = GetBallById(8);
- // locate which hole the 8-ball went into
- if (bEight) {
- for (int i = 0; i < 6; ++i) {
- if (GetDistanceSq(bEight->x, bEight->y,
- pocketPositions[i].x, pocketPositions[i].y)
- < POCKET_RADIUS * POCKET_RADIUS * 1.5f) {
- actualPocket = i; break;
- }
- }
- }
- // 1) On break / pre-assignment: re-spot & continue
- if (player1Info.assignedType == BallType::NONE) {
- if (bEight) {
- bEight->isPocketed = false;
- bEight->x = RACK_POS_X; bEight->y = RACK_POS_Y;
- bEight->vx = bEight->vy = 0;
- }
- if (cueBallPocketed) foulCommitted = true;
- return;
- }
- // 2) Loss if pocketed 8 early
- if (!onEightRoll) {
- gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" pocketed 8-ball early)";
- }
- // 3) Loss if scratched
- else if (cueBallPocketed) {
- gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" scratched on 8-ball)";
- }
- // 4) Loss if no pocket call
- else if (calledPocket < 0) {
- gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" did not call a pocket)";
- }
- // 5) Loss if in wrong pocket
- else if (actualPocket != calledPocket) {
- gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" 8-ball in wrong pocket)";
- }
- // 6) Otherwise, valid win
- else {
- gameOverMessage = shooter.name + L" Wins!";
- }
- currentGameState = GAME_OVER;
- } */
- // Switch the shooter, handle fouls and decide what state we go to next.
- // ────────────────────────────────────────────────────────────────
- // SwitchTurns – final version (arrow–leak bug fixed)
- // ────────────────────────────────────────────────────────────────
- void SwitchTurns()
- {
- /* --------------------------------------------------------- */
- /* 1. Hand the table over to the other player */
- /* --------------------------------------------------------- */
- currentPlayer = (currentPlayer == 1) ? 2 : 1;
- /* --------------------------------------------------------- */
- /* 2. Generic per–turn resets */
- /* --------------------------------------------------------- */
- isAiming = false;
- shotPower = 0.0f;
- currentlyHoveredPocket = -1;
- /* --------------------------------------------------------- */
- /* 3. Wipe every previous pocket call */
- /* (the new shooter will choose again if needed) */
- /* --------------------------------------------------------- */
- calledPocketP1 = -1;
- calledPocketP2 = -1;
- pocketCallMessage.clear();
- /* --------------------------------------------------------- */
- /* 4. Handle fouls — cue-ball in hand overrides everything */
- /* --------------------------------------------------------- */
- if (foulCommitted)
- {
- if (currentPlayer == 1) // human
- {
- currentGameState = BALL_IN_HAND_P1;
- aiTurnPending = false;
- }
- else // P2
- {
- currentGameState = BALL_IN_HAND_P2;
- aiTurnPending = isPlayer2AI; // AI will place cue-ball
- }
- foulCommitted = false;
- return; // we're done for this frame
- }
- /* --------------------------------------------------------- */
- /* 5. Normal flow */
- /* Will put us in ∘ PLAYER?_TURN */
- /* ∘ CHOOSING_POCKET_P? */
- /* ∘ AI_THINKING (for CPU) */
- /* --------------------------------------------------------- */
- CheckAndTransitionToPocketChoice(currentPlayer);
- }
- void AIBreakShot() {
- Ball* cueBall = GetCueBall();
- if (!cueBall) return;
- // This function is called when it's AI's turn for the opening break and state is PRE_BREAK_PLACEMENT.
- // AI will place the cue ball and then plan the shot.
- if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
- // Place cue ball in the kitchen randomly
- /*float kitchenMinX = TABLE_LEFT + BALL_RADIUS; // [cite: 1071, 1072, 1587]
- float kitchenMaxX = HEADSTRING_X - BALL_RADIUS; // [cite: 1072, 1078, 1588]
- float kitchenMinY = TABLE_TOP + BALL_RADIUS; // [cite: 1071, 1072, 1588]
- float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS; // [cite: 1072, 1073, 1589]*/
- // --- AI Places Cue Ball for Break ---
- // Decide if placing center or side. For simplicity, let's try placing slightly off-center
- // towards one side for a more angled break, or center for direct apex hit.
- // A common strategy is to hit the second ball of the rack.
- float placementY = RACK_POS_Y; // Align vertically with the rack center
- float placementX;
- // Randomly choose a side or center-ish placement for variation.
- int placementChoice = rand() % 3; // 0: Left-ish, 1: Center-ish, 2: Right-ish in kitchen
- if (placementChoice == 0) { // Left-ish
- placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) - (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the left within kitchen
- }
- else if (placementChoice == 2) { // Right-ish
- placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) + (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the right within kitchen
- }
- else { // Center-ish
- placementX = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // Roughly center of kitchen
- }
- placementX = std::max(TABLE_LEFT + BALL_RADIUS + 1.0f, std::min(placementX, HEADSTRING_X - BALL_RADIUS - 1.0f)); // Clamp within kitchen X
- bool validPos = false;
- int attempts = 0;
- while (!validPos && attempts < 100) {
- /*cueBall->x = kitchenMinX + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxX - kitchenMinX)); // [cite: 1589]
- cueBall->y = kitchenMinY + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxY - kitchenMinY)); // [cite: 1590]
- if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1591]
- validPos = true; // [cite: 1591]*/
- // Try the chosen X, but vary Y slightly to find a clear spot
- cueBall->x = placementX;
- cueBall->y = placementY + (static_cast<float>(rand() % 100 - 50) / 100.0f) * BALL_RADIUS * 2.0f; // Vary Y a bit
- cueBall->y = std::max(TABLE_TOP + BALL_RADIUS + 1.0f, std::min(cueBall->y, TABLE_BOTTOM - BALL_RADIUS - 1.0f)); // Clamp Y
- if (IsValidCueBallPosition(cueBall->x, cueBall->y, true /* behind headstring */)) {
- validPos = true;
- }
- attempts++; // [cite: 1592]
- }
- if (!validPos) {
- // Fallback position
- /*cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // [cite: 1071, 1078, 1593]
- cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f; // [cite: 1071, 1073, 1594]
- if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1594]
- cueBall->x = HEADSTRING_X - BALL_RADIUS * 2; // [cite: 1072, 1078, 1594]
- cueBall->y = RACK_POS_Y; // [cite: 1080, 1595]
- }
- }
- cueBall->vx = 0; // [cite: 1595]
- cueBall->vy = 0; // [cite: 1596]
- // Plan a break shot: aim at the center of the rack (apex ball)
- float targetX = RACK_POS_X; // [cite: 1079] Aim for the apex ball X-coordinate
- float targetY = RACK_POS_Y; // [cite: 1080] Aim for the apex ball Y-coordinate
- float dx = targetX - cueBall->x; // [cite: 1599]
- float dy = targetY - cueBall->y; // [cite: 1600]
- float shotAngle = atan2f(dy, dx); // [cite: 1600]
- float shotPowerValue = MAX_SHOT_POWER; // [cite: 1076, 1600] Use MAX_SHOT_POWER*/
- cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.75f; // A default safe spot in kitchen
- cueBall->y = RACK_POS_Y;
- }
- cueBall->vx = 0; cueBall->vy = 0;
- // --- AI Plans the Break Shot ---
- float targetX, targetY;
- // If cue ball is near center of kitchen width, aim for apex.
- // Otherwise, aim for the second ball on the side the cue ball is on (for a cut break).
- float kitchenCenterRegion = (HEADSTRING_X - TABLE_LEFT) * 0.3f; // Define a "center" region
- if (std::abs(cueBall->x - (TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) / 2.0f)) < kitchenCenterRegion / 2.0f) {
- // Center-ish placement: Aim for the apex ball (ball ID 1 or first ball in rack)
- targetX = RACK_POS_X; // Apex ball X
- targetY = RACK_POS_Y; // Apex ball Y
- }
- else {
- // Side placement: Aim to hit the "second" ball of the rack for a wider spread.
- // This is a simplification. A more robust way is to find the actual second ball.
- // For now, aim slightly off the apex towards the side the cue ball is on.
- targetX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f; // X of the second row of balls
- 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
- }
- float dx = targetX - cueBall->x;
- float dy = targetY - cueBall->y;
- float shotAngle = atan2f(dy, dx);
- float shotPowerValue = MAX_SHOT_POWER * (0.9f + (rand() % 11) / 100.0f); // Slightly vary max power
- // Store planned shot details for the AI
- /*aiPlannedShotDetails.angle = shotAngle; // [cite: 1102, 1601]
- aiPlannedShotDetails.power = shotPowerValue; // [cite: 1102, 1601]
- aiPlannedShotDetails.spinX = 0.0f; // [cite: 1102, 1601] No spin for a standard power break
- aiPlannedShotDetails.spinY = 0.0f; // [cite: 1103, 1602]
- aiPlannedShotDetails.isValid = true; // [cite: 1103, 1602]*/
- aiPlannedShotDetails.angle = shotAngle;
- aiPlannedShotDetails.power = shotPowerValue;
- aiPlannedShotDetails.spinX = 0.0f; // No spin for break usually
- aiPlannedShotDetails.spinY = 0.0f;
- aiPlannedShotDetails.isValid = true;
- // Update global cue parameters for immediate visual feedback if DrawAimingAids uses them
- /*::cueAngle = aiPlannedShotDetails.angle; // [cite: 1109, 1603] Update global cueAngle
- ::shotPower = aiPlannedShotDetails.power; // [cite: 1109, 1604] Update global shotPower
- ::cueSpinX = aiPlannedShotDetails.spinX; // [cite: 1109]
- ::cueSpinY = aiPlannedShotDetails.spinY; // [cite: 1110]*/
- ::cueAngle = aiPlannedShotDetails.angle;
- ::shotPower = aiPlannedShotDetails.power;
- ::cueSpinX = aiPlannedShotDetails.spinX;
- ::cueSpinY = aiPlannedShotDetails.spinY;
- // Set up for AI display via GameUpdate
- /*aiIsDisplayingAim = true; // [cite: 1104] Enable AI aiming visualization
- aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES; // [cite: 1105] Set duration for display
- currentGameState = AI_THINKING; // [cite: 1081] Transition to AI_THINKING state.
- // GameUpdate will handle the aiAimDisplayFramesLeft countdown
- // and then execute the shot using aiPlannedShotDetails.
- // isOpeningBreakShot will be set to false within ApplyShot.
- // No immediate ApplyShot or sound here; GameUpdate's AI execution logic will handle it.*/
- aiIsDisplayingAim = true;
- aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
- currentGameState = AI_THINKING; // State changes to AI_THINKING, GameUpdate will handle shot execution after display
- aiTurnPending = false;
- return; // The break shot is now planned and will be executed by GameUpdate
- }
- // 2. If not in PRE_BREAK_PLACEMENT (e.g., if this function were called at other times,
- // though current game logic only calls it for PRE_BREAK_PLACEMENT)
- // This part can be extended if AIBreakShot needs to handle other scenarios.
- // For now, the primary logic is above.
- }
- // --- Helper Functions ---
- Ball* GetBallById(int id) {
- for (size_t i = 0; i < balls.size(); ++i) {
- if (balls[i].id == id) {
- return &balls[i];
- }
- }
- return nullptr;
- }
- Ball* GetCueBall() {
- return GetBallById(0);
- }
- float GetDistance(float x1, float y1, float x2, float y2) {
- return sqrtf(GetDistanceSq(x1, y1, x2, y2));
- }
- float GetDistanceSq(float x1, float y1, float x2, float y2) {
- float dx = x2 - x1;
- float dy = y2 - y1;
- return dx * dx + dy * dy;
- }
- bool IsValidCueBallPosition(float x, float y, bool checkHeadstring) {
- // Basic bounds check (inside cushions)
- float left = TABLE_LEFT + CUSHION_THICKNESS + BALL_RADIUS;
- float right = TABLE_RIGHT - CUSHION_THICKNESS - BALL_RADIUS;
- float top = TABLE_TOP + CUSHION_THICKNESS + BALL_RADIUS;
- float bottom = TABLE_BOTTOM - CUSHION_THICKNESS - BALL_RADIUS;
- if (x < left || x > right || y < top || y > bottom) {
- return false;
- }
- // Check headstring restriction if needed
- if (checkHeadstring && x >= HEADSTRING_X) {
- return false;
- }
- // Check overlap with other balls
- for (size_t i = 0; i < balls.size(); ++i) {
- if (balls[i].id != 0 && !balls[i].isPocketed) { // Don't check against itself or pocketed balls
- if (GetDistanceSq(x, y, balls[i].x, balls[i].y) < (BALL_RADIUS * 2.0f) * (BALL_RADIUS * 2.0f)) {
- return false; // Overlapping another ball
- }
- }
- }
- return true;
- }
- // --- NEW HELPER FUNCTION IMPLEMENTATIONS ---
- // Checks if a player has pocketed all their balls and is now on the 8-ball.
- bool IsPlayerOnEightBall(int player) {
- PlayerInfo& playerInfo = (player == 1) ? player1Info : player2Info;
- if (playerInfo.assignedType != BallType::NONE && playerInfo.assignedType != BallType::EIGHT_BALL && playerInfo.ballsPocketedCount >= 7) {
- Ball* eightBall = GetBallById(8);
- return (eightBall && !eightBall->isPocketed);
- }
- return false;
- }
- void CheckAndTransitionToPocketChoice(int playerID) {
- bool needsToCall = IsPlayerOnEightBall(playerID);
- if (needsToCall) {
- if (playerID == 1) { // Human Player 1
- currentGameState = CHOOSING_POCKET_P1;
- pocketCallMessage = player1Info.name + L": Choose a pocket for the 8-Ball...";
- if (calledPocketP1 == -1) calledPocketP1 = 2; // Default to bottom-right
- }
- else { // Player 2
- if (isPlayer2AI) {
- // FOOLPROOF FIX: AI doesn't choose here. It transitions to a thinking state.
- // AIMakeDecision will handle the choice and the pocket call.
- currentGameState = AI_THINKING;
- aiTurnPending = true; // Signal the main loop to run AIMakeDecision
- }
- else { // Human Player 2
- currentGameState = CHOOSING_POCKET_P2;
- pocketCallMessage = player2Info.name + L": Choose a pocket for the 8-Ball...";
- if (calledPocketP2 == -1) calledPocketP2 = 2; // Default to bottom-right
- }
- }
- }
- else {
- // Player does not need to call a pocket, proceed to normal turn.
- pocketCallMessage = L"";
- currentGameState = (playerID == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- if (playerID == 2 && isPlayer2AI) {
- aiTurnPending = true;
- }
- }
- }
- //template here
- // --- CPU Ball?in?Hand Placement --------------------------------
- // Moves the cue ball to a legal "ball in hand" position for the AI.
- void AIPlaceCueBall() {
- Ball* cue = GetCueBall();
- if (!cue) return;
- // Simple strategy: place back behind the headstring at the standard break spot
- cue->x = TABLE_LEFT + TABLE_WIDTH * 0.15f;
- cue->y = RACK_POS_Y;
- cue->vx = cue->vy = 0.0f;
- }
- // --- Helper Function for Line Segment Intersection ---
- // Finds intersection point of line segment P1->P2 and line segment P3->P4
- // Returns true if they intersect, false otherwise. Stores intersection point in 'intersection'.
- bool LineSegmentIntersection(D2D1_POINT_2F p1, D2D1_POINT_2F p2, D2D1_POINT_2F p3, D2D1_POINT_2F p4, D2D1_POINT_2F& intersection)
- {
- float denominator = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
- // Check if lines are parallel or collinear
- if (fabs(denominator) < 1e-6) {
- return false;
- }
- float ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denominator;
- float ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denominator;
- // Check if intersection point lies on both segments
- if (ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f) {
- intersection.x = p1.x + ua * (p2.x - p1.x);
- intersection.y = p1.y + ua * (p2.y - p1.y);
- return true;
- }
- return false;
- }
- // --- INSERT NEW HELPER FUNCTION HERE ---
- // Calculates the squared distance from point P to the line segment AB.
- float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b) {
- float l2 = GetDistanceSq(a.x, a.y, b.x, b.y);
- if (l2 == 0.0f) return GetDistanceSq(p.x, p.y, a.x, a.y); // Segment is a point
- // Consider P projecting onto the line AB infinite line
- // t = [(P-A) . (B-A)] / |B-A|^2
- float t = ((p.x - a.x) * (b.x - a.x) + (p.y - a.y) * (b.y - a.y)) / l2;
- t = std::max(0.0f, std::min(1.0f, t)); // Clamp t to the segment [0, 1]
- // Projection falls on the segment
- D2D1_POINT_2F projection = D2D1::Point2F(a.x + t * (b.x - a.x), a.y + t * (b.y - a.y));
- return GetDistanceSq(p.x, p.y, projection.x, projection.y);
- }
- // --- End New Helper ---
- // --- NEW AI Implementation Functions ---
- // --- BEGIN: ENHANCED AI LOGIC ---
- // Helper function to evaluate the quality of the table layout from the cue ball's perspective.
- // A higher score means a better "leave" with more options for the next shot.
- float EvaluateTableState(int player, Ball* cueBall) {
- if (!cueBall) return 0.0f;
- float score = 0.0f;
- const BallType targetType = (player == 1) ? player1Info.assignedType : player2Info.assignedType;
- for (Ball& b : balls) {
- // Only consider own balls that are on the table
- if (b.isPocketed || b.id == 0 || b.type != targetType) continue;
- // Check for clear shots to any pocket
- for (int p = 0; p < 6; ++p) {
- D2D1_POINT_2F ghostPos = CalculateGhostBallPos(&b, p);
- if (IsPathClear(D2D1::Point2F(cueBall->x, cueBall->y), ghostPos, cueBall->id, b.id)) {
- // Bonus for having any open, pottable shot
- score += 50.0f;
- }
- }
- }
- return score;
- }
- // Enhanced power calculation for more realistic and impactful shots.
- float CalculateShotPower(float cueToGhostDist, float targetToPocketDist)
- {
- constexpr float TABLE_DIAG = 900.0f;
- // Base power on a combination of cue travel and object ball travel.
- float powerRatio = std::clamp(cueToGhostDist / (TABLE_WIDTH * 0.7f), 0.0f, 1.0f);
- // Give more weight to the object ball's travel distance.
- powerRatio += std::clamp(targetToPocketDist / TABLE_DIAG, 0.0f, 1.0f) * 0.8f;
- powerRatio = std::clamp(powerRatio, 0.0f, 1.0f);
- // Use a more aggressive cubic power curve. This keeps power low for taps but ramps up very fast.
- powerRatio = powerRatio * powerRatio * powerRatio;
- // Heavily bias towards high power. The AI will start shots at 50% power and go up.
- const float MIN_POWER = MAX_SHOT_POWER * 0.50f;
- float power = MIN_POWER + powerRatio * (MAX_SHOT_POWER - MIN_POWER);
- // For very long shots, just use full power to ensure the ball gets there and for break-out potential.
- if (cueToGhostDist + targetToPocketDist > TABLE_DIAG * 0.85f) {
- power = MAX_SHOT_POWER;
- }
- return std::clamp(power, 0.2f, MAX_SHOT_POWER);
- }
- // Evaluates a potential shot, calculating its difficulty and the quality of the resulting cue ball position.
- AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex, bool isBank) {
- AIShotInfo shotInfo;
- shotInfo.targetBall = targetBall;
- shotInfo.pocketIndex = pocketIndex;
- shotInfo.isBankShot = isBank;
- shotInfo.involves8Ball = (targetBall && targetBall->id == 8);
- Ball* cue = GetCueBall();
- if (!cue || !targetBall) return shotInfo;
- D2D1_POINT_2F pocketPos = pocketPositions[pocketIndex];
- D2D1_POINT_2F targetPos = D2D1::Point2F(targetBall->x, targetBall->y);
- D2D1_POINT_2F ghostBallPos = CalculateGhostBallPos(targetBall, pocketIndex);
- // The path from cue to the ghost ball position must be clear.
- if (!IsPathClear(D2D1::Point2F(cue->x, cue->y), ghostBallPos, cue->id, targetBall->id)) {
- return shotInfo; // Path is blocked, invalid shot.
- }
- // For direct shots, the path from the target ball to the pocket must also be clear.
- if (!isBank && !IsPathClear(targetPos, pocketPos, targetBall->id, -1)) {
- return shotInfo;
- }
- float dx = ghostBallPos.x - cue->x;
- float dy = ghostBallPos.y - cue->y;
- shotInfo.angle = atan2f(dy, dx);
- float cueToGhostDist = GetDistance(cue->x, cue->y, ghostBallPos.x, ghostBallPos.y);
- float targetToPocketDist = GetDistance(targetBall->x, targetBall->y, pocketPos.x, pocketPos.y);
- shotInfo.power = CalculateShotPower(cueToGhostDist, targetToPocketDist); // Set a base power
- shotInfo.score = 1000.0f - (cueToGhostDist + targetToPocketDist * 1.5f); // Base score on shot difficulty.
- if (isBank) shotInfo.score -= 250.0f; // Bank shots are harder, so they have a score penalty.
- // --- Positional Play & English (Spin) Evaluation ---
- float bestLeaveScore = -1.0f;
- // Try different spins: -1 (draw/backspin), 0 (stun), 1 (follow/topspin)
- for (int spin_type = -1; spin_type <= 1; ++spin_type) {
- float spinY = spin_type * 0.7f; // Apply vertical spin.
- // Adjust power based on spin type. Draw shots need more power.
- float powerMultiplier = 1.0f;
- if (spin_type == -1) powerMultiplier = 1.2f; // 20% more power for draw
- else if (spin_type == 1) powerMultiplier = 1.05f; // 5% more power for follow
- float adjustedPower = std::clamp(shotInfo.power * powerMultiplier, 0.2f, MAX_SHOT_POWER);
- // Predict where the cue ball will end up after the shot.
- D2D1_POINT_2F cueEndPos;
- float cueTravelDist = targetToPocketDist * 0.5f + adjustedPower * 5.0f;
- if (spin_type == 1) { // Follow (topspin)
- cueEndPos.x = targetPos.x + cosf(shotInfo.angle) * cueTravelDist * 0.6f;
- cueEndPos.y = targetPos.y + sinf(shotInfo.angle) * cueTravelDist * 0.6f;
- }
- else if (spin_type == -1) { // Draw (backspin)
- cueEndPos.x = ghostBallPos.x - cosf(shotInfo.angle) * cueTravelDist * 0.4f;
- cueEndPos.y = ghostBallPos.y - sinf(shotInfo.angle) * cueTravelDist * 0.4f;
- }
- else { // Stun (no vertical spin) - cue ball deflects
- float perpAngle = shotInfo.angle + PI / 2.0f;
- cueEndPos.x = ghostBallPos.x + cosf(perpAngle) * cueTravelDist * 0.3f;
- cueEndPos.y = ghostBallPos.y + sinf(perpAngle) * cueTravelDist * 0.3f;
- }
- // Create a temporary cue ball at the predicted position to evaluate the leave.
- Ball tempCue = *cue;
- tempCue.x = cueEndPos.x;
- tempCue.y = cueEndPos.y;
- float leaveScore = EvaluateTableState(2, &tempCue);
- // Penalize scratches heavily.
- for (int p = 0; p < 6; ++p) {
- float physicalPocketRadius = ((p == 1 || p == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS) * 1.05f;
- if (GetDistanceSq(cueEndPos.x, cueEndPos.y, pocketPositions[p].x, pocketPositions[p].y) < physicalPocketRadius * physicalPocketRadius * 1.5f) {
- leaveScore -= 5000.0f; // Massive penalty for a predicted scratch.
- break;
- }
- }
- // If this spin results in a better position, store it.
- if (leaveScore > bestLeaveScore) {
- bestLeaveScore = leaveScore;
- shotInfo.spinY = spinY;
- shotInfo.spinX = 0; // Focusing on top/back spin for positional play.
- shotInfo.predictedCueEndPos = cueEndPos;
- shotInfo.power = adjustedPower; // IMPORTANT: Update the shot's power to the adjusted value for this spin
- }
- }
- shotInfo.score += bestLeaveScore * 0.5f; // Add positional score to the shot's total score.
- shotInfo.possible = true;
- return shotInfo;
- }
- // High-level planner that decides which shot to take.
- AIShotInfo AIFindBestShot() {
- AIShotInfo bestShot;
- bestShot.possible = false;
- Ball* cue = GetCueBall();
- if (!cue) return bestShot;
- const bool on8 = IsPlayerOnEightBall(2);
- const BallType wantType = player2Info.assignedType;
- std::vector<AIShotInfo> possibleShots;
- // 1. Evaluate all possible direct shots on legal targets.
- for (Ball& b : balls) {
- if (b.isPocketed || b.id == 0) continue;
- bool isLegalTarget = on8 ? (b.id == 8) : (wantType == BallType::NONE || b.type == wantType);
- if (!isLegalTarget) continue;
- for (int p = 0; p < 6; ++p) {
- AIShotInfo cand = EvaluateShot(&b, p, false); // false = not a bank shot
- if (cand.possible) {
- possibleShots.push_back(cand);
- }
- }
- }
- // TODO: Add evaluation for bank shots here if desired.
- // 2. Find the best shot from the list of possibilities.
- if (!possibleShots.empty()) {
- bestShot = possibleShots[0];
- for (size_t i = 1; i < possibleShots.size(); ++i) {
- if (possibleShots[i].score > bestShot.score) {
- bestShot = possibleShots[i];
- }
- }
- }
- else {
- // 3. If no makeable shots are found, play a defensive "safety" shot.
- // This involves hitting a legal ball softly to a safe location.
- bestShot.possible = true;
- bestShot.angle = static_cast<float>(rand()) / RAND_MAX * 2.0f * PI;
- bestShot.power = MAX_SHOT_POWER * 0.25f; // A soft safety hit.
- bestShot.spinX = bestShot.spinY = 0.0f;
- bestShot.targetBall = nullptr;
- bestShot.score = -99999.0f; // Safety is a last resort.
- bestShot.pocketIndex = -1;
- }
- return bestShot;
- }
- // The top-level function that orchestrates the AI's turn.
- void AIMakeDecision() {
- aiPlannedShotDetails.isValid = false;
- Ball* cueBall = GetCueBall();
- if (!cueBall || !isPlayer2AI || currentPlayer != 2) return;
- AIShotInfo bestShot = AIFindBestShot();
- if (bestShot.possible) {
- // If the best shot involves the 8-ball, the AI must "call" the pocket.
- if (bestShot.involves8Ball) {
- calledPocketP2 = bestShot.pocketIndex;
- }
- else {
- calledPocketP2 = -1;
- }
- // Load the chosen shot parameters into the game state.
- aiPlannedShotDetails.angle = bestShot.angle;
- aiPlannedShotDetails.power = bestShot.power;
- aiPlannedShotDetails.spinX = bestShot.spinX;
- aiPlannedShotDetails.spinY = bestShot.spinY;
- aiPlannedShotDetails.isValid = true;
- }
- else {
- // This case should be rare now, but as a fallback, switch turns.
- aiPlannedShotDetails.isValid = false;
- }
- if (aiPlannedShotDetails.isValid) {
- // Set the global aiming variables to visualize the AI's planned shot.
- cueAngle = aiPlannedShotDetails.angle;
- shotPower = aiPlannedShotDetails.power;
- aiIsDisplayingAim = true;
- aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
- }
- else {
- // If no valid shot could be found at all, concede the turn.
- SwitchTurns();
- }
- }
- // --- END: ENHANCED AI LOGIC ---
- // Estimate the power that will carry the cue-ball to the ghost position
- // *and* push the object-ball the remaining distance to the pocket.
- //
- // • cueToGhostDist – pixels from cue to ghost-ball centre
- // • targetToPocketDist– pixels from object-ball to chosen pocket
- //
- // The function is fully deterministic (good for AI search) yet produces
- // human-looking power levels.
- //
- // ------------------------------------------------------------------
- // Return the ghost-ball centre needed for the target ball to roll
- // straight into the chosen pocket.
- // ------------------------------------------------------------------
- D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex)
- {
- if (!targetBall) return D2D1::Point2F(0, 0);
- D2D1_POINT_2F P = pocketPositions[pocketIndex];
- float vx = P.x - targetBall->x;
- float vy = P.y - targetBall->y;
- float L = sqrtf(vx * vx + vy * vy);
- if (L < 1.0f) L = 1.0f; // safety
- vx /= L; vy /= L;
- return D2D1::Point2F(
- targetBall->x - vx * (BALL_RADIUS * 2.0f),
- targetBall->y - vy * (BALL_RADIUS * 2.0f));
- }
- // Calculate the position the cue ball needs to hit for the target ball to go towards the pocket
- // ────────────────────────────────────────────────────────────────
- // 2. Shot evaluation & search
- // ────────────────────────────────────────────────────────────────
- // Calculate ghost-ball position so that cue hits target towards pocket
- static inline D2D1_POINT_2F GhostPos(const Ball* tgt, int pocketIdx)
- {
- D2D1_POINT_2F P = pocketPositions[pocketIdx];
- float vx = P.x - tgt->x;
- float vy = P.y - tgt->y;
- float L = sqrtf(vx * vx + vy * vy);
- vx /= L; vy /= L;
- return D2D1::Point2F(tgt->x - vx * (BALL_RADIUS * 2.0f),
- tgt->y - vy * (BALL_RADIUS * 2.0f));
- }
- // Heuristic: shorter + straighter + proper group = higher score
- static inline float ScoreShot(float cue2Ghost,
- float tgt2Pocket,
- bool correctGroup,
- bool involves8)
- {
- float base = 2000.0f - (cue2Ghost + tgt2Pocket); // prefer close shots
- if (!correctGroup) base -= 400.0f; // penalty
- if (involves8) base += 150.0f; // a bit more desirable
- return base;
- }
- // Checks if line segment is clear of obstructing balls
- // ────────────────────────────────────────────────────────────────
- // 1. Low-level helpers – IsPathClear & FindFirstHitBall
- // ────────────────────────────────────────────────────────────────
- // Test if the capsule [ start … end ] (radius = BALL_RADIUS)
- // intersects any ball except the ids we want to ignore.
- bool IsPathClear(D2D1_POINT_2F start,
- D2D1_POINT_2F end,
- int ignoredBallId1,
- int ignoredBallId2)
- {
- float dx = end.x - start.x;
- float dy = end.y - start.y;
- float lenSq = dx * dx + dy * dy;
- if (lenSq < 1e-3f) return true; // degenerate → treat as clear
- for (const Ball& b : balls)
- {
- if (b.isPocketed) continue;
- if (b.id == ignoredBallId1 ||
- b.id == ignoredBallId2) continue;
- // project ball centre onto the segment
- float t = ((b.x - start.x) * dx + (b.y - start.y) * dy) / lenSq;
- t = std::clamp(t, 0.0f, 1.0f);
- float cx = start.x + t * dx;
- float cy = start.y + t * dy;
- if (GetDistanceSq(b.x, b.y, cx, cy) < (BALL_RADIUS * BALL_RADIUS))
- return false; // blocked
- }
- return true;
- }
- // Cast an (infinite) ray and return the first non-pocketed ball hit.
- // `hitDistSq` is distance² from the start point to the collision point.
- Ball* FindFirstHitBall(D2D1_POINT_2F start,
- float angle,
- float& hitDistSq)
- {
- Ball* hitBall = nullptr;
- float bestSq = std::numeric_limits<float>::max();
- float cosA = cosf(angle);
- float sinA = sinf(angle);
- for (Ball& b : balls)
- {
- if (b.id == 0 || b.isPocketed) continue; // ignore cue & sunk balls
- float relX = b.x - start.x;
- float relY = b.y - start.y;
- float proj = relX * cosA + relY * sinA; // distance along the ray
- if (proj <= 0) continue; // behind cue
- // closest approach of the ray to the sphere centre
- float closestX = start.x + proj * cosA;
- float closestY = start.y + proj * sinA;
- float dSq = GetDistanceSq(b.x, b.y, closestX, closestY);
- if (dSq <= BALL_RADIUS * BALL_RADIUS) // intersection
- {
- float back = sqrtf(BALL_RADIUS * BALL_RADIUS - dSq);
- float collDist = proj - back; // front surface
- float collSq = collDist * collDist;
- if (collSq < bestSq)
- {
- bestSq = collSq;
- hitBall = &b;
- }
- }
- }
- hitDistSq = bestSq;
- return hitBall;
- }
- // Basic check for reasonable AI aim angles (optional)
- bool IsValidAIAimAngle(float angle) {
- // Placeholder - could check for NaN or infinity if calculations go wrong
- return isfinite(angle);
- }
- //midi func = start
- void PlayMidiInBackground(HWND hwnd, const TCHAR* midiPath) {
- while (isMusicPlaying) {
- MCI_OPEN_PARMS mciOpen = { 0 };
- mciOpen.lpstrDeviceType = TEXT("sequencer");
- mciOpen.lpstrElementName = midiPath;
- if (mciSendCommand(0, MCI_OPEN, MCI_OPEN_TYPE | MCI_OPEN_ELEMENT, (DWORD_PTR)&mciOpen) == 0) {
- midiDeviceID = mciOpen.wDeviceID;
- MCI_PLAY_PARMS mciPlay = { 0 };
- mciSendCommand(midiDeviceID, MCI_PLAY, 0, (DWORD_PTR)&mciPlay);
- // Wait for playback to complete
- MCI_STATUS_PARMS mciStatus = { 0 };
- mciStatus.dwItem = MCI_STATUS_MODE;
- do {
- mciSendCommand(midiDeviceID, MCI_STATUS, MCI_STATUS_ITEM, (DWORD_PTR)&mciStatus);
- Sleep(100); // adjust as needed
- } while (mciStatus.dwReturn == MCI_MODE_PLAY && isMusicPlaying);
- mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
- midiDeviceID = 0;
- }
- }
- }
- void StartMidi(HWND hwnd, const TCHAR* midiPath) {
- if (isMusicPlaying) {
- StopMidi();
- }
- isMusicPlaying = true;
- musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
- }
- void StopMidi() {
- if (isMusicPlaying) {
- isMusicPlaying = false;
- if (musicThread.joinable()) musicThread.join();
- if (midiDeviceID != 0) {
- mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
- midiDeviceID = 0;
- }
- }
- }
- /*void PlayGameMusic(HWND hwnd) {
- // Stop any existing playback
- if (isMusicPlaying) {
- isMusicPlaying = false;
- if (musicThread.joinable()) {
- musicThread.join();
- }
- if (midiDeviceID != 0) {
- mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
- midiDeviceID = 0;
- }
- }
- // Get the path of the executable
- TCHAR exePath[MAX_PATH];
- GetModuleFileName(NULL, exePath, MAX_PATH);
- // Extract the directory path
- TCHAR* lastBackslash = _tcsrchr(exePath, '\\');
- if (lastBackslash != NULL) {
- *(lastBackslash + 1) = '\0';
- }
- // Construct the full path to the MIDI file
- static TCHAR midiPath[MAX_PATH];
- _tcscpy_s(midiPath, MAX_PATH, exePath);
- _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID"));
- // Start the background playback
- isMusicPlaying = true;
- musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
- }*/
- //midi func = end
- // --- Drawing Functions ---
- void OnPaint() {
- HRESULT hr = CreateDeviceResources(); // Ensure resources are valid
- if (SUCCEEDED(hr)) {
- pRenderTarget->BeginDraw();
- DrawScene(pRenderTarget); // Pass render target
- hr = pRenderTarget->EndDraw();
- if (hr == D2DERR_RECREATE_TARGET) {
- DiscardDeviceResources();
- // Optionally request another paint message: InvalidateRect(hwndMain, NULL, FALSE);
- // But the timer loop will trigger redraw anyway.
- }
- }
- // If CreateDeviceResources failed, EndDraw might not be called.
- // Consider handling this more robustly if needed.
- }
- void DrawScene(ID2D1RenderTarget* pRT) {
- if (!pRT) return;
- //pRT->Clear(D2D1::ColorF(D2D1::ColorF::LightGray)); // Background color
- // Set background color to #ffffcd (RGB: 255, 255, 205)
- 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)
- //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)
- DrawTable(pRT, pFactory);
- DrawPocketSelectionIndicator(pRT); // Draw arrow over selected/called pocket
- DrawBalls(pRT);
- // Draw the cue stick right before/after drawing balls:
- DrawCueStick(pRT);
- DrawAimingAids(pRT); // Includes cue stick if aiming
- DrawUI(pRT);
- DrawPowerMeter(pRT);
- DrawSpinIndicator(pRT);
- DrawPocketedBallsIndicator(pRT);
- DrawBallInHandIndicator(pRT); // Draw cue ball ghost if placing
- // Draw Game Over Message
- if (currentGameState == GAME_OVER && pTextFormat) {
- ID2D1SolidColorBrush* pBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pBrush);
- if (pBrush) {
- D2D1_RECT_F layoutRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP + TABLE_HEIGHT / 2 - 30, TABLE_RIGHT, TABLE_TOP + TABLE_HEIGHT / 2 + 30);
- pRT->DrawText(
- gameOverMessage.c_str(),
- (UINT32)gameOverMessage.length(),
- pTextFormat, // Use large format maybe?
- &layoutRect,
- pBrush
- );
- SafeRelease(&pBrush);
- }
- }
- }
- void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory) {
- ID2D1SolidColorBrush* pBrush = nullptr;
- ID2D1SolidColorBrush* pPocketBackdropBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pPocketBackdropBrush);
- if (pPocketBackdropBrush) {
- for (int i = 0; i < 6; ++i) {
- float currentVisualRadius = (i == 1 || i == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS;
- D2D1_ELLIPSE backdrop = D2D1::Ellipse(pocketPositions[i], currentVisualRadius + 5.0f, currentVisualRadius + 5.0f);
- pRT->FillEllipse(&backdrop, pPocketBackdropBrush);
- }
- SafeRelease(&pPocketBackdropBrush);
- }
- pRT->CreateSolidColorBrush(TABLE_COLOR, &pBrush);
- if (!pBrush) return;
- D2D1_RECT_F tableRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP, TABLE_RIGHT, TABLE_BOTTOM);
- pRT->FillRectangle(&tableRect, pBrush);
- SafeRelease(&pBrush);
- {
- ID2D1RadialGradientBrush* pSpot = nullptr;
- ID2D1GradientStopCollection* pStops = nullptr;
- D2D1_COLOR_F centreClr = D2D1::ColorF(
- std::min(1.f, TABLE_COLOR.r * 1.60f),
- std::min(1.f, TABLE_COLOR.g * 1.60f),
- std::min(1.f, TABLE_COLOR.b * 1.60f));
- const D2D1_GRADIENT_STOP gs[3] =
- {
- { 0.0f, D2D1::ColorF(centreClr.r, centreClr.g, centreClr.b, 0.95f) },
- { 0.6f, D2D1::ColorF(TABLE_COLOR.r, TABLE_COLOR.g, TABLE_COLOR.b, 0.55f) },
- { 1.0f, D2D1::ColorF(TABLE_COLOR.r, TABLE_COLOR.g, TABLE_COLOR.b, 0.0f) }
- };
- pRT->CreateGradientStopCollection(gs, 3, &pStops);
- if (pStops)
- {
- D2D1_RECT_F rc = tableRect;
- const float PAD = 18.0f;
- rc.left += PAD; rc.top += PAD;
- rc.right -= PAD; rc.bottom -= PAD;
- D2D1_POINT_2F centre = D2D1::Point2F(
- (rc.left + rc.right) / 2.0f,
- (rc.top + rc.bottom) / 2.0f);
- float rx = (rc.right - rc.left) * 0.55f;
- float ry = (rc.bottom - rc.top) * 0.55f;
- D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES props =
- D2D1::RadialGradientBrushProperties(
- centre,
- D2D1::Point2F(0, 0),
- rx, ry);
- pRT->CreateRadialGradientBrush(props, pStops, &pSpot);
- pStops->Release();
- }
- if (pSpot)
- {
- const float RADIUS = 20.0f;
- D2D1_ROUNDED_RECT spotlightRR =
- D2D1::RoundedRect(tableRect, RADIUS, RADIUS);
- pRT->FillRoundedRectangle(&spotlightRR, pSpot);
- pSpot->Release();
- }
- }
- // --- BEGIN: Add Grainy Felt Texture ---
- // Create a fine, grainy texture programmatically to simulate felt.
- // We do this by drawing thousands of tiny, 1x1 rectangles with colors
- // slightly lighter or darker than the base table color.
- ID2D1SolidColorBrush* pGrainBrush = nullptr;
- pRT->CreateSolidColorBrush(TABLE_COLOR, &pGrainBrush); // Start with base color
- if (pGrainBrush)
- {
- // The number of grains. More grains = denser texture.
- // 20,000 is a good starting point for this table size.
- const int NUM_GRAINS = 20000;
- for (int i = 0; i < NUM_GRAINS; ++i)
- {
- // Get a random position on the table
- float x = TABLE_LEFT + (rand() % (int)TABLE_WIDTH);
- float y = TABLE_TOP + (rand() % (int)TABLE_HEIGHT);
- // Create a slightly lighter or darker shade of the table color for the grain.
- // The factor ranges from 0.85 to 1.15 (85% to 115% of original brightness).
- float colorFactor = 0.85f + (rand() % 31) / 100.0f;
- D2D1_COLOR_F grainColor = D2D1::ColorF(
- std::clamp(TABLE_COLOR.r * colorFactor, 0.0f, 1.0f),
- std::clamp(TABLE_COLOR.g * colorFactor, 0.0f, 1.0f),
- std::clamp(TABLE_COLOR.b * colorFactor, 0.0f, 1.0f),
- 0.75f // Use a slight alpha to blend the grains smoothly
- );
- // Set the brush to the new grain color and draw a 1x1 pixel rectangle.
- // Re-using one brush with SetColor is much faster than creating a new brush per grain.
- pGrainBrush->SetColor(grainColor);
- pRT->FillRectangle(D2D1::RectF(x, y, x + 1.0f, y + 1.0f), pGrainBrush);
- }
- SafeRelease(&pGrainBrush);
- }
- // --- END: Add Grainy Felt Texture ---
- pRT->CreateSolidColorBrush(CUSHION_COLOR, &pBrush);
- if (!pBrush) return;
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + CORNER_HOLE_VISUAL_RADIUS, TABLE_TOP - CUSHION_THICKNESS, TABLE_LEFT + TABLE_WIDTH / 2.f - MIDDLE_HOLE_VISUAL_RADIUS, TABLE_TOP), pBrush);
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + TABLE_WIDTH / 2.f + MIDDLE_HOLE_VISUAL_RADIUS, TABLE_TOP - CUSHION_THICKNESS, TABLE_RIGHT - CORNER_HOLE_VISUAL_RADIUS, TABLE_TOP), pBrush);
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + CORNER_HOLE_VISUAL_RADIUS, TABLE_BOTTOM, TABLE_LEFT + TABLE_WIDTH / 2.f - MIDDLE_HOLE_VISUAL_RADIUS, TABLE_BOTTOM + CUSHION_THICKNESS), pBrush);
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + TABLE_WIDTH / 2.f + MIDDLE_HOLE_VISUAL_RADIUS, TABLE_BOTTOM, TABLE_RIGHT - CORNER_HOLE_VISUAL_RADIUS, TABLE_BOTTOM + CUSHION_THICKNESS), pBrush);
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT - CUSHION_THICKNESS, TABLE_TOP + CORNER_HOLE_VISUAL_RADIUS, TABLE_LEFT, TABLE_BOTTOM - CORNER_HOLE_VISUAL_RADIUS), pBrush);
- pRT->FillRectangle(D2D1::RectF(TABLE_RIGHT, TABLE_TOP + CORNER_HOLE_VISUAL_RADIUS, TABLE_RIGHT + CUSHION_THICKNESS, TABLE_BOTTOM - CORNER_HOLE_VISUAL_RADIUS), pBrush);
- SafeRelease(&pBrush);
- ID2D1SolidColorBrush* pPocketBrush = nullptr;
- //ID2D1SolidColorBrush* pRimBrush = nullptr;
- pRT->CreateSolidColorBrush(POCKET_COLOR, &pPocketBrush);
- //pRT->CreateSolidColorBrush(D2D1::ColorF(0.1f, 0.1f, 0.1f), &pRimBrush);
- if (pPocketBrush) {
- //if (pPocketBrush && pRimBrush) {
- for (int i = 0; i < 6; ++i) {
- ID2D1PathGeometry* pPath = nullptr;
- pFactory->CreatePathGeometry(&pPath);
- if (pPath) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- float currentVisualRadius = (i == 1 || i == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS;
- // FIX: Make the visual pockets larger to match the new collision masks. default=1.5:2.7|1.1:2.0=>1.0:1.7|1.0:1.3
- float mouthRadius = currentVisualRadius * ((i == 1 || i == 4) ? 1.0f : 1.0f);
- float backRadius = currentVisualRadius * ((i == 1 || i == 4) ? 1.0f : 1.0f);
- //float mouthRadius = currentVisualRadius * 1.5f;
- //float backRadius = currentVisualRadius * 1.1f;
- D2D1_POINT_2F center = pocketPositions[i];
- D2D1_POINT_2F p1, p2;
- D2D1_SWEEP_DIRECTION sweep;
- if (i == 0) {
- p1 = D2D1::Point2F(center.x + mouthRadius, center.y);
- p2 = D2D1::Point2F(center.x, center.y + mouthRadius);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 2) {
- p1 = D2D1::Point2F(center.x, center.y + mouthRadius);
- p2 = D2D1::Point2F(center.x - mouthRadius, center.y);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 3) {
- p1 = D2D1::Point2F(center.x, center.y - mouthRadius);
- p2 = D2D1::Point2F(center.x + mouthRadius, center.y);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 5) {
- p1 = D2D1::Point2F(center.x - mouthRadius, center.y);
- p2 = D2D1::Point2F(center.x, center.y - mouthRadius);
- sweep = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- }
- else if (i == 1) {
- p1 = D2D1::Point2F(center.x - mouthRadius / 1.5f, center.y);
- p2 = D2D1::Point2F(center.x + mouthRadius / 1.5f, center.y);
- sweep = D2D1_SWEEP_DIRECTION_CLOCKWISE;
- }
- else {
- p1 = D2D1::Point2F(center.x + mouthRadius / 1.5f, center.y);
- p2 = D2D1::Point2F(center.x - mouthRadius / 1.5f, center.y);
- sweep = D2D1_SWEEP_DIRECTION_CLOCKWISE;
- }
- pSink->BeginFigure(center, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(p1);
- pSink->AddArc(D2D1::ArcSegment(p2, D2D1::SizeF(backRadius, backRadius), 0.0f, sweep, D2D1_ARC_SIZE_SMALL));
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pRT->FillGeometry(pPath, pPocketBrush);
- // Draw the inner rim for a beveled effect (Start)
- /*D2D1::Matrix3x2F scale = D2D1::Matrix3x2F::Scale(0.8f, 0.8f, center);
- ID2D1TransformedGeometry* pTransformedGeo = nullptr;
- pFactory->CreateTransformedGeometry(pPath, &scale, &pTransformedGeo);
- if (pTransformedGeo) {
- pRT->FillGeometry(pTransformedGeo, pRimBrush);
- SafeRelease(&pTransformedGeo);
- }*/ //End
- }
- SafeRelease(&pPath);
- }
- }
- }
- SafeRelease(&pPocketBrush);
- //SafeRelease(&pRimBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pBrush);
- if (!pBrush) return;
- pRT->DrawLine(
- D2D1::Point2F(HEADSTRING_X, TABLE_TOP),
- D2D1::Point2F(HEADSTRING_X, TABLE_BOTTOM),
- pBrush,
- 1.0f
- );
- SafeRelease(&pBrush);
- ID2D1PathGeometry* pGeometry = nullptr;
- HRESULT hr = pFactory->CreatePathGeometry(&pGeometry);
- if (SUCCEEDED(hr) && pGeometry)
- {
- ID2D1GeometrySink* pSink = nullptr;
- hr = pGeometry->Open(&pSink);
- if (SUCCEEDED(hr) && pSink)
- {
- float radius = 60.0f;
- D2D1_POINT_2F center = D2D1::Point2F(HEADSTRING_X, (TABLE_TOP + TABLE_BOTTOM) / 2.0f);
- D2D1_POINT_2F startPoint = D2D1::Point2F(center.x, center.y - radius);
- pSink->BeginFigure(startPoint, D2D1_FIGURE_BEGIN_HOLLOW);
- D2D1_ARC_SEGMENT arc = {};
- arc.point = D2D1::Point2F(center.x, center.y + radius);
- arc.size = D2D1::SizeF(radius, radius);
- arc.rotationAngle = 0.0f;
- arc.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- arc.arcSize = D2D1_ARC_SIZE_SMALL;
- pSink->AddArc(&arc);
- pSink->EndFigure(D2D1_FIGURE_END_OPEN);
- pSink->Close();
- SafeRelease(&pSink);
- ID2D1SolidColorBrush* pArcBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pArcBrush);
- if (pArcBrush)
- {
- pRT->DrawGeometry(pGeometry, pArcBrush, 1.5f);
- SafeRelease(&pArcBrush);
- }
- }
- SafeRelease(&pGeometry);
- }
- }
- // ----------------------------------------------
- // Helper : clamp to [0,1] and lighten a colour
- // ----------------------------------------------
- static D2D1_COLOR_F Lighten(const D2D1_COLOR_F& c, float factor = 1.25f)
- {
- return D2D1::ColorF(
- std::min(1.0f, c.r * factor),
- std::min(1.0f, c.g * factor),
- std::min(1.0f, c.b * factor),
- c.a);
- }
- // ------------------------------------------------
- // NEW DrawBalls – radial-gradient “spot-light”
- // ------------------------------------------------
- void DrawBalls(ID2D1RenderTarget* pRT)
- {
- if (!pRT) return;
- ID2D1SolidColorBrush* pStripeBrush = nullptr; // white stripe
- ID2D1SolidColorBrush* pBorderBrush = nullptr; // black ring
- ID2D1SolidColorBrush* pNumWhite = nullptr; // white decal circle
- ID2D1SolidColorBrush* pNumBlack = nullptr; // digit colour
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pNumWhite);
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNumBlack);
- for (const Ball& b : balls)
- {
- if (b.isPocketed) continue;
- // Save the original transform for restoration at the end of this ball.
- D2D1::Matrix3x2F originalTransform;
- pRT->GetTransform(&originalTransform);
- // Build the radial gradient for THIS ball
- ID2D1GradientStopCollection* pStops = nullptr;
- ID2D1RadialGradientBrush* pRad = nullptr;
- D2D1_GRADIENT_STOP gs[3];
- gs[0].position = 0.0f; gs[0].color = D2D1::ColorF(1, 1, 1, 0.95f); // bright spot
- gs[1].position = 0.35f; gs[1].color = Lighten(b.color); // transitional
- gs[2].position = 1.0f; gs[2].color = b.color; // base colour
- pRT->CreateGradientStopCollection(gs, 3, &pStops);
- if (pStops)
- {
- // Place the hot-spot slightly towards top-left to look more 3-D,
- // then nudge it along the rotationAxis so the highlight follows travel.
- // This gives the illusion of 'spinning on the side'.
- float baseHotX = b.x - BALL_RADIUS * 0.4f;
- float baseHotY = b.y - BALL_RADIUS * 0.4f;
- // small dynamic offset based on rotationAxis and rotationAngle magnitude
- float axis = b.rotationAxis; // radians, perpendicular to travel
- float spinInfluence = 0.14f; // tweak: how much spin moves the highlight (0..0.4 typical)
- float offsetMag = (fmodf(fabsf(b.rotationAngle), 2.0f * PI) / (2.0f * PI)) * (BALL_RADIUS * spinInfluence);
- D2D1_POINT_2F origin = D2D1::Point2F(
- baseHotX + cosf(axis) * offsetMag,
- baseHotY + sinf(axis) * offsetMag
- );
- D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES props =
- D2D1::RadialGradientBrushProperties(
- origin,
- D2D1::Point2F(0, 0),
- BALL_RADIUS * 1.3f,
- BALL_RADIUS * 1.3f);
- /*// Place the hotspot slightly towards top-left (in world coords)
- D2D1_POINT_2F origin = D2D1::Point2F(b.x - BALL_RADIUS * 0.4f,
- b.y - BALL_RADIUS * 0.4f);
- D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES props =
- D2D1::RadialGradientBrushProperties(
- origin, // gradientOrigin
- D2D1::Point2F(0, 0), // offset (unused)
- BALL_RADIUS * 1.3f, // radiusX
- BALL_RADIUS * 1.3f); // radiusY*/
- pRT->CreateRadialGradientBrush(props, pStops, &pRad);
- SafeRelease(&pStops); // safe to release stops after brush creation
- }
- // Compute rotation transform (convert radians -> degrees)
- float angleDeg = (b.rotationAngle * 180.0f) / PI;
- D2D1::Matrix3x2F rot = D2D1::Matrix3x2F::Rotation(angleDeg, D2D1::Point2F(b.x, b.y));
- // Apply rotation on top of existing transform
- pRT->SetTransform(rot * originalTransform);
- // Draw the ball (body)
- D2D1_ELLIPSE body = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
- if (pRad) pRT->FillEllipse(&body, pRad);
- // Stripes overlay (if applicable)
- if (b.type == BallType::STRIPE && pStripeBrush)
- {
- D2D1_RECT_F stripe = D2D1::RectF(
- b.x - BALL_RADIUS,
- b.y - BALL_RADIUS * 0.40f,
- b.x + BALL_RADIUS,
- b.y + BALL_RADIUS * 0.40f);
- pRT->FillRectangle(&stripe, pStripeBrush);
- if (pRad)
- {
- D2D1_ELLIPSE inner = D2D1::Ellipse(D2D1::Point2F(b.x, b.y),
- BALL_RADIUS * 0.60f, BALL_RADIUS * 0.60f);
- pRT->FillEllipse(&inner, pRad);
- }
- }
- // Draw number decal (skip cue ball)
- if (b.id != 0 && pBallNumFormat && pNumWhite && pNumBlack)
- {
- const float decalR = (b.type == BallType::STRIPE) ? BALL_RADIUS * 0.40f : BALL_RADIUS * 0.45f;
- D2D1_ELLIPSE decal = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), decalR, decalR);
- pRT->FillEllipse(&decal, pNumWhite);
- pRT->DrawEllipse(&decal, pNumBlack, 0.8f);
- // Use std::wstring to avoid _snwprintf_s/wcslen and literal issues.
- std::wstring numText = std::to_wstring(b.id);
- D2D1_RECT_F layout = D2D1::RectF(
- b.x - decalR, b.y - decalR,
- b.x + decalR, b.y + decalR);
- pRT->DrawTextW(
- numText.c_str(),
- static_cast<UINT32>(numText.length()),
- pBallNumFormat,
- &layout,
- pNumBlack);
- }
- // Draw black border for the ball
- if (pBorderBrush)
- pRT->DrawEllipse(&body, pBorderBrush, 1.5f);
- // restore the render target transform for next objects
- pRT->SetTransform(originalTransform);
- // cleanup per-ball D2D resources
- SafeRelease(&pRad);
- } // end for each ball
- SafeRelease(&pStripeBrush);
- SafeRelease(&pBorderBrush);
- SafeRelease(&pNumWhite);
- SafeRelease(&pNumBlack);
- }
- /*void DrawBalls(ID2D1RenderTarget* pRT) {
- ID2D1SolidColorBrush* pBrush = nullptr;
- ID2D1SolidColorBrush* pStripeBrush = nullptr; // For stripe pattern
- pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBrush); // Placeholder
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
- if (!pBrush || !pStripeBrush) {
- SafeRelease(&pBrush);
- SafeRelease(&pStripeBrush);
- return;
- }
- for (size_t i = 0; i < balls.size(); ++i) {
- const Ball& b = balls[i];
- if (!b.isPocketed) {
- D2D1_ELLIPSE ellipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
- // Set main ball color
- pBrush->SetColor(b.color);
- pRT->FillEllipse(&ellipse, pBrush);
- // Draw Stripe if applicable
- if (b.type == BallType::STRIPE) {
- // Draw a white band across the middle (simplified stripe)
- 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);
- // Need to clip this rectangle to the ellipse bounds - complex!
- // Alternative: Draw two colored arcs leaving a white band.
- // Simplest: Draw a white circle inside, slightly smaller.
- D2D1_ELLIPSE innerEllipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS * 0.6f, BALL_RADIUS * 0.6f);
- pRT->FillEllipse(innerEllipse, pStripeBrush); // White center part
- pBrush->SetColor(b.color); // Set back to stripe color
- pRT->FillEllipse(innerEllipse, pBrush); // Fill again, leaving a ring - No, this isn't right.
- // Let's try drawing a thick white line across
- // This doesn't look great. Just drawing solid red for stripes for now.
- }
- // Draw Number (Optional - requires more complex text layout or pre-rendered textures)
- // if (b.id != 0 && pTextFormat) {
- // std::wstring numStr = std::to_wstring(b.id);
- // D2D1_RECT_F textRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS, b.x + BALL_RADIUS, b.y + BALL_RADIUS);
- // ID2D1SolidColorBrush* pNumBrush = nullptr;
- // D2D1_COLOR_F numCol = (b.type == BallType::SOLID || b.id == 8) ? D2D1::ColorF(D2D1::ColorF::Black) : D2D1::ColorF(D2D1::ColorF::White);
- // pRT->CreateSolidColorBrush(numCol, &pNumBrush);
- // // Create a smaller text format...
- // // pRT->DrawText(numStr.c_str(), numStr.length(), pSmallTextFormat, &textRect, pNumBrush);
- // SafeRelease(&pNumBrush);
- // }
- }
- }
- SafeRelease(&pBrush);
- SafeRelease(&pStripeBrush);
- }*/
- void DrawCueStick(ID2D1RenderTarget* pRT)
- {
- // --- Logic to determine if the cue stick should be visible ---
- // This part of your code is correct and is preserved.
- bool shouldDrawStick = false;
- if (aiIsDisplayingAim) {
- shouldDrawStick = true;
- }
- else if (currentPlayer == 1 || !isPlayer2AI) {
- switch (currentGameState) {
- case AIMING:
- case BREAKING:
- case PLAYER1_TURN:
- case PLAYER2_TURN:
- case CHOOSING_POCKET_P1:
- case CHOOSING_POCKET_P2:
- shouldDrawStick = true;
- break;
- }
- }
- if (!shouldDrawStick) return;
- // --- End visibility logic ---
- Ball* cue = GetCueBall();
- if (!cue) return;
- // --- FIX: Increased dimensions and added retraction logic ---
- // 1. Define the new, larger dimensions for the cue stick.
- const float tipLength = 30.0f;
- const float buttLength = 60.0f; // Increased from 50.0f
- const float totalLength = 220.0f; // Increased from 200.0f
- const float buttWidth = 9.0f; // Increased from 8.0f
- const float shaftWidth = 5.0f; // Increased from 4.0f
- // 2. Determine the correct angle and power to draw with.
- float angleToDraw = cueAngle;
- float powerToDraw = shotPower;
- if (aiIsDisplayingAim) { // If AI is showing its aim, use its planned shot.
- angleToDraw = aiPlannedShotDetails.angle;
- powerToDraw = aiPlannedShotDetails.power;
- }
- // 3. Calculate the "power offset" based on the current shot strength.
- // This is the logic from your old code that makes the stick pull back.
- float powerOffset = 0.0f;
- if ((isAiming || isDraggingStick) || aiIsDisplayingAim) {
- // The multiplier controls how far the stick pulls back.
- powerOffset = powerToDraw * 5.0f;
- }
- // 4. Calculate the start and end points of the cue stick, applying the offset.
- float theta = angleToDraw + PI;
- D2D1_POINT_2F base = D2D1::Point2F(
- cue->x + cosf(theta) * (buttLength + powerOffset),
- cue->y + sinf(theta) * (buttLength + powerOffset)
- );
- D2D1_POINT_2F tip = D2D1::Point2F(
- cue->x + cosf(theta) * (totalLength + powerOffset),
- cue->y + sinf(theta) * (totalLength + powerOffset)
- );
- // --- END OF FIX ---
- // --- The rest of your tapered drawing logic is preserved and will now use the new points ---
- ID2D1SolidColorBrush* pButtBrush = nullptr;
- ID2D1SolidColorBrush* pShaftBrush = nullptr;
- ID2D1SolidColorBrush* pTipBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pButtBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(0.96f, 0.85f, 0.60f), &pShaftBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(1, 1, 1), &pTipBrush);
- auto buildRect = [&](D2D1_POINT_2F p1, D2D1_POINT_2F p2, float w1, float w2) {
- D2D1_POINT_2F perp = { -sinf(theta) * 0.5f, cosf(theta) * 0.5f };
- perp.x *= w1; perp.y *= w1;
- D2D1_POINT_2F a = { p1.x + perp.x, p1.y + perp.y };
- D2D1_POINT_2F b = { p2.x + perp.x * (w2 / w1), p2.y + perp.y * (w2 / w1) };
- D2D1_POINT_2F c = { p2.x - perp.x * (w2 / w1), p2.y - perp.y * (w2 / w1) };
- D2D1_POINT_2F d = { p1.x - perp.x, p1.y - perp.y };
- ID2D1PathGeometry* geom = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&geom))) {
- ID2D1GeometrySink* sink = nullptr;
- if (SUCCEEDED(geom->Open(&sink))) {
- sink->BeginFigure(a, D2D1_FIGURE_BEGIN_FILLED);
- sink->AddLine(b);
- sink->AddLine(c);
- sink->AddLine(d);
- sink->EndFigure(D2D1_FIGURE_END_CLOSED);
- sink->Close();
- }
- SafeRelease(&sink);
- }
- return geom;
- };
- // --- FIX: These points are now also offset by the power ---
- D2D1_POINT_2F mid1 = { cue->x + cosf(theta) * (buttLength * 0.5f + powerOffset), cue->y + sinf(theta) * (buttLength * 0.5f + powerOffset) };
- D2D1_POINT_2F mid2 = { cue->x + cosf(theta) * (totalLength - tipLength + powerOffset), cue->y + sinf(theta) * (totalLength - tipLength + powerOffset) };
- // --- END OF FIX ---
- auto buttGeom = buildRect(base, mid1, buttWidth, shaftWidth);
- if (buttGeom) { pRT->FillGeometry(buttGeom, pButtBrush); SafeRelease(&buttGeom); }
- auto shaftGeom = buildRect(mid1, mid2, shaftWidth, shaftWidth);
- if (shaftGeom) { pRT->FillGeometry(shaftGeom, pShaftBrush); SafeRelease(&shaftGeom); }
- auto tipGeom = buildRect(mid2, tip, shaftWidth, shaftWidth);
- if (tipGeom) { pRT->FillGeometry(tipGeom, pTipBrush); SafeRelease(&tipGeom); }
- SafeRelease(&pButtBrush);
- SafeRelease(&pShaftBrush);
- SafeRelease(&pTipBrush);
- }
- /*void DrawAimingAids(ID2D1RenderTarget* pRT) {
- // Condition check at start (Unchanged)
- //if (currentGameState != PLAYER1_TURN && currentGameState != PLAYER2_TURN &&
- //currentGameState != BREAKING && currentGameState != AIMING)
- //{
- //return;
- //}
- // NEW Condition: Allow drawing if it's a human player's active turn/aiming/breaking,
- // OR if it's AI's turn and it's in AI_THINKING state (calculating) or BREAKING (aiming break).
- bool isHumanInteracting = (!isPlayer2AI || currentPlayer == 1) &&
- (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
- currentGameState == BREAKING || currentGameState == AIMING);
- // AI_THINKING state is when AI calculates shot. AIMakeDecision sets cueAngle/shotPower.
- // Also include BREAKING state if it's AI's turn and isOpeningBreakShot for break aim visualization.
- // NEW Condition: AI is displaying its aim
- bool isAiVisualizingShot = (isPlayer2AI && currentPlayer == 2 &&
- currentGameState == AI_THINKING && aiIsDisplayingAim);
- if (!isHumanInteracting && !(isAiVisualizingShot || (currentGameState == AI_THINKING && aiIsDisplayingAim))) {
- return;
- }
- Ball* cueBall = GetCueBall();
- if (!cueBall || cueBall->isPocketed) return; // Don't draw if cue ball is gone
- ID2D1SolidColorBrush* pBrush = nullptr;
- ID2D1SolidColorBrush* pGhostBrush = nullptr;
- ID2D1StrokeStyle* pDashedStyle = nullptr;
- ID2D1SolidColorBrush* pCueBrush = nullptr;
- ID2D1SolidColorBrush* pReflectBrush = nullptr; // Brush for reflection line
- // Ensure render target is valid
- if (!pRT) return;
- // Create Brushes and Styles (check for failures)
- HRESULT hr;
- hr = pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
- if FAILED(hr) { SafeRelease(&pBrush); return; }
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
- if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); return; }
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
- if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); return; }
- // Create reflection brush (e.g., lighter shade or different color)
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
- if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); SafeRelease(&pReflectBrush); return; }
- // Create a Cyan brush for primary and secondary lines //orig(75.0f / 255.0f, 0.0f, 130.0f / 255.0f);indigoColor
- D2D1::ColorF cyanColor(0.0, 255.0, 255.0, 255.0f);
- ID2D1SolidColorBrush* pCyanBrush = nullptr;
- hr = pRT->CreateSolidColorBrush(cyanColor, &pCyanBrush);
- if (FAILED(hr)) {
- SafeRelease(&pCyanBrush);
- // handle error if needed
- }
- // Create a Purple brush for primary and secondary lines
- D2D1::ColorF purpleColor(255.0f, 0.0f, 255.0f, 255.0f);
- ID2D1SolidColorBrush* pPurpleBrush = nullptr;
- hr = pRT->CreateSolidColorBrush(purpleColor, &pPurpleBrush);
- if (FAILED(hr)) {
- SafeRelease(&pPurpleBrush);
- // handle error if needed
- }
- if (pFactory) {
- D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
- strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
- hr = pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
- if FAILED(hr) { pDashedStyle = nullptr; }
- }
- // --- Cue Stick Drawing (Unchanged from previous fix) ---
- const float baseStickLength = 150.0f;
- const float baseStickThickness = 4.0f;
- float stickLength = baseStickLength * 1.4f;
- float stickThickness = baseStickThickness * 1.5f;
- float stickAngle = cueAngle + PI;
- float powerOffset = 0.0f;
- //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
- // Show power offset if human is aiming/dragging, or if AI is preparing its shot (AI_THINKING or AI Break)
- if ((isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) || isAiVisualizingShot) { // Use the new condition
- powerOffset = shotPower * 5.0f;
- }
- D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
- D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
- pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);
- // --- Projection Line Calculation ---
- float cosA = cosf(cueAngle);
- float sinA = sinf(cueAngle);
- float rayLength = TABLE_WIDTH + TABLE_HEIGHT; // Ensure ray is long enough
- D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
- D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);*/
- void DrawAimingAids(ID2D1RenderTarget* pRT) {
- // Determine if aiming aids should be drawn.
- bool isHumanInteracting = (!isPlayer2AI || currentPlayer == 1) &&
- (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
- currentGameState == BREAKING || currentGameState == AIMING ||
- currentGameState == CHOOSING_POCKET_P1 || currentGameState == CHOOSING_POCKET_P2);
- // FOOLPROOF FIX: This is the new condition to show the AI's aim.
- bool isAiVisualizingShot = (isPlayer2AI && currentPlayer == 2 && aiIsDisplayingAim);
- if (!isHumanInteracting && !isAiVisualizingShot) {
- return;
- }
- Ball* cueBall = GetCueBall();
- if (!cueBall || cueBall->isPocketed) return;
- // --- Brush and Style Creation (No changes here) ---
- ID2D1SolidColorBrush* pBrush = nullptr;
- ID2D1SolidColorBrush* pGhostBrush = nullptr;
- ID2D1StrokeStyle* pDashedStyle = nullptr;
- ID2D1SolidColorBrush* pCueBrush = nullptr;
- ID2D1SolidColorBrush* pReflectBrush = nullptr;
- ID2D1SolidColorBrush* pCyanBrush = nullptr;
- ID2D1SolidColorBrush* pPurpleBrush = nullptr;
- pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Cyan), &pCyanBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Purple), &pPurpleBrush);
- if (pFactory) {
- D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
- strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
- pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
- }
- // --- End Brush Creation ---
- // --- FOOLPROOF FIX: Use the AI's planned angle and power for drawing ---
- float angleToDraw = cueAngle;
- float powerToDraw = shotPower;
- if (isAiVisualizingShot) {
- // When the AI is showing its aim, force the drawing to use its planned shot details.
- angleToDraw = aiPlannedShotDetails.angle;
- powerToDraw = aiPlannedShotDetails.power;
- }
- // --- End AI Aiming Fix ---
- // --- Cue Stick Drawing ---
- /*const float baseStickLength = 150.0f;
- const float baseStickThickness = 4.0f;
- float stickLength = baseStickLength * 1.4f;
- float stickThickness = baseStickThickness * 1.5f;
- float stickAngle = angleToDraw + PI; // Use the angle we determined
- float powerOffset = 0.0f;
- if ((isAiming || isDraggingStick) || isAiVisualizingShot) {
- powerOffset = powerToDraw * 5.0f; // Use the power we determined
- }
- D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
- D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
- pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);*/
- // --- Projection Line Calculation ---
- float cosA = cosf(angleToDraw); // Use the angle we determined
- float sinA = sinf(angleToDraw);
- float rayLength = TABLE_WIDTH + TABLE_HEIGHT;
- D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
- D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);
- // Find the first ball hit by the aiming ray
- Ball* hitBall = nullptr;
- float firstHitDistSq = -1.0f;
- D2D1_POINT_2F ballCollisionPoint = { 0, 0 }; // Point on target ball circumference
- D2D1_POINT_2F ghostBallPosForHit = { 0, 0 }; // Ghost ball pos for the hit ball
- hitBall = FindFirstHitBall(rayStart, cueAngle, firstHitDistSq);
- if (hitBall) {
- // Calculate the point on the target ball's circumference
- float collisionDist = sqrtf(firstHitDistSq);
- ballCollisionPoint = D2D1::Point2F(rayStart.x + cosA * collisionDist, rayStart.y + sinA * collisionDist);
- // Calculate ghost ball position for this specific hit (used for projection consistency)
- ghostBallPosForHit = D2D1::Point2F(hitBall->x - cosA * BALL_RADIUS, hitBall->y - sinA * BALL_RADIUS); // Approx.
- }
- //new code start for visual feedback targetting wrong player balls
- if (hitBall && IsWrongTargetForCurrentPlayer(hitBall)) {
- // Create red brush for outline and text
- ID2D1SolidColorBrush* pRedBrush = nullptr;
- HRESULT hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red), &pRedBrush);
- if (SUCCEEDED(hr) && pRedBrush) {
- // Draw red outline circle slightly larger than ball radius
- D2D1_ELLIPSE outlineEllipse = D2D1::Ellipse(D2D1::Point2F(hitBall->x, hitBall->y), BALL_RADIUS + 3.0f, BALL_RADIUS + 3.0f);
- pRT->DrawEllipse(&outlineEllipse, pRedBrush, 3.0f);
- // Draw "WRONG BALL" text above the ball
- if (pTextFormat) {
- // Define a rectangle above the ball for the text
- D2D1_RECT_F textRect = D2D1::RectF(
- hitBall->x - 40.0f,
- hitBall->y - BALL_RADIUS - 30.0f,
- hitBall->x + 40.0f,
- hitBall->y - BALL_RADIUS - 10.0f
- );
- pRT->DrawText(L"WRONG BALL", 6, pTextFormat, &textRect, pRedBrush);
- }
- SafeRelease(&pRedBrush);
- }
- }
- //new code end for visual feedback targetting wrong player balls
- // Find the first rail hit by the aiming ray
- D2D1_POINT_2F railHitPoint = rayEnd; // Default to far end if no rail hit
- float minRailDistSq = rayLength * rayLength;
- int hitRailIndex = -1; // 0:Left, 1:Right, 2:Top, 3:Bottom
- // Define table edge segments for intersection checks
- D2D1_POINT_2F topLeft = D2D1::Point2F(TABLE_LEFT, TABLE_TOP);
- D2D1_POINT_2F topRight = D2D1::Point2F(TABLE_RIGHT, TABLE_TOP);
- D2D1_POINT_2F bottomLeft = D2D1::Point2F(TABLE_LEFT, TABLE_BOTTOM);
- D2D1_POINT_2F bottomRight = D2D1::Point2F(TABLE_RIGHT, TABLE_BOTTOM);
- D2D1_POINT_2F currentIntersection;
- // Check Left Rail
- if (LineSegmentIntersection(rayStart, rayEnd, topLeft, bottomLeft, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 0; }
- }
- // Check Right Rail
- if (LineSegmentIntersection(rayStart, rayEnd, topRight, bottomRight, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 1; }
- }
- // Check Top Rail
- if (LineSegmentIntersection(rayStart, rayEnd, topLeft, topRight, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 2; }
- }
- // Check Bottom Rail
- if (LineSegmentIntersection(rayStart, rayEnd, bottomLeft, bottomRight, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 3; }
- }
- // --- Determine final aim line end point ---
- D2D1_POINT_2F finalLineEnd = railHitPoint; // Assume rail hit first
- bool aimingAtRail = true;
- if (hitBall && firstHitDistSq < minRailDistSq) {
- // Ball collision is closer than rail collision
- finalLineEnd = ballCollisionPoint; // End line at the point of contact on the ball
- aimingAtRail = false;
- }
- // --- Draw Primary Aiming Line ---
- pRT->DrawLine(rayStart, finalLineEnd, pBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- // --- Draw Target Circle/Indicator ---
- D2D1_ELLIPSE targetCircle = D2D1::Ellipse(finalLineEnd, BALL_RADIUS / 2.0f, BALL_RADIUS / 2.0f);
- pRT->DrawEllipse(&targetCircle, pBrush, 1.0f);
- // --- Draw Projection/Reflection Lines ---
- if (!aimingAtRail && hitBall) {
- // Aiming at a ball: Draw Ghost Cue Ball and Target Ball Projection
- D2D1_ELLIPSE ghostCue = D2D1::Ellipse(ballCollisionPoint, BALL_RADIUS, BALL_RADIUS); // Ghost ball at contact point
- pRT->DrawEllipse(ghostCue, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- // Calculate target ball projection based on impact line (cue collision point -> target center)
- float targetProjectionAngle = atan2f(hitBall->y - ballCollisionPoint.y, hitBall->x - ballCollisionPoint.x);
- // Clamp angle calculation if distance is tiny
- if (GetDistanceSq(hitBall->x, hitBall->y, ballCollisionPoint.x, ballCollisionPoint.y) < 1.0f) {
- targetProjectionAngle = cueAngle; // Fallback if overlapping
- }
- D2D1_POINT_2F targetStartPoint = D2D1::Point2F(hitBall->x, hitBall->y);
- D2D1_POINT_2F targetProjectionEnd = D2D1::Point2F(
- hitBall->x + cosf(targetProjectionAngle) * 50.0f, // Projection length 50 units
- hitBall->y + sinf(targetProjectionAngle) * 50.0f
- );
- // Draw solid line for target projection
- //pRT->DrawLine(targetStartPoint, targetProjectionEnd, pBrush, 1.0f);
- //new code start
- // Dual trajectory with edge-aware contact simulation
- D2D1_POINT_2F dir = {
- targetProjectionEnd.x - targetStartPoint.x,
- targetProjectionEnd.y - targetStartPoint.y
- };
- float dirLen = sqrtf(dir.x * dir.x + dir.y * dir.y);
- dir.x /= dirLen;
- dir.y /= dirLen;
- D2D1_POINT_2F perp = { -dir.y, dir.x };
- // Approximate cue ball center by reversing from tip
- D2D1_POINT_2F cueBallCenterForGhostHit = { // Renamed for clarity if you use it elsewhere
- targetStartPoint.x - dir.x * BALL_RADIUS,
- targetStartPoint.y - dir.y * BALL_RADIUS
- };
- // REAL contact-ball center - use your physics object's center:
- // (replace 'objectBallPos' with whatever you actually call it)
- // (targetStartPoint is already hitBall->x, hitBall->y)
- D2D1_POINT_2F contactBallCenter = targetStartPoint; // Corrected: Use the object ball's actual center
- //D2D1_POINT_2F contactBallCenter = D2D1::Point2F(hitBall->x, hitBall->y);
- // The 'offset' calculation below uses 'cueBallCenterForGhostHit' (originally 'cueBallCenter').
- // This will result in 'offset' being 0 because 'cueBallCenterForGhostHit' is defined
- // such that (targetStartPoint - cueBallCenterForGhostHit) is parallel to 'dir',
- // and 'perp' is perpendicular to 'dir'.
- // Consider Change 2 if this 'offset' is not behaving as intended for the secondary line.
- /*float offset = ((targetStartPoint.x - cueBallCenterForGhostHit.x) * perp.x +
- (targetStartPoint.y - cueBallCenterForGhostHit.y) * perp.y);*/
- /*float offset = ((targetStartPoint.x - cueBallCenter.x) * perp.x +
- (targetStartPoint.y - cueBallCenter.y) * perp.y);
- float absOffset = fabsf(offset);
- float side = (offset >= 0 ? 1.0f : -1.0f);*/
- // Use actual cue ball center for offset calculation if 'offset' is meant to quantify the cut
- D2D1_POINT_2F actualCueBallPhysicalCenter = D2D1::Point2F(cueBall->x, cueBall->y); // This is also rayStart
- // Offset calculation based on actual cue ball position relative to the 'dir' line through targetStartPoint
- float offset = ((targetStartPoint.x - actualCueBallPhysicalCenter.x) * perp.x +
- (targetStartPoint.y - actualCueBallPhysicalCenter.y) * perp.y);
- float absOffset = fabsf(offset);
- float side = (offset >= 0 ? 1.0f : -1.0f);
- // Actual contact point on target ball edge
- D2D1_POINT_2F contactPoint = {
- contactBallCenter.x + perp.x * BALL_RADIUS * side,
- contactBallCenter.y + perp.y * BALL_RADIUS * side
- };
- // Tangent (cut shot) path from contact point
- // Tangent (cut shot) path: from contact point to contact ball center
- D2D1_POINT_2F objectBallDir = {
- contactBallCenter.x - contactPoint.x,
- contactBallCenter.y - contactPoint.y
- };
- float oLen = sqrtf(objectBallDir.x * objectBallDir.x + objectBallDir.y * objectBallDir.y);
- if (oLen != 0.0f) {
- objectBallDir.x /= oLen;
- objectBallDir.y /= oLen;
- }
- const float PRIMARY_LEN = 150.0f; //default=150.0f
- const float SECONDARY_LEN = 150.0f; //default=150.0f
- const float STRAIGHT_EPSILON = BALL_RADIUS * 0.05f;
- D2D1_POINT_2F primaryEnd = {
- targetStartPoint.x + dir.x * PRIMARY_LEN,
- targetStartPoint.y + dir.y * PRIMARY_LEN
- };
- // Secondary line starts from the contact ball's center
- D2D1_POINT_2F secondaryStart = contactBallCenter;
- D2D1_POINT_2F secondaryEnd = {
- secondaryStart.x + objectBallDir.x * SECONDARY_LEN,
- secondaryStart.y + objectBallDir.y * SECONDARY_LEN
- };
- if (absOffset < STRAIGHT_EPSILON) // straight shot?
- {
- // Straight: secondary behind primary
- // secondary behind primary {pDashedStyle param at end}
- pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
- //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
- pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
- //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
- }
- else
- {
- // Cut shot: both visible
- // both visible for cut shot
- pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
- //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
- pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
- //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
- }
- // End improved trajectory logic
- //new code end
- // -- Cue Ball Path after collision (Optional, requires physics) --
- // Very simplified: Assume cue deflects, angle depends on cut angle.
- // float cutAngle = acosf(cosf(cueAngle - targetProjectionAngle)); // Angle between paths
- // float cueDeflectionAngle = ? // Depends on cutAngle, spin, etc. Hard to predict accurately.
- // D2D1_POINT_2F cueProjectionEnd = ...
- // pRT->DrawLine(ballCollisionPoint, cueProjectionEnd, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- // --- Accuracy Comment ---
- // Note: The visual accuracy of this projection, especially for cut shots (hitting the ball off-center)
- // or shots with spin, is limited by the simplified physics model. Real pool physics involves
- // collision-induced throw, spin transfer, and cue ball deflection not fully simulated here.
- // The ghost ball method shows the *ideal* line for a center-cue hit without spin.
- }
- else if (aimingAtRail && hitRailIndex != -1) {
- // Aiming at a rail: Draw reflection line
- float reflectAngle = cueAngle;
- // Reflect angle based on which rail was hit
- if (hitRailIndex == 0 || hitRailIndex == 1) { // Left or Right rail
- reflectAngle = PI - cueAngle; // Reflect horizontal component
- }
- else { // Top or Bottom rail
- reflectAngle = -cueAngle; // Reflect vertical component
- }
- // Normalize angle if needed (atan2 usually handles this)
- while (reflectAngle > PI) reflectAngle -= 2 * PI;
- while (reflectAngle <= -PI) reflectAngle += 2 * PI;
- float reflectionLength = 60.0f; // Length of the reflection line
- D2D1_POINT_2F reflectionEnd = D2D1::Point2F(
- finalLineEnd.x + cosf(reflectAngle) * reflectionLength,
- finalLineEnd.y + sinf(reflectAngle) * reflectionLength
- );
- // Draw the reflection line (e.g., using a different color/style)
- pRT->DrawLine(finalLineEnd, reflectionEnd, pReflectBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- }
- // Release resources
- SafeRelease(&pBrush);
- SafeRelease(&pGhostBrush);
- SafeRelease(&pCueBrush);
- SafeRelease(&pReflectBrush); // Release new brush
- SafeRelease(&pCyanBrush);
- SafeRelease(&pPurpleBrush);
- SafeRelease(&pDashedStyle);
- }
- void DrawUI(ID2D1RenderTarget* pRT) {
- if (!pTextFormat || !pLargeTextFormat) return;
- ID2D1SolidColorBrush* pBrush = nullptr;
- pRT->CreateSolidColorBrush(UI_TEXT_COLOR, &pBrush);
- if (!pBrush) return;
- //new code
- // --- Always draw AI's 8?Ball call arrow when it's Player?2's turn and AI has called ---
- //if (isPlayer2AI && currentPlayer == 2 && calledPocketP2 >= 0) {
- // FIX: This condition correctly shows the AI's called pocket arrow.
- if (isPlayer2AI && IsPlayerOnEightBall(2) && calledPocketP2 >= 0) {
- // pocket index that AI called
- int idx = calledPocketP2;
- // draw large blue arrow
- ID2D1SolidColorBrush* pArrow = nullptr;
- pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
- if (pArrow) {
- auto P = pocketPositions[idx];
- D2D1_POINT_2F tri[3] = {
- { P.x - 15.0f, P.y - 40.0f },
- { P.x + 15.0f, P.y - 40.0f },
- { P.x , P.y - 10.0f }
- };
- ID2D1PathGeometry* geom = nullptr;
- pFactory->CreatePathGeometry(&geom);
- ID2D1GeometrySink* sink = nullptr;
- geom->Open(&sink);
- sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
- sink->AddLines(&tri[1], 2);
- sink->EndFigure(D2D1_FIGURE_END_CLOSED);
- sink->Close();
- pRT->FillGeometry(geom, pArrow);
- SafeRelease(&sink);
- SafeRelease(&geom);
- SafeRelease(&pArrow);
- }
- // draw “Choose a pocket...” prompt
- D2D1_RECT_F txt = D2D1::RectF(
- TABLE_LEFT,
- TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
- TABLE_RIGHT,
- TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
- );
- pRT->DrawText(
- L"AI has called this pocket",
- (UINT32)wcslen(L"AI has called this pocket"),
- pTextFormat,
- &txt,
- pBrush
- );
- // note: no return here — we still draw fouls/turn text underneath
- }
- //end new code
- // --- Player Info Area (Top Left/Right) --- (Unchanged)
- float uiTop = TABLE_TOP - 80;
- float uiHeight = 60;
- float p1Left = TABLE_LEFT;
- float p1Width = 150;
- float p2Left = TABLE_RIGHT - p1Width;
- D2D1_RECT_F p1Rect = D2D1::RectF(p1Left, uiTop, p1Left + p1Width, uiTop + uiHeight);
- D2D1_RECT_F p2Rect = D2D1::RectF(p2Left, uiTop, p2Left + p1Width, uiTop + uiHeight);
- // Player 1 Info Text (Unchanged)
- std::wostringstream oss1;
- oss1 << player1Info.name.c_str();
- if (player1Info.assignedType != BallType::NONE) {
- if (IsPlayerOnEightBall(1)) {
- oss1 << L"\nON 8-BALL";
- }
- else {
- oss1 << L"\n" << ((player1Info.assignedType == BallType::SOLID) ? L"Solids" : L"Stripes");
- oss1 << L" [" << player1Info.ballsPocketedCount << L"/7]";
- }
- }
- else {
- oss1 << L"\n(Undecided)";
- }
- //pRT->DrawText(oss1.str().c_str(), (UINT32)oss1.str().length(), pTextFormat, &p1Rect, pBrush);
- // Use bold for current player, normal for the other
- IDWriteTextFormat* pFormatP1 = (currentPlayer == 1) ? pTextFormatBold : pTextFormat;
- pRT->DrawText(oss1.str().c_str(), (UINT32)oss1.str().length(), pFormatP1, &p1Rect, pBrush);
- // Draw Player 1 Side Ball
- if (player1Info.assignedType != BallType::NONE)
- {
- D2D1_POINT_2F ballCenter = D2D1::Point2F(p1Rect.right + 15.0f, p1Rect.top + uiHeight / 2.0f);
- float radius = 10.0f;
- D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
- if (IsPlayerOnEightBall(1))
- {
- // Player is on the 8-ball, draw the 8-ball indicator.
- ID2D1SolidColorBrush* p8BallBrush = nullptr;
- pRT->CreateSolidColorBrush(EIGHT_BALL_COLOR, &p8BallBrush);
- if (p8BallBrush) pRT->FillEllipse(&ball, p8BallBrush);
- SafeRelease(&p8BallBrush);
- // Draw the number '8' decal
- ID2D1SolidColorBrush* pNumWhite = nullptr, * pNumBlack = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pNumWhite);
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNumBlack);
- if (pBallNumFormat && pNumWhite && pNumBlack)
- {
- const float decalR = radius * 0.7f;
- D2D1_ELLIPSE decal = D2D1::Ellipse(ballCenter, decalR, decalR);
- pRT->FillEllipse(&decal, pNumWhite);
- pRT->DrawEllipse(&decal, pNumBlack, 0.8f);
- wchar_t numText[] = L"8";
- D2D1_RECT_F layout = { ballCenter.x - decalR, ballCenter.y - decalR, ballCenter.x + decalR, ballCenter.y + decalR };
- pRT->DrawText(numText, (UINT32)wcslen(numText), pBallNumFormat, &layout, pNumBlack);
- }
- // If stripes, draw a stripe band
- SafeRelease(&pNumWhite);
- SafeRelease(&pNumBlack);
- }
- else
- {
- // Default: Draw the player's assigned ball type (solid/stripe).
- ID2D1SolidColorBrush* pBallBrush = nullptr;
- D2D1_COLOR_F ballColor = (player1Info.assignedType == BallType::SOLID) ?
- D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
- pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
- if (pBallBrush)
- {
- pRT->FillEllipse(&ball, pBallBrush);
- SafeRelease(&pBallBrush);
- if (player1Info.assignedType == BallType::STRIPE)
- {
- ID2D1SolidColorBrush* pStripeBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
- if (pStripeBrush)
- {
- D2D1_RECT_F stripeRect = { ballCenter.x - radius, ballCenter.y - 3.0f, ballCenter.x + radius, ballCenter.y + 3.0f };
- pRT->FillRectangle(&stripeRect, pStripeBrush);
- SafeRelease(&pStripeBrush);
- }
- }
- }
- }
- // Draw a border around the indicator ball, regardless of type.
- ID2D1SolidColorBrush* pBorderBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
- if (pBorderBrush) pRT->DrawEllipse(&ball, pBorderBrush, 1.5f);
- SafeRelease(&pBorderBrush);
- }
- //}
- //}
- //}
- // Player 2 Info Text (Unchanged)
- std::wostringstream oss2;
- oss2 << player2Info.name.c_str();
- if (player2Info.assignedType != BallType::NONE) {
- if (IsPlayerOnEightBall(2)) {
- oss2 << L"\nON 8-BALL";
- }
- else {
- oss2 << L"\n" << ((player2Info.assignedType == BallType::SOLID) ? L"Solids" : L"Stripes");
- oss2 << L" [" << player2Info.ballsPocketedCount << L"/7]";
- }
- }
- else {
- oss2 << L"\n(Undecided)";
- }
- //pRT->DrawText(oss2.str().c_str(), (UINT32)oss2.str().length(), pTextFormat, &p2Rect, pBrush);
- // Use bold for current player, normal for the other
- IDWriteTextFormat* pFormatP2 = (currentPlayer == 2) ? pTextFormatBold : pTextFormat;
- pRT->DrawText(oss2.str().c_str(), (UINT32)oss2.str().length(), pFormatP2, &p2Rect, pBrush);
- // Draw Player 2 Side Ball
- if (player2Info.assignedType != BallType::NONE)
- {
- D2D1_POINT_2F ballCenter = D2D1::Point2F(p2Rect.left - 15.0f, p2Rect.top + uiHeight / 2.0f);
- float radius = 10.0f;
- D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
- if (IsPlayerOnEightBall(2))
- {
- // Player is on the 8-ball, draw the 8-ball indicator.
- ID2D1SolidColorBrush* p8BallBrush = nullptr;
- pRT->CreateSolidColorBrush(EIGHT_BALL_COLOR, &p8BallBrush);
- if (p8BallBrush) pRT->FillEllipse(&ball, p8BallBrush);
- SafeRelease(&p8BallBrush);
- // Draw the number '8' decal
- ID2D1SolidColorBrush* pNumWhite = nullptr, * pNumBlack = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pNumWhite);
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNumBlack);
- if (pBallNumFormat && pNumWhite && pNumBlack)
- {
- const float decalR = radius * 0.7f;
- D2D1_ELLIPSE decal = D2D1::Ellipse(ballCenter, decalR, decalR);
- pRT->FillEllipse(&decal, pNumWhite);
- pRT->DrawEllipse(&decal, pNumBlack, 0.8f);
- wchar_t numText[] = L"8";
- D2D1_RECT_F layout = { ballCenter.x - decalR, ballCenter.y - decalR, ballCenter.x + decalR, ballCenter.y + decalR };
- pRT->DrawText(numText, (UINT32)wcslen(numText), pBallNumFormat, &layout, pNumBlack);
- }
- // If stripes, draw a stripe band
- SafeRelease(&pNumWhite);
- SafeRelease(&pNumBlack);
- }
- else
- {
- // Default: Draw the player's assigned ball type (solid/stripe).
- ID2D1SolidColorBrush* pBallBrush = nullptr;
- D2D1_COLOR_F ballColor = (player2Info.assignedType == BallType::SOLID) ?
- D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
- pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
- if (pBallBrush)
- {
- pRT->FillEllipse(&ball, pBallBrush);
- SafeRelease(&pBallBrush);
- if (player2Info.assignedType == BallType::STRIPE)
- {
- ID2D1SolidColorBrush* pStripeBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
- if (pStripeBrush)
- {
- D2D1_RECT_F stripeRect = { ballCenter.x - radius, ballCenter.y - 3.0f, ballCenter.x + radius, ballCenter.y + 3.0f };
- pRT->FillRectangle(&stripeRect, pStripeBrush);
- SafeRelease(&pStripeBrush);
- }
- }
- }
- }
- //}
- // Draw a border around the indicator ball, regardless of type.
- ID2D1SolidColorBrush* pBorderBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
- if (pBorderBrush) pRT->DrawEllipse(&ball, pBorderBrush, 1.5f);
- SafeRelease(&pBorderBrush);
- }
- // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
- ID2D1SolidColorBrush* pArrowBrush = nullptr;
- pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
- if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
- float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
- float arrowTipX, arrowBackX;
- D2D1_RECT_F playerBox = (currentPlayer == 1) ? p1Rect : p2Rect;
- arrowBackX = playerBox.left - 57.0f; //25.0f
- arrowTipX = arrowBackX + arrowSizeBase * 0.75f;
- float notchDepth = 12.0f; // Increased from 6.0f to make the rectangle longer
- float notchWidth = 10.0f;
- float cx = arrowBackX;
- float cy = arrowCenterY;
- // Define triangle + rectangle tail shape
- D2D1_POINT_2F tip = D2D1::Point2F(arrowTipX, cy); // tip
- D2D1_POINT_2F baseTop = D2D1::Point2F(cx, cy - arrowSizeBase / 2.0f); // triangle top
- D2D1_POINT_2F baseBot = D2D1::Point2F(cx, cy + arrowSizeBase / 2.0f); // triangle bottom
- // Rectangle coordinates for the tail portion:
- D2D1_POINT_2F r1 = D2D1::Point2F(cx - notchDepth, cy - notchWidth / 2.0f); // rect top-left
- D2D1_POINT_2F r2 = D2D1::Point2F(cx, cy - notchWidth / 2.0f); // rect top-right
- D2D1_POINT_2F r3 = D2D1::Point2F(cx, cy + notchWidth / 2.0f); // rect bottom-right
- D2D1_POINT_2F r4 = D2D1::Point2F(cx - notchDepth, cy + notchWidth / 2.0f); // rect bottom-left
- ID2D1PathGeometry* pPath = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(baseTop);
- pSink->AddLine(r2); // transition from triangle into rectangle
- pSink->AddLine(r1);
- pSink->AddLine(r4);
- pSink->AddLine(r3);
- pSink->AddLine(baseBot);
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pRT->FillGeometry(pPath, pArrowBrush);
- }
- SafeRelease(&pPath);
- }
- SafeRelease(&pArrowBrush);
- }
- //original
- /*
- // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
- ID2D1SolidColorBrush* pArrowBrush = nullptr;
- pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
- if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
- float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
- float arrowTipX, arrowBackX;
- if (currentPlayer == 1) {
- arrowBackX = p1Rect.left - 25.0f; // Position left of the box
- arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
- // Define points for right-pointing arrow
- //D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
- //D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
- //D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
- // Enhanced arrow with base rectangle intersection
- float notchDepth = 6.0f; // Depth of square base "stem"
- float notchWidth = 4.0f; // Thickness of square part
- D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
- D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
- D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY - notchWidth / 2.0f); // Square Left-Top
- D2D1_POINT_2F pt4 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY + notchWidth / 2.0f); // Square Left-Bottom
- D2D1_POINT_2F pt5 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
- ID2D1PathGeometry* pPath = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(pt2);
- pSink->AddLine(pt3);
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pRT->FillGeometry(pPath, pArrowBrush);
- }
- SafeRelease(&pPath);
- }
- }
- //==================else player 2
- else { // Player 2
- // Player 2: Arrow left of P2 box, pointing right (or right of P2 box pointing left?)
- // Let's keep it consistent: Arrow left of the active player's box, pointing right.
- // Let's keep it consistent: Arrow left of the active player's box, pointing right.
- arrowBackX = p2Rect.left - 25.0f; // Position left of the box
- arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
- // Define points for right-pointing arrow
- D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
- D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
- D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
- ID2D1PathGeometry* pPath = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(pt2);
- pSink->AddLine(pt3);
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pRT->FillGeometry(pPath, pArrowBrush);
- }
- SafeRelease(&pPath);
- }
- }
- */
- // --- Persistent Blue 8?Ball Call Arrow & Prompt ---
- /*if (calledPocketP1 >= 0 || calledPocketP2 >= 0)
- {
- // determine index (default top?right)
- int idx = (currentPlayer == 1 ? calledPocketP1 : calledPocketP2);
- if (idx < 0) idx = (currentPlayer == 1 ? calledPocketP2 : calledPocketP1);
- if (idx < 0) idx = 2;
- // draw large blue arrow
- ID2D1SolidColorBrush* pArrow = nullptr;
- pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
- if (pArrow) {
- auto P = pocketPositions[idx];
- D2D1_POINT_2F tri[3] = {
- {P.x - 15.0f, P.y - 40.0f},
- {P.x + 15.0f, P.y - 40.0f},
- {P.x , P.y - 10.0f}
- };
- ID2D1PathGeometry* geom = nullptr;
- pFactory->CreatePathGeometry(&geom);
- ID2D1GeometrySink* sink = nullptr;
- geom->Open(&sink);
- sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
- sink->AddLines(&tri[1], 2);
- sink->EndFigure(D2D1_FIGURE_END_CLOSED);
- sink->Close();
- pRT->FillGeometry(geom, pArrow);
- SafeRelease(&sink); SafeRelease(&geom); SafeRelease(&pArrow);
- }
- // draw prompt
- D2D1_RECT_F txt = D2D1::RectF(
- TABLE_LEFT,
- TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
- TABLE_RIGHT,
- TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
- );
- pRT->DrawText(
- L"Choose a pocket...",
- (UINT32)wcslen(L"Choose a pocket..."),
- pTextFormat,
- &txt,
- pBrush
- );
- }*/
- // --- Persistent Blue 8?Ball Pocket Arrow & Prompt (once called) ---
- /* if (calledPocketP1 >= 0 || calledPocketP2 >= 0)
- {
- // 1) Determine pocket index
- int idx = (currentPlayer == 1 ? calledPocketP1 : calledPocketP2);
- // If the other player had called but it's now your turn, still show that call
- if (idx < 0) idx = (currentPlayer == 1 ? calledPocketP2 : calledPocketP1);
- if (idx < 0) idx = 2; // default to top?right if somehow still unset
- // 2) Draw large blue arrow
- ID2D1SolidColorBrush* pArrow = nullptr;
- pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
- if (pArrow) {
- auto P = pocketPositions[idx];
- D2D1_POINT_2F tri[3] = {
- { P.x - 15.0f, P.y - 40.0f },
- { P.x + 15.0f, P.y - 40.0f },
- { P.x , P.y - 10.0f }
- };
- ID2D1PathGeometry* geom = nullptr;
- pFactory->CreatePathGeometry(&geom);
- ID2D1GeometrySink* sink = nullptr;
- geom->Open(&sink);
- sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
- sink->AddLines(&tri[1], 2);
- sink->EndFigure(D2D1_FIGURE_END_CLOSED);
- sink->Close();
- pRT->FillGeometry(geom, pArrow);
- SafeRelease(&sink);
- SafeRelease(&geom);
- SafeRelease(&pArrow);
- }
- // 3) Draw persistent prompt text
- D2D1_RECT_F txt = D2D1::RectF(
- TABLE_LEFT,
- TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
- TABLE_RIGHT,
- TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
- );
- pRT->DrawText(
- L"Choose a pocket...",
- (UINT32)wcslen(L"Choose a pocket..."),
- pTextFormat,
- &txt,
- pBrush
- );
- // Note: no 'return'; allow foul/turn text to draw beneath if needed
- } */
- // new code ends here
- // --- MODIFIED: Foul Text (Large Red, Bottom Center) ---
- if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) {
- ID2D1SolidColorBrush* pFoulBrush = nullptr;
- pRT->CreateSolidColorBrush(FOUL_TEXT_COLOR, &pFoulBrush);
- if (pFoulBrush && pLargeTextFormat) {
- // Calculate Rect for bottom-middle area
- float foulWidth = 200.0f; // Adjust width as needed
- float foulHeight = 60.0f;
- float foulLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (foulWidth / 2.0f);
- // Position below the pocketed balls bar
- float foulTop = pocketedBallsBarRect.bottom + 10.0f;
- D2D1_RECT_F foulRect = D2D1::RectF(foulLeft, foulTop, foulLeft + foulWidth, foulTop + foulHeight);
- // --- Set text alignment to center for foul text ---
- pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- pRT->DrawText(L"FOUL!", 5, pLargeTextFormat, &foulRect, pFoulBrush);
- // --- Restore default alignment for large text if needed elsewhere ---
- // pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
- // pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- SafeRelease(&pFoulBrush);
- }
- }
- // --- Blue Arrow & Prompt for 8?Ball Call (while choosing or after called) ---
- if ((currentGameState == CHOOSING_POCKET_P1
- || currentGameState == CHOOSING_POCKET_P2)
- || (calledPocketP1 >= 0 || calledPocketP2 >= 0))
- {
- // determine index:
- // - if a call exists, use it
- // - if still choosing, use hover if any
- // determine index: use only the clicked call; default to top?right if unset
- int idx = (currentPlayer == 1 ? calledPocketP1 : calledPocketP2);
- if (idx < 0) idx = 2;
- // draw large blue arrow
- ID2D1SolidColorBrush* pArrow = nullptr;
- pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
- if (pArrow) {
- auto P = pocketPositions[idx];
- D2D1_POINT_2F tri[3] = {
- {P.x - 15.0f, P.y - 40.0f},
- {P.x + 15.0f, P.y - 40.0f},
- {P.x , P.y - 10.0f}
- };
- ID2D1PathGeometry* geom = nullptr;
- pFactory->CreatePathGeometry(&geom);
- ID2D1GeometrySink* sink = nullptr;
- geom->Open(&sink);
- sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
- sink->AddLines(&tri[1], 2);
- sink->EndFigure(D2D1_FIGURE_END_CLOSED);
- sink->Close();
- pRT->FillGeometry(geom, pArrow);
- SafeRelease(&sink); SafeRelease(&geom); SafeRelease(&pArrow);
- }
- // draw prompt below pockets
- D2D1_RECT_F txt = D2D1::RectF(
- TABLE_LEFT,
- TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
- TABLE_RIGHT,
- TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
- );
- pRT->DrawText(
- L"Choose a pocket...",
- (UINT32)wcslen(L"Choose a pocket..."),
- pTextFormat,
- &txt,
- pBrush
- );
- // do NOT return here; allow foul/turn text to display under the arrow
- }
- // Removed Obsolete
- /*
- // --- 8-Ball Pocket Selection Arrow & Prompt ---
- if (currentGameState == CHOOSING_POCKET_P1 || currentGameState == CHOOSING_POCKET_P2) {
- // Determine which pocket to highlight (default to Top-Right if unset)
- int idx = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
- if (idx < 0) idx = 2;
- // Draw the downward arrow
- ID2D1SolidColorBrush* pArrowBrush = nullptr;
- pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
- if (pArrowBrush) {
- D2D1_POINT_2F P = pocketPositions[idx];
- D2D1_POINT_2F tri[3] = {
- {P.x - 10.0f, P.y - 30.0f},
- {P.x + 10.0f, P.y - 30.0f},
- {P.x , P.y - 10.0f}
- };
- ID2D1PathGeometry* geom = nullptr;
- pFactory->CreatePathGeometry(&geom);
- ID2D1GeometrySink* sink = nullptr;
- geom->Open(&sink);
- sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
- sink->AddLines(&tri[1], 2);
- sink->EndFigure(D2D1_FIGURE_END_CLOSED);
- sink->Close();
- pRT->FillGeometry(geom, pArrowBrush);
- SafeRelease(&sink);
- SafeRelease(&geom);
- SafeRelease(&pArrowBrush);
- }
- // Draw “Choose a pocket...” text under the table
- D2D1_RECT_F prompt = D2D1::RectF(
- TABLE_LEFT,
- TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
- TABLE_RIGHT,
- TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
- );
- pRT->DrawText(
- L"Choose a pocket...",
- (UINT32)wcslen(L"Choose a pocket..."),
- pTextFormat,
- &prompt,
- pBrush
- );
- return; // Skip normal turn/foul text
- }
- */
- // Show AI Thinking State (Unchanged from previous step)
- if (currentGameState == AI_THINKING && pTextFormat) {
- ID2D1SolidColorBrush* pThinkingBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pThinkingBrush);
- if (pThinkingBrush) {
- D2D1_RECT_F thinkingRect = p2Rect;
- thinkingRect.top += 20; // Offset within P2 box
- // Ensure default text alignment for this
- pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- pRT->DrawText(L"Thinking...", 11, pTextFormat, &thinkingRect, pThinkingBrush);
- SafeRelease(&pThinkingBrush);
- }
- }
- SafeRelease(&pBrush);
- // --- Draw CHEAT MODE label if active ---
- if (cheatModeEnabled) {
- ID2D1SolidColorBrush* pCheatBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red), &pCheatBrush);
- if (pCheatBrush && pTextFormat) {
- D2D1_RECT_F cheatTextRect = D2D1::RectF(
- TABLE_LEFT + 10.0f,
- TABLE_TOP + 10.0f,
- TABLE_LEFT + 200.0f,
- TABLE_TOP + 40.0f
- );
- pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
- pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
- pRT->DrawText(L"CHEAT MODE ON", static_cast<UINT32>(wcslen(L"CHEAT MODE ON")), pTextFormat, &cheatTextRect, pCheatBrush);
- }
- SafeRelease(&pCheatBrush);
- }
- }
- void DrawPowerMeter(ID2D1RenderTarget* pRT) {
- // Draw Border
- ID2D1SolidColorBrush* pBorderBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
- if (!pBorderBrush) return;
- pRT->DrawRectangle(&powerMeterRect, pBorderBrush, 2.0f);
- SafeRelease(&pBorderBrush);
- // Create Gradient Fill
- ID2D1GradientStopCollection* pGradientStops = nullptr;
- ID2D1LinearGradientBrush* pGradientBrush = nullptr;
- D2D1_GRADIENT_STOP gradientStops[4];
- gradientStops[0].position = 0.0f;
- gradientStops[0].color = D2D1::ColorF(D2D1::ColorF::Green);
- gradientStops[1].position = 0.45f;
- gradientStops[1].color = D2D1::ColorF(D2D1::ColorF::Yellow);
- gradientStops[2].position = 0.7f;
- gradientStops[2].color = D2D1::ColorF(D2D1::ColorF::Orange);
- gradientStops[3].position = 1.0f;
- gradientStops[3].color = D2D1::ColorF(D2D1::ColorF::Red);
- pRT->CreateGradientStopCollection(gradientStops, 4, &pGradientStops);
- if (pGradientStops) {
- D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES props = {};
- props.startPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.bottom);
- props.endPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.top);
- pRT->CreateLinearGradientBrush(props, pGradientStops, &pGradientBrush);
- SafeRelease(&pGradientStops);
- }
- // Calculate Fill Height
- float fillRatio = 0;
- //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
- // Determine if power meter should reflect shot power (human aiming or AI preparing)
- bool humanIsAimingPower = isAiming && (currentGameState == AIMING || currentGameState == BREAKING);
- // NEW Condition: AI is displaying its aim, so show its chosen power
- bool aiIsVisualizingPower = (isPlayer2AI && currentPlayer == 2 &&
- currentGameState == AI_THINKING && aiIsDisplayingAim);
- if (humanIsAimingPower || aiIsVisualizingPower) { // Use the new condition
- fillRatio = shotPower / MAX_SHOT_POWER;
- }
- float fillHeight = (powerMeterRect.bottom - powerMeterRect.top) * fillRatio;
- D2D1_RECT_F fillRect = D2D1::RectF(
- powerMeterRect.left,
- powerMeterRect.bottom - fillHeight,
- powerMeterRect.right,
- powerMeterRect.bottom
- );
- if (pGradientBrush) {
- pRT->FillRectangle(&fillRect, pGradientBrush);
- SafeRelease(&pGradientBrush);
- }
- // Draw scale notches
- ID2D1SolidColorBrush* pNotchBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNotchBrush);
- if (pNotchBrush) {
- for (int i = 0; i <= 8; ++i) {
- float y = powerMeterRect.top + (powerMeterRect.bottom - powerMeterRect.top) * (i / 8.0f);
- pRT->DrawLine(
- D2D1::Point2F(powerMeterRect.right + 2.0f, y),
- D2D1::Point2F(powerMeterRect.right + 8.0f, y),
- pNotchBrush,
- 1.5f
- );
- }
- SafeRelease(&pNotchBrush);
- }
- // Draw "Power" Label Below Meter
- if (pTextFormat) {
- ID2D1SolidColorBrush* pTextBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pTextBrush);
- if (pTextBrush) {
- D2D1_RECT_F textRect = D2D1::RectF(
- powerMeterRect.left - 20.0f,
- powerMeterRect.bottom + 8.0f,
- powerMeterRect.right + 20.0f,
- powerMeterRect.bottom + 38.0f
- );
- pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
- pRT->DrawText(L"Power", 5, pTextFormat, &textRect, pTextBrush);
- SafeRelease(&pTextBrush);
- }
- }
- // Draw Glow Effect if fully charged or fading out
- static float glowPulse = 0.0f;
- static bool glowIncreasing = true;
- static float glowFadeOut = 0.0f; // NEW: tracks fading out
- if (shotPower >= MAX_SHOT_POWER * 0.99f) {
- // While fully charged, keep pulsing normally
- if (glowIncreasing) {
- glowPulse += 0.02f;
- if (glowPulse >= 1.0f) glowIncreasing = false;
- }
- else {
- glowPulse -= 0.02f;
- if (glowPulse <= 0.0f) glowIncreasing = true;
- }
- glowFadeOut = 1.0f; // Reset fade out to full
- }
- else if (glowFadeOut > 0.0f) {
- // If shot fired, gradually fade out
- glowFadeOut -= 0.02f;
- if (glowFadeOut < 0.0f) glowFadeOut = 0.0f;
- }
- if (glowFadeOut > 0.0f) {
- ID2D1SolidColorBrush* pGlowBrush = nullptr;
- float effectiveOpacity = (0.3f + 0.7f * glowPulse) * glowFadeOut;
- pRT->CreateSolidColorBrush(
- D2D1::ColorF(D2D1::ColorF::Red, effectiveOpacity),
- &pGlowBrush
- );
- if (pGlowBrush) {
- float glowCenterX = (powerMeterRect.left + powerMeterRect.right) / 2.0f;
- float glowCenterY = powerMeterRect.top;
- D2D1_ELLIPSE glowEllipse = D2D1::Ellipse(
- D2D1::Point2F(glowCenterX, glowCenterY - 10.0f),
- 12.0f + 3.0f * glowPulse,
- 6.0f + 2.0f * glowPulse
- );
- pRT->FillEllipse(&glowEllipse, pGlowBrush);
- SafeRelease(&pGlowBrush);
- }
- }
- }
- void DrawSpinIndicator(ID2D1RenderTarget* pRT) {
- ID2D1SolidColorBrush* pWhiteBrush = nullptr;
- ID2D1SolidColorBrush* pRedBrush = nullptr;
- pRT->CreateSolidColorBrush(CUE_BALL_COLOR, &pWhiteBrush);
- pRT->CreateSolidColorBrush(ENGLISH_DOT_COLOR, &pRedBrush);
- if (!pWhiteBrush || !pRedBrush) {
- SafeRelease(&pWhiteBrush);
- SafeRelease(&pRedBrush);
- return;
- }
- // Draw White Ball Background
- D2D1_ELLIPSE bgEllipse = D2D1::Ellipse(spinIndicatorCenter, spinIndicatorRadius, spinIndicatorRadius);
- pRT->FillEllipse(&bgEllipse, pWhiteBrush);
- pRT->DrawEllipse(&bgEllipse, pRedBrush, 0.5f); // Thin red border
- // Draw Red Dot for Spin Position
- float dotRadius = 4.0f;
- float dotX = spinIndicatorCenter.x + cueSpinX * (spinIndicatorRadius - dotRadius); // Keep dot inside edge
- float dotY = spinIndicatorCenter.y + cueSpinY * (spinIndicatorRadius - dotRadius);
- D2D1_ELLIPSE dotEllipse = D2D1::Ellipse(D2D1::Point2F(dotX, dotY), dotRadius, dotRadius);
- pRT->FillEllipse(&dotEllipse, pRedBrush);
- SafeRelease(&pWhiteBrush);
- SafeRelease(&pRedBrush);
- }
- void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT) {
- ID2D1SolidColorBrush* pBgBrush = nullptr;
- ID2D1SolidColorBrush* pBallBrush = nullptr;
- // Ensure render target is valid before proceeding
- if (!pRT) return;
- HRESULT hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, 0.8f), &pBgBrush); // Semi-transparent black
- if (FAILED(hr)) { SafeRelease(&pBgBrush); return; } // Exit if brush creation fails
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBallBrush); // Placeholder, color will be set per ball
- if (FAILED(hr)) {
- SafeRelease(&pBgBrush);
- SafeRelease(&pBallBrush);
- return; // Exit if brush creation fails
- }
- // Draw the background bar (rounded rect)
- D2D1_ROUNDED_RECT roundedRect = D2D1::RoundedRect(pocketedBallsBarRect, 10.0f, 10.0f); // Corner radius 10
- float baseAlpha = 0.8f;
- float flashBoost = pocketFlashTimer * 0.5f; // Make flash effect boost alpha slightly
- float finalAlpha = std::min(1.0f, baseAlpha + flashBoost);
- pBgBrush->SetOpacity(finalAlpha);
- pRT->FillRoundedRectangle(&roundedRect, pBgBrush);
- pBgBrush->SetOpacity(1.0f); // Reset opacity after drawing
- // --- Draw small circles for pocketed balls inside the bar ---
- // Calculate dimensions based on the bar's height for better scaling
- float barHeight = pocketedBallsBarRect.bottom - pocketedBallsBarRect.top;
- float ballDisplayRadius = barHeight * 0.30f; // Make balls slightly smaller relative to bar height
- float spacing = ballDisplayRadius * 2.2f; // Adjust spacing slightly
- float padding = spacing * 0.75f; // Add padding from the edges
- float center_Y = pocketedBallsBarRect.top + barHeight / 2.0f; // Vertical center
- // Starting X positions with padding
- float currentX_P1 = pocketedBallsBarRect.left + padding;
- float currentX_P2 = pocketedBallsBarRect.right - padding; // Start from right edge minus padding
- int p1DrawnCount = 0;
- int p2DrawnCount = 0;
- const int maxBallsToShow = 7; // Max balls per player in the bar
- for (const auto& b : balls) {
- if (b.isPocketed) {
- // Skip cue ball and 8-ball in this indicator
- if (b.id == 0 || b.id == 8) continue;
- bool isPlayer1Ball = (player1Info.assignedType != BallType::NONE && b.type == player1Info.assignedType);
- bool isPlayer2Ball = (player2Info.assignedType != BallType::NONE && b.type == player2Info.assignedType);
- if (isPlayer1Ball && p1DrawnCount < maxBallsToShow) {
- pBallBrush->SetColor(b.color);
- // Draw P1 balls from left to right
- D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P1 + p1DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
- pRT->FillEllipse(&ballEllipse, pBallBrush);
- p1DrawnCount++;
- }
- else if (isPlayer2Ball && p2DrawnCount < maxBallsToShow) {
- pBallBrush->SetColor(b.color);
- // Draw P2 balls from right to left
- D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P2 - p2DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
- pRT->FillEllipse(&ballEllipse, pBallBrush);
- p2DrawnCount++;
- }
- // Note: Balls pocketed before assignment or opponent balls are intentionally not shown here.
- // You could add logic here to display them differently if needed (e.g., smaller, grayed out).
- }
- }
- SafeRelease(&pBgBrush);
- SafeRelease(&pBallBrush);
- }
- void DrawBallInHandIndicator(ID2D1RenderTarget* pRT) {
- if (!isDraggingCueBall && (currentGameState != BALL_IN_HAND_P1 && currentGameState != BALL_IN_HAND_P2 && currentGameState != PRE_BREAK_PLACEMENT)) {
- return; // Only show when placing/dragging
- }
- Ball* cueBall = GetCueBall();
- if (!cueBall) return;
- ID2D1SolidColorBrush* pGhostBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.6f), &pGhostBrush); // Semi-transparent white
- if (pGhostBrush) {
- D2D1_POINT_2F drawPos;
- if (isDraggingCueBall) {
- drawPos = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
- }
- else {
- // If not dragging but in placement state, show at current ball pos
- drawPos = D2D1::Point2F(cueBall->x, cueBall->y);
- }
- // Check if the placement is valid before drawing differently?
- bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
- bool isValid = IsValidCueBallPosition(drawPos.x, drawPos.y, behindHeadstring);
- if (!isValid) {
- // Maybe draw red outline if invalid placement?
- pGhostBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
- }
- D2D1_ELLIPSE ghostEllipse = D2D1::Ellipse(drawPos, BALL_RADIUS, BALL_RADIUS);
- pRT->FillEllipse(&ghostEllipse, pGhostBrush);
- pRT->DrawEllipse(&ghostEllipse, pGhostBrush, 1.0f); // Outline
- SafeRelease(&pGhostBrush);
- }
- }
- void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT) {
- if (!pFactory) return; // Need factory to create geometry
- int pocketToIndicate = -1;
- if (currentGameState == CHOOSING_POCKET_P1 || (currentPlayer == 1 && IsPlayerOnEightBall(1))) {
- pocketToIndicate = (calledPocketP1 >= 0) ? calledPocketP1 : currentlyHoveredPocket;
- }
- else if (currentGameState == CHOOSING_POCKET_P2 || (currentPlayer == 2 && IsPlayerOnEightBall(2))) {
- pocketToIndicate = (calledPocketP2 >= 0) ? calledPocketP2 : currentlyHoveredPocket;
- }
- if (pocketToIndicate < 0 || pocketToIndicate > 5) {
- return;
- }
- ID2D1SolidColorBrush* pArrowBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Yellow, 0.9f), &pArrowBrush);
- if (!pArrowBrush) return;
- // FIXED: Get the correct radius for the indicated pocket
- float currentPocketRadius = (pocketToIndicate == 1 || pocketToIndicate == 4) ? MIDDLE_HOLE_VISUAL_RADIUS : CORNER_HOLE_VISUAL_RADIUS;
- D2D1_POINT_2F targetPocketCenter = pocketPositions[pocketToIndicate];
- // FIXED: Calculate arrow dimensions based on the correct pocket radius
- float pocketVis = GetPocketVisualRadius(pocketToIndicate);
- float arrowHeadSize = pocketVis * 0.5f;
- float arrowShaftLength = pocketVis * 0.3f;
- float arrowShaftWidth = arrowHeadSize * 0.4f;
- float verticalOffsetFromPocketCenter = pocketVis * 1.6f;
- D2D1_POINT_2F tip, baseLeft, baseRight, shaftTopLeft, shaftTopRight, shaftBottomLeft, shaftBottomRight;
- // Determine arrow direction based on pocket position (top or bottom row)
- if (targetPocketCenter.y == TABLE_TOP) { // Top row pockets
- tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y - verticalOffsetFromPocketCenter - arrowHeadSize);
- baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
- baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
- shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y + arrowShaftLength);
- shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y + arrowShaftLength);
- shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
- shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
- }
- else { // Bottom row pockets
- tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y + verticalOffsetFromPocketCenter + arrowHeadSize);
- baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
- baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
- shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
- shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
- shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y - arrowShaftLength);
- shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y - arrowShaftLength);
- }
- ID2D1PathGeometry* pPath = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(baseLeft); pSink->AddLine(shaftBottomLeft); pSink->AddLine(shaftTopLeft);
- pSink->AddLine(shaftTopRight); pSink->AddLine(shaftBottomRight); pSink->AddLine(baseRight);
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pRT->FillGeometry(pPath, pArrowBrush);
- }
- SafeRelease(&pPath);
- }
- SafeRelease(&pArrowBrush);
- }
- ```
- ==++ Here's the code for "resource.h"::: ++==
- ```resource.h
- //{{NO_DEPENDENCIES}}
- // Microsoft Visual C++ generated include file.
- // Used by Yahoo-8Ball-Pool-Clone.rc
- //
- #define IDI_ICON1 101
- // --- NEW Resource IDs (Define these in your .rc file / resource.h) ---
- #define IDD_NEWGAMEDLG 106
- #define IDC_RADIO_2P 1003
- #define IDC_RADIO_CPU 1005
- #define IDC_GROUP_AI 1006
- #define IDC_RADIO_EASY 1007
- #define IDC_RADIO_MEDIUM 1008
- #define IDC_RADIO_HARD 1009
- // --- NEW Resource IDs for Opening Break ---
- #define IDC_GROUP_BREAK_MODE 1010
- #define IDC_RADIO_CPU_BREAK 1011
- #define IDC_RADIO_P1_BREAK 1012
- #define IDC_RADIO_FLIP_BREAK 1013
- // --- NEW Resource ID for Table Color Dropdown ---
- #define IDC_COMBO_TABLECOLOR 1014
- // Standard IDOK is usually defined, otherwise define it (e.g., #define IDOK 1)
- // Next default values for new objects
- //
- #ifdef APSTUDIO_INVOKED
- #ifndef APSTUDIO_READONLY_SYMBOLS
- #define _APS_NEXT_RESOURCE_VALUE 102
- #define _APS_NEXT_COMMAND_VALUE 40002 // Incremented
- #define _APS_NEXT_CONTROL_VALUE 1014 // Incremented
- #define _APS_NEXT_SYMED_VALUE 101
- #endif
- #endif
- ```
- ==++ Here's the code for "Yahoo-8Ball-Pool-Clone.rc"::: ++==
- ```Yahoo-8Ball-Pool-Clone.rc
- // Microsoft Visual C++ generated resource script.
- //
- #include "resource.h"
- #define APSTUDIO_READONLY_SYMBOLS
- /////////////////////////////////////////////////////////////////////////////
- //
- // Generated from the TEXTINCLUDE 2 resource.
- //
- #include "winres.h"
- /////////////////////////////////////////////////////////////////////////////
- #undef APSTUDIO_READONLY_SYMBOLS
- /////////////////////////////////////////////////////////////////////////////
- // English (United States) resources
- #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
- LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
- #pragma code_page(1252)
- #ifdef APSTUDIO_INVOKED
- /////////////////////////////////////////////////////////////////////////////
- //
- // TEXTINCLUDE
- //
- 1 TEXTINCLUDE
- BEGIN
- "resource.h\0"
- END
- 2 TEXTINCLUDE
- BEGIN
- "#include ""winres.h""\r\n"
- "\0"
- END
- 3 TEXTINCLUDE
- BEGIN
- "\r\n"
- "\0"
- END
- #endif // APSTUDIO_INVOKED
- /////////////////////////////////////////////////////////////////////////////
- //
- // Icon
- //
- // Icon with lowest ID value placed first to ensure application icon
- // remains consistent on all systems.
- IDI_ICON1 ICON "D:\\Download\\8Ball_Colored.ico"
- #endif // English (United States) resources
- /////////////////////////////////////////////////////////////////////////////
- #ifndef APSTUDIO_INVOKED
- /////////////////////////////////////////////////////////////////////////////
- //
- // Generated from the TEXTINCLUDE 3 resource.
- //
- /////////////////////////////////////////////////////////////////////////////
- #endif // not APSTUDIO_INVOKED
- #include <windows.h> // Needed for control styles like WS_GROUP, BS_AUTORADIOBUTTON etc.
- /////////////////////////////////////////////////////////////////////////////
- //
- // Dialog
- //
- IDD_NEWGAMEDLG DIALOGEX 0, 0, 220, 185 // Dialog position (x, y) and size (width, height) in Dialog Units (DLUs) - Increased Height
- STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU
- CAPTION "New 8-Ball Game"
- FONT 8, "MS Shell Dlg", 400, 0, 0x1 // Standard dialog font
- BEGIN
- // --- Game Mode Selection ---
- // Group Box for Game Mode (Optional visually, but helps structure)
- GROUPBOX "Game Mode", IDC_STATIC, 7, 7, 90, 50
- // "2 Player" Radio Button (First in this group)
- CONTROL "&2 Player (Human vs Human)", IDC_RADIO_2P, "Button",
- BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 14, 20, 80, 10
- // "Human vs CPU" Radio Button
- CONTROL "Human vs &CPU", IDC_RADIO_CPU, "Button",
- BS_AUTORADIOBUTTON | WS_TABSTOP, 14, 35, 70, 10
- // --- NEW: Table Color Selection ---
- LTEXT "Table Color:", IDC_STATIC, 7, 65, 50, 8
- COMBOBOX IDC_COMBO_TABLECOLOR, 7, 75, 90, 60,
- CBS_DROPDOWNLIST | CBS_HASSTRINGS | WS_VSCROLL | WS_TABSTOP
- // --- AI Difficulty Selection (Inside its own Group Box) ---
- GROUPBOX "AI Difficulty", IDC_GROUP_AI, 118, 7, 95, 70
- // "Easy" Radio Button (First in the AI group)
- CONTROL "&Easy", IDC_RADIO_EASY, "Button",
- BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 125, 20, 60, 10
- // "Medium" Radio Button
- CONTROL "&Medium", IDC_RADIO_MEDIUM, "Button",
- BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 35, 60, 10
- // "Hard" Radio Button
- CONTROL "&Hard", IDC_RADIO_HARD, "Button",
- BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 50, 60, 10
- // --- Opening Break Modes (For Versus CPU Only) ---
- GROUPBOX "Opening Break Modes:", IDC_GROUP_BREAK_MODE, 118, 82, 95, 60
- // "CPU Break" Radio Button (Default for this group)
- CONTROL "&CPU Break", IDC_RADIO_CPU_BREAK, "Button",
- BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 125, 95, 70, 10
- // "P1 Break" Radio Button
- CONTROL "&P1 Break", IDC_RADIO_P1_BREAK, "Button",
- BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 110, 70, 10
- // "FlipCoin Break" Radio Button
- CONTROL "&FlipCoin Break", IDC_RADIO_FLIP_BREAK, "Button",
- BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 125, 70, 10
- // --- Standard Buttons ---
- DEFPUSHBUTTON "Start", IDOK, 55, 160, 50, 14 // Default button (Enter key) - Adjusted Y position
- PUSHBUTTON "Cancel", IDCANCEL, 115, 160, 50, 14 // Adjusted Y position
- END
- ```
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