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- ==++ Here's the full source for (file 1/3 (No OOP-based)) "Pool-Game-CloneV18.cpp"::: ++==
- ```Pool-Game-CloneV18.cpp
- #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 <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 "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
- // --- 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;
- 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
- };
- // --- 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;
- };
- 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* pLargeTextFormat = nullptr; // For "Foul!"
- IDWriteTextFormat* pBallNumFormat = nullptr;
- // 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();
- // UI Element Positions
- D2D1_RECT_F powerMeterRect = { TABLE_RIGHT + CUSHION_THICKNESS + 10, TABLE_TOP, TABLE_RIGHT + CUSHION_THICKNESS + 40, 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(0.05f, 0.09f, 0.28f); // Darker Green NEWCOLOR (0.0f, 0.5f, 0.1f) => (0.1608f, 0.4000f, 0.1765f)
- //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)
- 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);
- // --- 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
- // --- 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
- float angle = 0.0f; // Calculated shot angle
- float power = 0.0f; // Calculated shot power
- 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;
- };
- /*
- 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.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);
- }
- 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);
- }
- return (INT_PTR)TRUE;
- case WM_COMMAND:
- 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
- }
- 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;
- }
- 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());
- 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
- // 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) {
- // Declare cueBall pointer once at the top, used in multiple cases
- // For clarity, often better to declare within each case where needed.
- Ball* cueBall = nullptr; // Initialize to nullptr
- switch (msg) {
- case WM_CREATE:
- // Resources are now created in WinMain after CreateWindowEx
- return 0;
- case WM_PAINT:
- OnPaint();
- // Validate the entire window region after painting
- 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(); // Update game logic and physics
- InvalidateRect(hwnd, NULL, FALSE); // Request redraw
- }
- return 0;
- // --- NEW: Handle F2 Key for Reset ---
- // --- MODIFIED: Handle More Keys ---
- case WM_KEYDOWN:
- { // Add scope for variable declarations
- // --- FIX: Get Cue Ball pointer for this scope ---
- cueBall = GetCueBall();
- // We might allow some keys even if cue ball is gone (like F1/F2), but actions need it
- // --- End Fix ---
- // Check which player can interact via keyboard (Humans only)
- 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)));
- // --- F1 / F2 Keys (Always available) ---
- if (wParam == VK_F2) {
- HINSTANCE hInstance = (HINSTANCE)GetWindowLongPtr(hwnd, GWLP_HINSTANCE);
- ResetGame(hInstance); // Call reset function
- return 0; // Indicate key was processed
- }
- else if (wParam == VK_F1) {
- MessageBox(hwnd,
- L"Direct2D-based StickPool game made in C++ from scratch (4827+ lines of code)\n" // Update line count if needed {2764+ lines}
- L"First succ essful 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; // Indicate key was processed
- }
- // Check for 'M' key (uppercase or lowercase)
- // Toggle music with "M"
- if (wParam == 'M' || wParam == 'm') {
- //static bool isMusicPlaying = false;
- if (isMusicPlaying) {
- // Stop the music
- StopMidi();
- isMusicPlaying = false;
- }
- else {
- // Build the MIDI file path
- TCHAR midiPath[MAX_PATH];
- GetModuleFileName(NULL, midiPath, MAX_PATH);
- // Keep only the directory part
- TCHAR* lastBackslash = _tcsrchr(midiPath, '\\');
- if (lastBackslash != NULL) {
- *(lastBackslash + 1) = '\0';
- }
- // Append the MIDI filename
- _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID")); // Adjust filename if needed
- // Start playing MIDI
- StartMidi(hwndMain, midiPath);
- isMusicPlaying = true;
- }
- }
- // --- Player Interaction Keys (Only if allowed) ---
- if (canPlayerControl) {
- // --- Get Shift Key State ---
- bool shiftPressed = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- float angleStep = shiftPressed ? 0.05f : 0.01f; // Base step / Faster step (Adjust as needed) // Multiplier was 5x
- float powerStep = 0.2f; // Power step (Adjust as needed)
- switch (wParam) {
- case VK_LEFT: // Rotate Cue Stick Counter-Clockwise
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- cueAngle -= angleStep;
- // Normalize angle (keep between 0 and 2*PI)
- if (cueAngle < 0) cueAngle += 2 * PI;
- // Ensure state shows aiming visuals if turn just started
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = false; // Keyboard adjust doesn't use mouse aiming state
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_RIGHT: // Rotate Cue Stick Clockwise
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- cueAngle += angleStep;
- // Normalize angle (keep between 0 and 2*PI)
- if (cueAngle >= 2 * PI) cueAngle -= 2 * PI;
- // Ensure state shows aiming visuals if turn just started
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = false;
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_UP: // Decrease Shot Power
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- shotPower -= powerStep;
- if (shotPower < 0.0f) shotPower = 0.0f;
- // Ensure state shows aiming visuals if turn just started
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = true; // Keyboard adjust doesn't use mouse aiming state
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_DOWN: // Increase Shot Power
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- shotPower += powerStep;
- if (shotPower > MAX_SHOT_POWER) shotPower = MAX_SHOT_POWER;
- // Ensure state shows aiming visuals if turn just started
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = true;
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_SPACE: // Trigger Shot
- if ((currentGameState == AIMING || currentGameState == BREAKING || currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
- && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING)
- {
- if (shotPower > 0.15f) { // Use same threshold as mouse
- // Reset foul flags BEFORE applying shot
- firstHitBallIdThisShot = -1;
- cueHitObjectBallThisShot = false;
- railHitAfterContact = false;
- // Play sound & Apply Shot
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
- ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
- // Update State
- currentGameState = SHOT_IN_PROGRESS;
- foulCommitted = false;
- pocketedThisTurn.clear();
- shotPower = 0; // Reset power after shooting
- isAiming = false; isDraggingStick = false; // Reset aiming flags
- keyboardAimingActive = false;
- }
- }
- break;
- case VK_ESCAPE: // Cancel Aim/Shot Setup
- if ((currentGameState == AIMING || currentGameState == BREAKING) || shotPower > 0)
- {
- shotPower = 0.0f;
- isAiming = false;
- isDraggingStick = false;
- keyboardAimingActive = false;
- // Revert to basic turn state if not breaking
- if (currentGameState != BREAKING) {
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- }
- //if (currentPlayer == 1) calledPocketP1 = -1;
- //else calledPocketP2 = -1;
- }
- break;
- case 'G': // Toggle Cheat Mode
- cheatModeEnabled = !cheatModeEnabled;
- if (cheatModeEnabled)
- MessageBeep(MB_ICONEXCLAMATION); // Play a beep when enabling
- else
- MessageBeep(MB_OK); // Play a different beep when disabling
- break;
- default:
- // Allow default processing for other keys if needed
- // return DefWindowProc(hwnd, msg, wParam, lParam); // Usually not needed for WM_KEYDOWN
- break;
- } // End switch(wParam) for player controls
- return 0; // Indicate player control key was processed
- } // End if(canPlayerControl)
- } // End scope for WM_KEYDOWN case
- // If key wasn't F1/F2 and player couldn't control, maybe allow default processing?
- // return DefWindowProc(hwnd, msg, wParam, lParam); // Or just return 0
- return 0;
- case WM_MOUSEMOVE: {
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam);
- // --- NEW LOGIC: Handle Pocket Hover ---
- if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
- (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
- int oldHover = currentlyHoveredPocket;
- currentlyHoveredPocket = -1; // Reset
- for (int i = 0; i < 6; ++i) {
- if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
- currentlyHoveredPocket = i;
- break;
- }
- }
- if (oldHover != currentlyHoveredPocket) {
- InvalidateRect(hwnd, NULL, FALSE);
- }
- // Do NOT return 0 here, allow normal mouse angle update to continue
- }
- // --- END NEW LOGIC ---
- cueBall = GetCueBall(); // Declare and get cueBall pointer
- 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;
- // Update Aiming Logic (Check player turn)
- 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);
- // Tentative position update
- 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))))
- {
- //NEW2 MOUSEBOUND CODE = START
- /*// Clamp mouse inside table bounds during aiming
- if (ptMouse.x < TABLE_LEFT) ptMouse.x = TABLE_LEFT;
- if (ptMouse.x > TABLE_RIGHT) ptMouse.x = TABLE_RIGHT;
- if (ptMouse.y < TABLE_TOP) ptMouse.y = TABLE_TOP;
- if (ptMouse.y > TABLE_BOTTOM) ptMouse.y = TABLE_BOTTOM;*/
- //NEW2 MOUSEBOUND CODE = END
- // Aiming drag updates angle and power
- float dx = (float)ptMouse.x - cueBall->x;
- float dy = (float)ptMouse.y - cueBall->y;
- if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
- //float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
- //shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
- if (!keyboardAimingActive) { // Only update shotPower if NOT keyboard aiming
- 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))))
- {
- // Setting English
- 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 {
- //DISABLE PERM AIMING = START
- /*// Update visual angle even when not aiming/dragging (Check player turn)
- bool canUpdateVisualAngle = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BALL_IN_HAND_P1)) ||
- (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2)) ||
- currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING || currentGameState == AIMING);
- if (canUpdateVisualAngle && !isDraggingCueBall && !isAiming && !isDraggingStick && !keyboardAimingActive) // NEW: Prevent mouse override if keyboard aiming
- {
- // NEW MOUSEBOUND CODE = START
- // Only update cue angle if mouse is inside the playable table area
- if (ptMouse.x >= TABLE_LEFT && ptMouse.x <= TABLE_RIGHT &&
- ptMouse.y >= TABLE_TOP && ptMouse.y <= TABLE_BOTTOM)
- {
- // NEW MOUSEBOUND CODE = END
- Ball* cb = cueBall; // Use function-scope cueBall // Already got cueBall above
- if (cb) {
- float dx = (float)ptMouse.x - cb->x;
- float dy = (float)ptMouse.y - cb->y;
- if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
- }
- } //NEW MOUSEBOUND CODE LINE = DISABLE
- }*/
- //DISABLE PERM AIMING = END
- }
- return 0;
- } // End WM_MOUSEMOVE
- case WM_LBUTTONDOWN: {
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam);
- // --- FOOLPROOF FIX: This block implements the two-stage pocket selection ---
- if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
- (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
- int clickedPocketIndex = -1;
- // STAGE 1, STEP 1: Check if the click was on any of the 6 pockets
- for (int i = 0; i < 6; ++i) {
- if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
- clickedPocketIndex = i;
- break;
- }
- }
- if (clickedPocketIndex != -1) {
- // STAGE 1, STEP 2: Player clicked on a pocket. Update the choice.
- // We DO NOT change the game state here. This allows re-selection.
- if (currentPlayer == 1) calledPocketP1 = clickedPocketIndex;
- else calledPocketP2 = clickedPocketIndex;
- InvalidateRect(hwnd, NULL, FALSE); // Redraw to show the arrow has moved.
- return 0; // Consume the click and stay in CHOOSING_POCKET state.
- }
- // STAGE 2, STEP 1: Check if the player is clicking the cue ball to confirm.
- 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) {
- // STAGE 2, STEP 2: A pocket has been selected, and the player now clicks the cue ball.
- // NOW we transition to the normal aiming state.
- currentGameState = AIMING; // Go to a generic aiming state.
- pocketCallMessage = L""; // Clear the "Choose a pocket..." message.
- isAiming = true; // Prepare for aiming.
- aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y); // Use your existing aim start variable.
- return 0;
- }
- // If they click anywhere else (not a pocket, not the cue ball), do nothing.
- return 0;
- }
- /*// --- FOOLPROOF FIX: This block handles re-selectable pocket choice ---
- if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
- (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
- int clickedPocketIndex = -1;
- // Check if the click was on any of the 6 pockets
- for (int i = 0; i < 6; ++i) {
- if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
- clickedPocketIndex = i;
- break;
- }
- }
- if (clickedPocketIndex != -1) { // Player clicked on a pocket
- // FIX: Update the called pocket, but DO NOT change the game state.
- // This allows the player to click another pocket to change their mind.
- if (currentPlayer == 1) calledPocketP1 = clickedPocketIndex;
- else calledPocketP2 = clickedPocketIndex;
- InvalidateRect(hwnd, NULL, FALSE); // Redraw to show updated arrow
- return 0; // Consume the click and stay in CHOOSING_POCKET state
- }
- // FIX: Add new logic to CONFIRM the choice by clicking the cue ball.
- 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) {
- // A pocket has been selected, and the player now clicks the cue ball.
- // NOW we transition to the normal aiming state.
- currentGameState = AIMING; // Go to aiming, not PLAYER1_TURN
- pocketCallMessage = L""; // Clear the "Choose a pocket..." message
- isAiming = true; // Prepare for aiming
- aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
- return 0;
- }
- // If they click anywhere else (not a pocket, not the cue ball), do nothing.
- return 0;
- }*/
- /*// --- handle pocket re-selection when choosing 8-ball pocket ---
- if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1)
- || (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI))
- {
- POINT pt = { LOWORD(lParam), HIWORD(lParam) };
- for (int i = 0; i < 6; ++i) {
- float dx = pt.x - pocketPositions[i].x;
- float dy = pt.y - pocketPositions[i].y;
- if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
- // 1) Record the call
- if (currentPlayer == 1) calledPocketP1 = i;
- else calledPocketP2 = i;
- // 2) Clear any prompt text
- pocketCallMessage.clear();
- // 3) Return to normal aiming state
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- // 4) Redraw (arrow stays because calledPocketP* >= 0)
- InvalidateRect(hwnd, NULL, FALSE);
- return 0; // consume click
- }
- }
- return 0; // clicked outside ? stay in pocket?call until a valid pocket is chosen
- }*/
- // … rest of your click?to?aim logic …
- //replaced /w new code
- /*
- // --- FIX: Add this entire block at the top of WM_LBUTTONDOWN ---
- // This handles input specifically for the pocket selection state.
- if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
- (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
- int clickedPocketIndex = -1;
- // Check if the click was on any of the 6 pockets
- for (int i = 0; i < 6; ++i) {
- if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
- clickedPocketIndex = i;
- break;
- }
- }
- if (clickedPocketIndex != -1) {
- // A pocket was clicked. Update the selection but STAY in the choosing state.
- // This allows the player to click another pocket to change their mind.
- if (currentPlayer == 1) calledPocketP1 = clickedPocketIndex;
- else calledPocketP2 = clickedPocketIndex;
- InvalidateRect(hwnd, NULL, FALSE); // Redraw to show the arrow has moved.
- return 0; // Consume the click and wait for the next action.
- }
- // If the player clicks the CUE BALL, that confirms their pocket selection.
- 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) {
- // A pocket has been selected, and the player now clicks the cue ball.
- // NOW we transition to the normal aiming state.
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- pocketCallMessage = L""; // Clear the "Choose a pocket..." message
- isAiming = true; // Prepare for aiming
- aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y); // Use your existing aim start variable
- return 0;
- }
- // If they click anywhere else (not a pocket, not the cue ball), do nothing.
- return 0;
- }
- // --- END OF THE NEW BLOCK ---
- */
- //new code ends here
- if (cheatModeEnabled) {
- // Allow dragging any ball freely
- for (Ball& ball : balls) {
- float distSq = GetDistanceSq(ball.x, ball.y, (float)ptMouse.x, (float)ptMouse.y);
- if (distSq <= BALL_RADIUS * BALL_RADIUS * 4) { // Click near ball
- isDraggingCueBall = true;
- draggingBallId = ball.id;
- if (ball.id == 0) {
- // If dragging cue ball manually, ensure we stay in Ball-In-Hand state
- if (currentPlayer == 1)
- currentGameState = BALL_IN_HAND_P1;
- else if (currentPlayer == 2 && !isPlayer2AI)
- currentGameState = BALL_IN_HAND_P2;
- }
- return 0;
- }
- }
- }
- Ball* cueBall = GetCueBall(); // Declare and get cueBall pointer
- // Check which player is allowed to interact via mouse click
- bool canPlayerClickInteract = ((currentPlayer == 1) || (currentPlayer == 2 && !isPlayer2AI));
- // Define states where interaction is generally allowed
- 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);
- // Check Spin Indicator first (Allow if player's turn/aim phase)
- 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;
- // Check Ball-in-Hand placement/drag
- 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))); // Allow current player in break setup
- 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;
- // Transition state
- 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;
- }
- // Check for starting Aim (Cue Ball OR Stick)
- 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;
- } // End WM_LBUTTONDOWN
- case WM_LBUTTONUP: {
- // --- FOOLPROOF FIX for Cheat Mode Scoring ---
- if (cheatModeEnabled && draggingBallId != -1) {
- Ball* b = GetBallById(draggingBallId);
- if (b) {
- for (int p = 0; p < 6; ++p) {
- float dx = b->x - pocketPositions[p].x;
- float dy = b->y - pocketPositions[p].y;
- if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
- // --- This is the new, "smarter" logic ---
- b->isPocketed = true; // Pocket the ball visually.
- // If the table is open, assign types based on this cheated ball.
- if (player1Info.assignedType == BallType::NONE && b->id != 0 && b->id != 8) {
- AssignPlayerBallTypes(b->type, false);
- }
- // Now, correctly update the score for the right player.
- if (b->id != 0 && b->id != 8) {
- if (b->type == player1Info.assignedType) {
- player1Info.ballsPocketedCount++;
- }
- else if (b->type == player2Info.assignedType) {
- player2Info.ballsPocketedCount++;
- }
- }
- break; // Stop checking pockets.
- }
- }
- }
- }
- /*if (cheatModeEnabled && draggingBallId != -1) {
- Ball* b = GetBallById(draggingBallId);
- if (b) {
- for (int p = 0; p < 6; ++p) {
- float dx = b->x - pocketPositions[p].x;
- float dy = b->y - pocketPositions[p].y;
- if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
- // --- Assign ball type on first cheat-pocket if table still open ---
- if (player1Info.assignedType == BallType::NONE
- && player2Info.assignedType == BallType::NONE
- && (b->type == BallType::SOLID || b->type == BallType::STRIPE))
- {
- // In cheat mode, let's just assign to the current player
- AssignPlayerBallTypes(b->type);
- }
- b->isPocketed = true;
- pocketedThisTurn.push_back(b->id);
- // --- FIX FOR CHEAT MODE SCORING ---
- // Immediately increment the correct player's count based on ball type,
- // not whose turn it is.
- if (b->id != 0 && b->id != 8) {
- if (b->type == player1Info.assignedType) {
- player1Info.ballsPocketedCount++;
- }
- else if (b->type == player2Info.assignedType) {
- player2Info.ballsPocketedCount++;
- }
- }
- // --- END FIX ---
- // --- NEW: If this was the 7th ball, trigger the arrow call UI ---
- if (b->id != 8) {
- PlayerInfo& shooter = (currentPlayer == 1 ? player1Info : player2Info);
- if (shooter.ballsPocketedCount >= 7
- && calledPocketP1 < 0
- && calledPocketP2 < 0)
- {
- currentGameState = (currentPlayer == 1)
- ? CHOOSING_POCKET_P1
- : CHOOSING_POCKET_P2;
- }
- else {
- // For any other cheat?pocket, keep the turn so you can continue aiming
- currentGameState = (currentPlayer == 1)
- ? PLAYER1_TURN
- : PLAYER2_TURN;
- }
- }
- // --- NEW: If it was the 8-Ball, award instant victory ---
- else {
- currentGameState = GAME_OVER;
- gameOverMessage = (currentPlayer == 1 ? player1Info.name : player2Info.name)
- + std::wstring(L" Wins!");
- }
- break;
- }
- }
- }
- }*/
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam);
- Ball* cueBall = GetCueBall(); // Get cueBall pointer
- // Check for releasing aim drag (Stick OR Cue Ball)
- 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) { // Check power threshold
- if (currentGameState != AI_THINKING) {
- firstHitBallIdThisShot = -1; cueHitObjectBallThisShot = false; railHitAfterContact = false; // Reset foul flags
- 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) { // Revert state if power too low
- if (currentGameState == BREAKING) { /* Still breaking */ }
- else {
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = false;
- }
- }
- shotPower = 0; // Reset power indicator regardless
- }
- // Handle releasing cue ball drag (placement)
- if (isDraggingCueBall) {
- isDraggingCueBall = false;
- // Check player allowed to place
- 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)) {
- // Finalize position already set by mouse move
- // Transition state
- 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 the player who now has the turn is already on the
- 8-ball, immediately switch to pocket-selection state.
- ---------------------------------------------------- */
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
- {
- CheckAndTransitionToPocketChoice(currentPlayer);
- }
- }
- else { /* Stay in BALL_IN_HAND state if final pos invalid */ }
- }
- }
- // Handle releasing english setting
- if (isSettingEnglish) {
- isSettingEnglish = false;
- }
- return 0;
- } // End WM_LBUTTONUP
- case WM_DESTROY:
- isMusicPlaying = false;
- if (midiDeviceID != 0) {
- mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
- midiDeviceID = 0;
- SaveSettings(); // Save settings on exit
- }
- 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 (!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;
- }
- }
- return hr;
- }
- void DiscardDeviceResources() {
- SafeRelease(&pRenderTarget);
- SafeRelease(&pTextFormat);
- SafeRelease(&pLargeTextFormat);
- SafeRelease(&pBallNumFormat); // NEW
- SafeRelease(&pDWriteFactory);
- // 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 });
- // --- 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) {
- b.x += b.vx;
- b.y += b.vy;
- // Apply friction
- b.vx *= FRICTION;
- b.vy *= FRICTION;
- // 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;
- const float pocketMouthCheckRadiusSq = (POCKET_RADIUS + BALL_RADIUS) * (POCKET_RADIUS + BALL_RADIUS) * 1.1f;
- // --- Reset Per-Frame Sound Flags ---
- 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) {
- nearPocket[p] = GetDistanceSq(b1.x, b1.y, pocketPositions[p].x, pocketPositions[p].y) < pocketMouthCheckRadiusSq;
- }
- 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;
- // --- Ball-Wall Collisions ---
- // (Check logic unchanged, added sound calls and railHitAfterContact update)
- // Left Wall
- 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; // Track rail hit after contact
- }
- }
- // Right Wall
- 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; // Track rail hit after contact
- }
- }
- // Top Wall
- 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; // Track rail hit after contact
- }
- }
- // Bottom Wall
- 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; // Track rail hit after contact
- }
- }
- // Spin effect (Unchanged)
- 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;
- }
- // --- Ball-Ball Collisions ---
- 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;
- // Separation (Unchanged)
- 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) { // Colliding
- // --- Play Ball Collision Sound ---
- if (!playedCollideSoundThisFrame) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("poolballhit.wav")).detach();
- playedCollideSoundThisFrame = true; // Set flag
- }
- // --- End Sound ---
- // --- NEW: Track First Hit and Cue/Object Collision ---
- if (firstHitBallIdThisShot == -1) { // If first hit hasn't been recorded yet
- if (b1.id == 0) { // Cue ball hit b2 first
- firstHitBallIdThisShot = b2.id;
- cueHitObjectBallThisShot = true;
- }
- else if (b2.id == 0) { // Cue ball hit b1 first
- firstHitBallIdThisShot = b1.id;
- cueHitObjectBallThisShot = true;
- }
- // If neither is cue ball, doesn't count as first hit for foul purposes
- }
- else if (b1.id == 0 || b2.id == 0) {
- // Track subsequent cue ball collisions with object balls
- cueHitObjectBallThisShot = true;
- }
- // --- End First Hit Tracking ---
- // Impulse (Unchanged)
- float impulse = velAlongNormal;
- b1.vx -= impulse * nx; b1.vy -= impulse * ny;
- b2.vx += impulse * nx; b2.vy += impulse * ny;
- // Spin Transfer (Unchanged)
- 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;
- }
- }
- }
- } // End ball-ball loop
- } // End ball loop
- } // End CheckCollisions
- bool CheckPockets() {
- bool anyPocketed = false;
- // FIX: Declare a local flag to ensure the sound only plays ONCE per function call.
- bool ballPocketedThisCheck = false;
- // For each ball not already pocketed:
- for (auto& b : balls) {
- if (b.isPocketed)
- continue;
- // Check against each pocket
- for (int p = 0; p < 6; ++p) {
- float dx = b.x - pocketPositions[p].x;
- float dy = b.y - pocketPositions[p].y;
- if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
- // It's in the pocket—remove it from play
- // If it's the 8?ball, remember which pocket it went into
- if (b.id == 8) {
- lastEightBallPocketIndex = p; // <-- Must set here!
- }
- b.isPocketed = true;
- b.vx = b.vy = 0.0f; // kill any movement
- pocketedThisTurn.push_back(b.id);
- anyPocketed = true;
- // --- FIX: Insert your sound logic here ---
- // The 'if' guard prevents multiple sounds on a multi-ball break.
- if (!ballPocketedThisCheck) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("pocket.wav")).detach();
- ballPocketedThisCheck = true;
- }
- // --- End Sound Fix ---
- break; // no need to check other pockets for this ball
- }
- }
- }
- 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 <typename T>
- void SafeRelease(T** ppT) {
- if (*ppT) {
- (*ppT)->Release();
- *ppT = nullptr;
- }
- }
- // --- 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 ---
- void AIMakeDecision() {
- // Start with a clean slate for the AI's plan.
- aiPlannedShotDetails.isValid = false;
- Ball* cueBall = GetCueBall();
- if (!cueBall || !isPlayer2AI || currentPlayer != 2) return;
- // Ask the "expert" (AIFindBestShot) for the best possible shot.
- AIShotInfo bestShot = AIFindBestShot();
- if (bestShot.possible) {
- // A good shot was found.
- // If it's an 8-ball shot, "call" the pocket.
- if (bestShot.involves8Ball) {
- calledPocketP2 = bestShot.pocketIndex;
- }
- else {
- calledPocketP2 = -1; // Ensure no pocket is called on a normal shot.
- }
- // Commit the details of the best shot to the AI's plan.
- aiPlannedShotDetails.angle = bestShot.angle;
- aiPlannedShotDetails.power = bestShot.power;
- aiPlannedShotDetails.spinX = bestShot.spinX;
- aiPlannedShotDetails.spinY = bestShot.spinY;
- aiPlannedShotDetails.isValid = true;
- }
- else {
- // No good offensive shot found, must play a safe defensive shot.
- // (This is a fallback and your current AIFindBestShot should prevent this)
- aiPlannedShotDetails.isValid = false;
- }
- // --- FOOLPROOF FIX: Trigger the Aim Display ---
- // If any valid plan was made, update the visuals and start the display pause.
- if (aiPlannedShotDetails.isValid) {
- // STEP 1: Copy the AI's plan into the global variables used for drawing.
- // This is the critical missing link.
- cueAngle = aiPlannedShotDetails.angle;
- shotPower = aiPlannedShotDetails.power;
- // STEP 2: Trigger the visual display pause.
- // These are the two lines you correctly identified.
- aiIsDisplayingAim = true;
- aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
- }
- else {
- // Absolute fallback: If no plan could be made, switch turns to prevent a freeze.
- SwitchTurns();
- }
- }
- AIShotInfo AIFindBestShot()
- {
- AIShotInfo best; // .possible == false
- Ball* cue = GetCueBall();
- if (!cue) return best;
- const bool on8 = IsPlayerOnEightBall(2);
- const BallType wantType = player2Info.assignedType;
- for (Ball& b : balls)
- {
- if (b.isPocketed || b.id == 0) continue;
- // decide if this ball is a legal/interesting target
- bool ok =
- on8 ? (b.id == 8) :
- ((wantType == BallType::NONE) || (b.type == wantType));
- if (!ok) continue;
- for (int p = 0; p < 6; ++p)
- {
- AIShotInfo cand = EvaluateShot(&b, p);
- if (cand.possible &&
- (!best.possible || cand.score > best.score))
- best = cand;
- }
- }
- // fall-back: tap cue ball forward (safety) if no potting line exists
- if (!best.possible && cue)
- {
- best.possible = true;
- best.angle = static_cast<float>(rand()) / RAND_MAX * 2.0f * PI;
- best.power = MAX_SHOT_POWER * 0.30f;
- best.spinX = best.spinY = 0.0f;
- best.targetBall = nullptr;
- best.score = -99999.0f;
- best.pocketIndex = -1;
- }
- return best;
- }
- // Evaluate a potential shot at a specific target ball towards a specific pocket
- AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex) {
- AIShotInfo shotInfo; // Defaults to not possible
- shotInfo.targetBall = targetBall;
- shotInfo.pocketIndex = pocketIndex;
- shotInfo.involves8Ball = (targetBall && targetBall->id == 8);
- Ball* cueBall = GetCueBall();
- if (!cueBall || !targetBall) return shotInfo;
- // 1. Calculate Ghost Ball position (where cue must hit target)
- shotInfo.ghostBallPos = CalculateGhostBallPos(targetBall, pocketIndex);
- // 2. Check Path: Cue Ball -> Ghost Ball Position
- if (!IsPathClear(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.ghostBallPos, cueBall->id, targetBall->id)) {
- return shotInfo; // Path blocked, shot is impossible.
- }
- // 3. Calculate Angle and Power
- float dx = shotInfo.ghostBallPos.x - cueBall->x;
- float dy = shotInfo.ghostBallPos.y - cueBall->y;
- shotInfo.angle = atan2f(dy, dx);
- float cueToGhostDist = GetDistance(cueBall->x, cueBall->y, shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y);
- float targetToPocketDist = GetDistance(targetBall->x, targetBall->y, pocketPositions[pocketIndex].x, pocketPositions[pocketIndex].y);
- shotInfo.power = CalculateShotPower(cueToGhostDist, targetToPocketDist);
- // 4. Score the shot (simple scoring: closer and straighter is better)
- shotInfo.score = 1000.0f - (cueToGhostDist + targetToPocketDist);
- // If we reached here, the shot is geometrically possible.
- shotInfo.possible = true;
- return shotInfo;
- }
- // 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.
- //
- float CalculateShotPower(float cueToGhostDist, float targetToPocketDist)
- {
- // Total distance the *energy* must cover (cue path + object-ball path)
- float totalDist = cueToGhostDist + targetToPocketDist;
- // Typical diagonal of the playable area (approx.) – used for scaling
- constexpr float TABLE_DIAG = 900.0f;
- // 1. Convert distance to a 0-1 number (0: tap-in, 1: table length)
- float norm = std::clamp(totalDist / TABLE_DIAG, 0.0f, 1.0f);
- // 2. Ease-in curve (smoothstep) for nicer progression
- norm = norm * norm * (3.0f - 2.0f * norm);
- // 3. Blend between a gentle minimum and the absolute maximum
- const float MIN_POWER = MAX_SHOT_POWER * 0.18f; // just enough to move
- float power = MIN_POWER + norm * (MAX_SHOT_POWER - MIN_POWER);
- // 4. Safety clamp (also screens out degenerate calls)
- power = std::clamp(power, 0.15f, MAX_SHOT_POWER);
- return power;
- }
- // ------------------------------------------------------------------
- // 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);
- 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;
- // === Draw Full Orange Frame (Table Border) ===
- ID2D1SolidColorBrush* pFrameBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(0.9157f, 0.6157f, 0.2000f), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
- //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
- if (pFrameBrush) {
- D2D1_RECT_F outerRect = D2D1::RectF(
- TABLE_LEFT - CUSHION_THICKNESS,
- TABLE_TOP - CUSHION_THICKNESS,
- TABLE_RIGHT + CUSHION_THICKNESS,
- TABLE_BOTTOM + CUSHION_THICKNESS
- );
- pRT->FillRectangle(&outerRect, pFrameBrush);
- SafeRelease(&pFrameBrush);
- }
- // Draw Table Bed (Green Felt)
- 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);
- // ------------------------------------------------------------------
- // Spotlight overlay (soft radial inside a rounded rectangle)
- // ------------------------------------------------------------------
- {
- // 2.1 Build a radial gradient brush (edge = base cloth, centre = lighter)
- ID2D1RadialGradientBrush* pSpot = nullptr;
- ID2D1GradientStopCollection* pStops = nullptr;
- D2D1_COLOR_F centreClr = D2D1::ColorF(
- std::min(1.f, TABLE_COLOR.r * 1.60f), // lighten ~60 %
- 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; // inset so corners stay dark
- rc.left += PAD; rc.top += PAD;
- rc.right -= PAD; rc.bottom -= PAD;
- // centre point & radii
- 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, // origin
- D2D1::Point2F(0, 0), // offset
- rx, ry);
- pRT->CreateRadialGradientBrush(props, pStops, &pSpot);
- pStops->Release();
- }
- if (pSpot)
- {
- // Use the same rounded rectangle the pocket bar uses for subtle round corners
- const float RADIUS = 20.0f; // corner radius
- D2D1_ROUNDED_RECT spotlightRR =
- D2D1::RoundedRect(tableRect, RADIUS, RADIUS);
- pRT->FillRoundedRectangle(&spotlightRR, pSpot);
- pSpot->Release();
- }
- }
- // Draw Cushions (Red Border)
- pRT->CreateSolidColorBrush(CUSHION_COLOR, &pBrush);
- if (!pBrush) return;
- // Top Cushion (split by middle pocket)
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + HOLE_VISUAL_RADIUS, TABLE_TOP - CUSHION_THICKNESS, TABLE_LEFT + TABLE_WIDTH / 2.f - HOLE_VISUAL_RADIUS, TABLE_TOP), pBrush);
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + TABLE_WIDTH / 2.f + HOLE_VISUAL_RADIUS, TABLE_TOP - CUSHION_THICKNESS, TABLE_RIGHT - HOLE_VISUAL_RADIUS, TABLE_TOP), pBrush);
- // Bottom Cushion (split by middle pocket)
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + HOLE_VISUAL_RADIUS, TABLE_BOTTOM, TABLE_LEFT + TABLE_WIDTH / 2.f - HOLE_VISUAL_RADIUS, TABLE_BOTTOM + CUSHION_THICKNESS), pBrush);
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + TABLE_WIDTH / 2.f + HOLE_VISUAL_RADIUS, TABLE_BOTTOM, TABLE_RIGHT - HOLE_VISUAL_RADIUS, TABLE_BOTTOM + CUSHION_THICKNESS), pBrush);
- // Left Cushion
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT - CUSHION_THICKNESS, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_LEFT, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
- // Right Cushion
- pRT->FillRectangle(D2D1::RectF(TABLE_RIGHT, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_RIGHT + CUSHION_THICKNESS, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
- SafeRelease(&pBrush);
- // Draw Pockets (Black Circles)
- pRT->CreateSolidColorBrush(POCKET_COLOR, &pBrush);
- if (!pBrush) return;
- for (int i = 0; i < 6; ++i) {
- D2D1_ELLIPSE ellipse = D2D1::Ellipse(pocketPositions[i], HOLE_VISUAL_RADIUS, HOLE_VISUAL_RADIUS);
- pRT->FillEllipse(&ellipse, pBrush);
- }
- SafeRelease(&pBrush);
- // Draw Headstring Line (White)
- pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
- //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
- if (!pBrush) return;
- pRT->DrawLine(
- D2D1::Point2F(HEADSTRING_X, TABLE_TOP),
- D2D1::Point2F(HEADSTRING_X, TABLE_BOTTOM),
- pBrush,
- 1.0f // Line thickness
- );
- SafeRelease(&pBrush);
- // Draw Semicircle facing West (flat side East)
- // Draw Semicircle facing East (curved side on the East, flat side on the West)
- 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; // Radius for the semicircle
- D2D1_POINT_2F center = D2D1::Point2F(HEADSTRING_X, (TABLE_TOP + TABLE_BOTTOM) / 2.0f);
- // For a semicircle facing East (curved side on the East), use the top and bottom points.
- D2D1_POINT_2F startPoint = D2D1::Point2F(center.x, center.y - radius); // Top point
- pSink->BeginFigure(startPoint, D2D1_FIGURE_BEGIN_HOLLOW);
- D2D1_ARC_SEGMENT arc = {};
- arc.point = D2D1::Point2F(center.x, center.y + radius); // Bottom point
- arc.size = D2D1::SizeF(radius, radius);
- arc.rotationAngle = 0.0f;
- // Use the correct identifier with the extra underscore:
- 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(D2D1::ColorF::White, 0.3f), &pArcBrush);
- 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; // NEW – white circle
- ID2D1SolidColorBrush * pNumBlack = nullptr; // NEW – 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;
- //------------------------------------------
- // 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
- 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 (not used here)
- BALL_RADIUS * 1.3f, // radiusX
- BALL_RADIUS * 1.3f); // radiusY
- pRT->CreateRadialGradientBrush(props, pStops, &pRad);
- SafeRelease(&pStops);
- }
- //------------------------------------------
- // Draw the solid or striped ball itself
- //------------------------------------------
- D2D1_ELLIPSE outer = D2D1::Ellipse(
- D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
- if (pRad) pRT->FillEllipse(&outer, pRad);
- // ---------- Stripe overlay -------------
- if (b.type == BallType::STRIPE && pStripeBrush)
- {
- // White band
- 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);
- // Inner circle (give stripe area same glossy shading)
- 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)
- {
- // 1) white circle – slightly smaller on stripes so it fits
- 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); // thin border
- // 2) digit – convert id to printable number
- wchar_t numText[3];
- _snwprintf_s(numText, _TRUNCATE, L"%d", b.id);
- // layout rectangle exactly the diameter of the decal
- D2D1_RECT_F layout = D2D1::RectF(
- b.x - decalR, b.y - decalR,
- b.x + decalR, b.y + decalR);
- pRT->DrawText(numText,
- (UINT32)wcslen(numText),
- pBallNumFormat,
- &layout,
- pNumBlack);
- }
- // Black border
- if (pBorderBrush)
- pRT->DrawEllipse(&outer, pBorderBrush, 1.5f);
- SafeRelease(&pRad);
- }
- SafeRelease(&pStripeBrush);
- SafeRelease(&pBorderBrush);
- SafeRelease(&pNumWhite); // NEW
- SafeRelease(&pNumBlack); // NEW
- }
- /*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 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.
- }
- // 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() << L"\n";
- if (player1Info.assignedType != BallType::NONE) {
- oss1 << ((player1Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
- oss1 << L" [" << player1Info.ballsPocketedCount << L"/7]";
- }
- else {
- oss1 << L"(Undecided)";
- }
- pRT->DrawText(oss1.str().c_str(), (UINT32)oss1.str().length(), pTextFormat, &p1Rect, pBrush);
- // Draw Player 1 Side Ball
- if (player1Info.assignedType != BallType::NONE)
- {
- 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)
- {
- D2D1_POINT_2F ballCenter = D2D1::Point2F(p1Rect.right + 10.0f, p1Rect.top + 20.0f);
- float radius = 10.0f;
- D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
- pRT->FillEllipse(&ball, pBallBrush);
- SafeRelease(&pBallBrush);
- // Draw border around the ball
- ID2D1SolidColorBrush* pBorderBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
- if (pBorderBrush)
- {
- pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
- SafeRelease(&pBorderBrush);
- }
- // If stripes, draw a stripe band
- if (player1Info.assignedType == BallType::STRIPE)
- {
- ID2D1SolidColorBrush* pStripeBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
- if (pStripeBrush)
- {
- D2D1_RECT_F stripeRect = D2D1::RectF(
- ballCenter.x - radius,
- ballCenter.y - 3.0f,
- ballCenter.x + radius,
- ballCenter.y + 3.0f
- );
- pRT->FillRectangle(&stripeRect, pStripeBrush);
- SafeRelease(&pStripeBrush);
- }
- }
- }
- }
- // Player 2 Info Text (Unchanged)
- std::wostringstream oss2;
- oss2 << player2Info.name.c_str() << L"\n";
- if (player2Info.assignedType != BallType::NONE) {
- oss2 << ((player2Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
- oss2 << L" [" << player2Info.ballsPocketedCount << L"/7]";
- }
- else {
- oss2 << L"(Undecided)";
- }
- pRT->DrawText(oss2.str().c_str(), (UINT32)oss2.str().length(), pTextFormat, &p2Rect, pBrush);
- // Draw Player 2 Side Ball
- if (player2Info.assignedType != BallType::NONE)
- {
- 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)
- {
- D2D1_POINT_2F ballCenter = D2D1::Point2F(p2Rect.right + 10.0f, p2Rect.top + 20.0f);
- float radius = 10.0f;
- D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
- pRT->FillEllipse(&ball, pBallBrush);
- SafeRelease(&pBallBrush);
- // Draw border around the ball
- ID2D1SolidColorBrush* pBorderBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
- if (pBorderBrush)
- {
- pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
- SafeRelease(&pBorderBrush);
- }
- // If stripes, draw a stripe band
- if (player2Info.assignedType == BallType::STRIPE)
- {
- ID2D1SolidColorBrush* pStripeBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
- if (pStripeBrush)
- {
- D2D1_RECT_F stripeRect = D2D1::RectF(
- ballCenter.x - radius,
- ballCenter.y - 3.0f,
- ballCenter.x + radius,
- ballCenter.y + 3.0f
- );
- pRT->FillRectangle(&stripeRect, pStripeBrush);
- SafeRelease(&pStripeBrush);
- }
- }
- }
- }
- // --- 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 - 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", 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) {
- /* Never show the arrow while the player is still placing the
- cue-ball (ball-in-hand) – it otherwise hides behind the
- ghost-ball and can lock the UI. */
- /* Still skip the opening-break placement,
- but show the arrow during BALL-IN-HAND */
- // ? skip when no active call for the CURRENT shooter
- if ((currentPlayer == 1 && calledPocketP1 < 0) ||
- (currentPlayer == 2 && calledPocketP2 < 0)) return;
- /*if (currentGameState == PRE_BREAK_PLACEMENT)
- return;*/ //new ai-asked-to-disable
- /*if (currentGameState == BALL_IN_HAND_P1 ||
- currentGameState == BALL_IN_HAND_P2 ||
- currentGameState == PRE_BREAK_PLACEMENT)
- {
- return;
- }*/
- int pocketToIndicate = -1;
- // Whenever EITHER player has pocketed their first 7 and has called (human or AI),
- // we forcibly show their arrow—regardless of currentGameState.
- if ((currentPlayer == 1 && player1Info.ballsPocketedCount >= 7 && calledPocketP1 >= 0) ||
- (currentPlayer == 2 && player2Info.ballsPocketedCount >= 7 && calledPocketP2 >= 0))
- {
- pocketToIndicate = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
- }
- /*// A human player is actively choosing if they are in the CHOOSING_POCKET state.
- bool isHumanChoosing = (currentGameState == CHOOSING_POCKET_P1 || (currentGameState == CHOOSING_POCKET_P2 && !isPlayer2AI));
- if (isHumanChoosing) {
- // When choosing, show the currently selected pocket (which has a default).
- pocketToIndicate = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
- }
- else if (IsPlayerOnEightBall(currentPlayer)) {
- // If it's a normal turn but the player is on the 8-ball, show their called pocket as a reminder.
- pocketToIndicate = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
- }*/
- if (pocketToIndicate < 0 || pocketToIndicate > 5) {
- return; // Don't draw if no pocket is selected or relevant.
- }
- ID2D1SolidColorBrush* pArrowBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Yellow, 0.9f), &pArrowBrush);
- if (!pArrowBrush) return;
- // ... The rest of your arrow drawing geometry logic remains exactly the same ...
- // (No changes needed to the points/path drawing, only the logic above)
- D2D1_POINT_2F targetPocketCenter = pocketPositions[pocketToIndicate];
- float arrowHeadSize = HOLE_VISUAL_RADIUS * 0.5f;
- float arrowShaftLength = HOLE_VISUAL_RADIUS * 0.3f;
- float arrowShaftWidth = arrowHeadSize * 0.4f;
- float verticalOffsetFromPocketCenter = HOLE_VISUAL_RADIUS * 1.6f;
- D2D1_POINT_2F tip, baseLeft, baseRight, shaftTopLeft, shaftTopRight, shaftBottomLeft, shaftBottomRight;
- if (targetPocketCenter.y == TABLE_TOP) {
- 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);
- }
- else {
- 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);
- }
- 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 full source for (file 2/3 (No OOP-based)) "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
- // 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 full source for (file 3/3 (No OOP-based)) "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
- // --- 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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