alien_fx_fiend

Adding New StickPool Features (Fixing Pockets with Bezier Curves + CueStick etc.)

Jul 18th, 2025 (edited)
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  1. ==++ Here's the full source for (file 1/3 (No OOP-based)) "Pool-Game-CloneV18.cpp"::: ++==
  2. ```Pool-Game-CloneV18.cpp
  3.    #define WIN32_LEAN_AND_MEAN
  4.    #define NOMINMAX
  5.    #include <windows.h>
  6.    #include <d2d1.h>
  7.    #include <dwrite.h>
  8.    #include <fstream> // For file I/O
  9.    #include <iostream> // For some basic I/O, though not strictly necessary for just file ops
  10.    #include <vector>
  11.    #include <cmath>
  12.    #include <string>
  13.    #include <sstream> // Required for wostringstream
  14.    #include <algorithm> // Required for std::max, std::min
  15.    #include <ctime>    // Required for srand, time
  16.    #include <cstdlib> // Required for srand, rand (often included by others, but good practice)
  17.    #include <commctrl.h> // Needed for radio buttons etc. in dialog (if using native controls)
  18.    #include <mmsystem.h> // For PlaySound
  19.    #include <tchar.h> //midi func
  20.    #include <thread>
  21.    #include <atomic>
  22.    #include "resource.h"
  23.  
  24.    #ifndef HAS_STD_CLAMP
  25.    template <typename T>
  26.    T clamp(const T& v, const T& lo, const T& hi)
  27.    {
  28.        return (v < lo) ? lo : (v > hi) ? hi : v;
  29.    }
  30.    namespace std { using ::clamp; }   // inject into std:: for seamless use
  31.    #define HAS_STD_CLAMP
  32.    #endif
  33.  
  34.    #pragma comment(lib, "Comctl32.lib") // Link against common controls library
  35.    #pragma comment(lib, "d2d1.lib")
  36.    #pragma comment(lib, "dwrite.lib")
  37.    #pragma comment(lib, "Winmm.lib") // Link against Windows Multimedia library
  38.  
  39.    // --- Constants ---
  40.    const float PI = 3.1415926535f;
  41.    const float BALL_RADIUS = 10.0f;
  42.    const float TABLE_LEFT = 100.0f;
  43.    const float TABLE_TOP = 100.0f;
  44.    const float TABLE_WIDTH = 700.0f;
  45.    const float TABLE_HEIGHT = 350.0f;
  46.    const float TABLE_RIGHT = TABLE_LEFT + TABLE_WIDTH;
  47.    const float TABLE_BOTTOM = TABLE_TOP + TABLE_HEIGHT;
  48.    const float CUSHION_THICKNESS = 20.0f;
  49.    const float HOLE_VISUAL_RADIUS = 22.0f; // Visual size of the hole
  50.    const float POCKET_RADIUS = HOLE_VISUAL_RADIUS * 1.05f; // Make detection radius slightly larger // Make detection radius match visual size (or slightly larger)
  51.    const float MAX_SHOT_POWER = 15.0f;
  52.    const float FRICTION = 0.985f; // Friction factor per frame
  53.    const float MIN_VELOCITY_SQ = 0.01f * 0.01f; // Stop balls below this squared velocity
  54.    const float HEADSTRING_X = TABLE_LEFT + TABLE_WIDTH * 0.30f; // 30% line
  55.    const float RACK_POS_X = TABLE_LEFT + TABLE_WIDTH * 0.65f; // 65% line for rack apex
  56.    const float RACK_POS_Y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  57.    const UINT ID_TIMER = 1;
  58.    const int TARGET_FPS = 60; // Target frames per second for timer
  59.  
  60.    // --- Enums ---
  61.    // --- MODIFIED/NEW Enums ---
  62.    enum GameState {
  63.        SHOWING_DIALOG,     // NEW: Game is waiting for initial dialog input
  64.        PRE_BREAK_PLACEMENT,// Player placing cue ball for break
  65.        BREAKING,           // Player is aiming/shooting the break shot
  66.        CHOOSING_POCKET_P1, // NEW: Player 1 needs to call a pocket for the 8-ball
  67.        CHOOSING_POCKET_P2, // NEW: Player 2 needs to call a pocket for the 8-ball
  68.        AIMING,             // Player is aiming
  69.        AI_THINKING,        // NEW: AI is calculating its move
  70.        SHOT_IN_PROGRESS,   // Balls are moving
  71.        ASSIGNING_BALLS,    // Turn after break where ball types are assigned
  72.        PLAYER1_TURN,
  73.        PLAYER2_TURN,
  74.        BALL_IN_HAND_P1,
  75.        BALL_IN_HAND_P2,
  76.        GAME_OVER
  77.    };
  78.  
  79.    enum BallType {
  80.        NONE,
  81.        SOLID,  // Yellow (1-7)
  82.        STRIPE, // Red (9-15)
  83.        EIGHT_BALL, // Black (8)
  84.        CUE_BALL // White (0)
  85.    };
  86.  
  87.    // NEW Enums for Game Mode and AI Difficulty
  88.    enum GameMode {
  89.        HUMAN_VS_HUMAN,
  90.        HUMAN_VS_AI
  91.    };
  92.  
  93.    enum AIDifficulty {
  94.        EASY,
  95.        MEDIUM,
  96.        HARD
  97.    };
  98.  
  99.    enum OpeningBreakMode {
  100.        CPU_BREAK,
  101.        P1_BREAK,
  102.        FLIP_COIN_BREAK
  103.    };
  104.  
  105.    // --- Structs ---
  106.    struct Ball {
  107.        int id;             // 0=Cue, 1-7=Solid, 8=Eight, 9-15=Stripe
  108.        BallType type;
  109.        float x, y;
  110.        float vx, vy;
  111.        D2D1_COLOR_F color;
  112.        bool isPocketed;
  113.    };
  114.  
  115.    struct PlayerInfo {
  116.        BallType assignedType;
  117.        int ballsPocketedCount;
  118.        std::wstring name;
  119.    };
  120.  
  121.    // --- Global Variables ---
  122.  
  123.    // Direct2D & DirectWrite
  124.    ID2D1Factory* pFactory = nullptr;
  125.    //ID2D1Factory* g_pD2DFactory = nullptr;
  126.    ID2D1HwndRenderTarget* pRenderTarget = nullptr;
  127.    IDWriteFactory* pDWriteFactory = nullptr;
  128.    IDWriteTextFormat* pTextFormat = nullptr;
  129.    IDWriteTextFormat* pLargeTextFormat = nullptr; // For "Foul!"
  130.    IDWriteTextFormat* pBallNumFormat = nullptr;
  131.  
  132.    // Game State
  133.    HWND hwndMain = nullptr;
  134.    GameState currentGameState = SHOWING_DIALOG; // Start by showing dialog
  135.    std::vector<Ball> balls;
  136.    int currentPlayer = 1; // 1 or 2
  137.    PlayerInfo player1Info = { BallType::NONE, 0, L"Vince Woods"/*"Player 1"*/ };
  138.    PlayerInfo player2Info = { BallType::NONE, 0, L"Virtus Pro"/*"CPU"*/ }; // Default P2 name
  139.    bool foulCommitted = false;
  140.    std::wstring gameOverMessage = L"";
  141.    bool firstBallPocketedAfterBreak = false;
  142.    std::vector<int> pocketedThisTurn;
  143.    // --- NEW: 8-Ball Pocket Call Globals ---
  144.    int calledPocketP1 = -1; // Pocket index (0-5) called by Player 1 for the 8-ball. -1 means not called.
  145.    int calledPocketP2 = -1; // Pocket index (0-5) called by Player 2 for the 8-ball.
  146.    int currentlyHoveredPocket = -1; // For visual feedback on which pocket is being hovered
  147.    std::wstring pocketCallMessage = L""; // Message like "Choose a pocket..."
  148.         // --- NEW: Remember which pocket the 8?ball actually went into last shot
  149.    int lastEightBallPocketIndex = -1;
  150.    //int lastPocketedIndex = -1; // pocket index (0–5) of the last ball pocketed
  151.    int called = -1;
  152.    bool cueBallPocketed = false;
  153.  
  154.    // --- NEW: Foul Tracking Globals ---
  155.    int firstHitBallIdThisShot = -1;      // ID of the first object ball hit by cue ball (-1 if none)
  156.    bool cueHitObjectBallThisShot = false; // Did cue ball hit an object ball this shot?
  157.    bool railHitAfterContact = false;     // Did any ball hit a rail AFTER cue hit an object ball?
  158.    // --- End New Foul Tracking Globals ---
  159.  
  160.    // NEW Game Mode/AI Globals
  161.    GameMode gameMode = HUMAN_VS_HUMAN; // Default mode
  162.    AIDifficulty aiDifficulty = MEDIUM; // Default difficulty
  163.    OpeningBreakMode openingBreakMode = CPU_BREAK; // Default opening break mode
  164.    bool isPlayer2AI = false;           // Is Player 2 controlled by AI?
  165.    bool aiTurnPending = false;         // Flag: AI needs to take its turn when possible
  166.    // bool aiIsThinking = false;       // Replaced by AI_THINKING game state
  167.    // NEW: Flag to indicate if the current shot is the opening break of the game
  168.    bool isOpeningBreakShot = false;
  169.  
  170.    // NEW: For AI shot planning and visualization
  171.    struct AIPlannedShot {
  172.        float angle;
  173.        float power;
  174.        float spinX;
  175.        float spinY;
  176.        bool isValid; // Is there a valid shot planned?
  177.    };
  178.    AIPlannedShot aiPlannedShotDetails; // Stores the AI's next shot
  179.     bool aiIsDisplayingAim = false;    // True when AI has decided a shot and is in "display aim" mode
  180.     int aiAimDisplayFramesLeft = 0;  // How many frames left to display AI aim
  181.     const int AI_AIM_DISPLAY_DURATION_FRAMES = 45; // Approx 0.75 seconds at 60 FPS, adjust as needed
  182.  
  183.     // Input & Aiming
  184.     POINT ptMouse = { 0, 0 };
  185.     bool isAiming = false;
  186.     bool isDraggingCueBall = false;
  187.     // --- ENSURE THIS LINE EXISTS HERE ---
  188.     bool isDraggingStick = false; // True specifically when drag initiated on the stick graphic
  189.     // --- End Ensure ---
  190.     bool isSettingEnglish = false;
  191.     D2D1_POINT_2F aimStartPoint = { 0, 0 };
  192.     float cueAngle = 0.0f;
  193.     float shotPower = 0.0f;
  194.     float cueSpinX = 0.0f; // Range -1 to 1
  195.     float cueSpinY = 0.0f; // Range -1 to 1
  196.     float pocketFlashTimer = 0.0f;
  197.     bool cheatModeEnabled = false; // Cheat Mode toggle (G key)
  198.     int draggingBallId = -1;
  199.     bool keyboardAimingActive = false; // NEW FLAG: true when arrow keys modify aim/power
  200.     MCIDEVICEID midiDeviceID = 0; //midi func
  201.     std::atomic<bool> isMusicPlaying(false); //midi func
  202.     std::thread musicThread; //midi func
  203.     void StartMidi(HWND hwnd, const TCHAR* midiPath);
  204.     void StopMidi();
  205.  
  206.     // UI Element Positions
  207.     D2D1_RECT_F powerMeterRect = { TABLE_RIGHT + CUSHION_THICKNESS + 10, TABLE_TOP, TABLE_RIGHT + CUSHION_THICKNESS + 40, TABLE_BOTTOM };
  208.     D2D1_RECT_F spinIndicatorRect = { TABLE_LEFT - CUSHION_THICKNESS - 60, TABLE_TOP + 20, TABLE_LEFT - CUSHION_THICKNESS - 20, TABLE_TOP + 60 }; // Circle area
  209.     D2D1_POINT_2F spinIndicatorCenter = { spinIndicatorRect.left + (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f, spinIndicatorRect.top + (spinIndicatorRect.bottom - spinIndicatorRect.top) / 2.0f };
  210.     float spinIndicatorRadius = (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f;
  211.     D2D1_RECT_F pocketedBallsBarRect = { TABLE_LEFT, TABLE_BOTTOM + CUSHION_THICKNESS + 30, TABLE_RIGHT, TABLE_BOTTOM + CUSHION_THICKNESS + 70 };
  212.  
  213.     // Corrected Pocket Center Positions (aligned with table corners/edges)
  214.     const D2D1_POINT_2F pocketPositions[6] = {
  215.         {TABLE_LEFT, TABLE_TOP},                           // Top-Left
  216.         {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP},      // Top-Middle
  217.         {TABLE_RIGHT, TABLE_TOP},                          // Top-Right
  218.         {TABLE_LEFT, TABLE_BOTTOM},                        // Bottom-Left
  219.         {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_BOTTOM},   // Bottom-Middle
  220.         {TABLE_RIGHT, TABLE_BOTTOM}                        // Bottom-Right
  221.     };
  222.  
  223.     // Colors
  224.     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)
  225.     //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)
  226.     const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF(0.3608f, 0.0275f, 0.0078f)); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
  227.     //const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF::Red); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
  228.     const D2D1_COLOR_F POCKET_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  229.     const D2D1_COLOR_F CUE_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::White);
  230.     const D2D1_COLOR_F EIGHT_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  231.     const D2D1_COLOR_F SOLID_COLOR = D2D1::ColorF(D2D1::ColorF::Goldenrod); // Solids = Yellow Goldenrod
  232.     const D2D1_COLOR_F STRIPE_COLOR = D2D1::ColorF(D2D1::ColorF::DarkOrchid);   // Stripes = Red DarkOrchid
  233.     const D2D1_COLOR_F AIM_LINE_COLOR = D2D1::ColorF(D2D1::ColorF::White, 0.7f); // Semi-transparent white
  234.     const D2D1_COLOR_F FOUL_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
  235.     const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(0.1333f, 0.7294f, 0.7490f); //NEWCOLOR 0.1333f, 0.7294f, 0.7490f => ::Blue
  236.     //const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(D2D1::ColorF::Blue);
  237.     const D2D1_COLOR_F ENGLISH_DOT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
  238.     const D2D1_COLOR_F UI_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  239.  
  240.     // --------------------------------------------------------------------
  241. //  Realistic colours for each id (0-15)
  242. //  0 = cue-ball (white) | 1-7 solids | 8 = eight-ball | 9-15 stripes
  243. // --------------------------------------------------------------------
  244.     static const D2D1_COLOR_F BALL_COLORS[16] =
  245.     {
  246.         D2D1::ColorF(D2D1::ColorF::White),          // 0  cue
  247.         D2D1::ColorF(1.00f, 0.85f, 0.00f),          // 1  yellow
  248.         D2D1::ColorF(0.05f, 0.30f, 1.00f),          // 2  blue
  249.         D2D1::ColorF(0.90f, 0.10f, 0.10f),          // 3  red
  250.         D2D1::ColorF(0.55f, 0.25f, 0.85f),          // 4  purple
  251.         D2D1::ColorF(1.00f, 0.55f, 0.00f),          // 5  orange
  252.         D2D1::ColorF(0.00f, 0.60f, 0.30f),          // 6  green
  253.         D2D1::ColorF(0.50f, 0.05f, 0.05f),          // 7  maroon / burgundy
  254.         D2D1::ColorF(D2D1::ColorF::Black),          // 8  black
  255.         D2D1::ColorF(1.00f, 0.85f, 0.00f),          // 9  (yellow stripe)
  256.         D2D1::ColorF(0.05f, 0.30f, 1.00f),          // 10 blue stripe
  257.         D2D1::ColorF(0.90f, 0.10f, 0.10f),          // 11 red stripe
  258.         D2D1::ColorF(0.55f, 0.25f, 0.85f),          // 12 purple stripe
  259.         D2D1::ColorF(1.00f, 0.55f, 0.00f),          // 13 orange stripe
  260.         D2D1::ColorF(0.00f, 0.60f, 0.30f),          // 14 green stripe
  261.         D2D1::ColorF(0.50f, 0.05f, 0.05f)           // 15 maroon stripe
  262.     };
  263.  
  264.     // Quick helper
  265.     inline D2D1_COLOR_F GetBallColor(int id)
  266.     {
  267.         return (id >= 0 && id < 16) ? BALL_COLORS[id]
  268.             : D2D1::ColorF(D2D1::ColorF::White);
  269.     }
  270.  
  271.     // --- Forward Declarations ---
  272.     HRESULT CreateDeviceResources();
  273.     void DiscardDeviceResources();
  274.     void OnPaint();
  275.     void OnResize(UINT width, UINT height);
  276.     void InitGame();
  277.     void GameUpdate();
  278.     void UpdatePhysics();
  279.     void CheckCollisions();
  280.     bool CheckPockets(); // Returns true if any ball was pocketed
  281.     void ProcessShotResults();
  282.     void ApplyShot(float power, float angle, float spinX, float spinY);
  283.     void RespawnCueBall(bool behindHeadstring);
  284.     bool AreBallsMoving();
  285.     void SwitchTurns();
  286.     //bool AssignPlayerBallTypes(BallType firstPocketedType);
  287.     bool AssignPlayerBallTypes(BallType firstPocketedType,
  288.         bool creditShooter = true);
  289.     void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed);
  290.     Ball* GetBallById(int id);
  291.     Ball* GetCueBall();
  292.     //void PlayGameMusic(HWND hwnd); //midi func
  293.     void AIBreakShot();
  294.  
  295.     // Drawing Functions
  296.     void DrawScene(ID2D1RenderTarget* pRT);
  297.     void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory);
  298.     void DrawBalls(ID2D1RenderTarget* pRT);
  299.     void DrawCueStick(ID2D1RenderTarget* pRT);
  300.     void DrawAimingAids(ID2D1RenderTarget* pRT);
  301.     void DrawUI(ID2D1RenderTarget* pRT);
  302.     void DrawPowerMeter(ID2D1RenderTarget* pRT);
  303.     void DrawSpinIndicator(ID2D1RenderTarget* pRT);
  304.     void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT);
  305.     void DrawBallInHandIndicator(ID2D1RenderTarget* pRT);
  306.     // NEW
  307.     void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT);
  308.  
  309.     // Helper Functions
  310.     float GetDistance(float x1, float y1, float x2, float y2);
  311.     float GetDistanceSq(float x1, float y1, float x2, float y2);
  312.     bool IsValidCueBallPosition(float x, float y, bool checkHeadstring);
  313.     template <typename T> void SafeRelease(T** ppT);
  314.     // --- NEW HELPER FORWARD DECLARATIONS ---
  315.     bool IsPlayerOnEightBall(int player);
  316.     void CheckAndTransitionToPocketChoice(int playerID);
  317.     // --- ADD FORWARD DECLARATION FOR NEW HELPER HERE ---
  318.     float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b);
  319.     // --- End Forward Declaration ---
  320.     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
  321.  
  322.     // --- NEW Forward Declarations ---
  323.  
  324.     // AI Related
  325.     struct AIShotInfo; // Define below
  326.     void TriggerAIMove();
  327.     void AIMakeDecision();
  328.     void AIPlaceCueBall();
  329.     AIShotInfo AIFindBestShot();
  330.     AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex);
  331.     bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2);
  332.     Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq); // Added hitDistSq output
  333.     float CalculateShotPower(float cueToGhostDist, float targetToPocketDist);
  334.     D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex);
  335.     bool IsValidAIAimAngle(float angle); // Basic check
  336.  
  337.     // Dialog Related
  338.     INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
  339.     void ShowNewGameDialog(HINSTANCE hInstance);
  340.     void LoadSettings(); // For deserialization
  341.     void SaveSettings(); // For serialization
  342.     const std::wstring SETTINGS_FILE_NAME = L"Pool-Settings.txt";
  343.     void ResetGame(HINSTANCE hInstance); // Function to handle F2 reset
  344.  
  345.     // --- Forward Declaration for Window Procedure --- <<< Add this line HERE
  346.     LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
  347.  
  348.     // --- NEW Struct for AI Shot Evaluation ---
  349.     struct AIShotInfo {
  350.         bool possible = false;          // Is this shot considered viable?
  351.         Ball* targetBall = nullptr;     // Which ball to hit
  352.         int pocketIndex = -1;           // Which pocket to aim for (0-5)
  353.         D2D1_POINT_2F ghostBallPos = { 0,0 }; // Where cue ball needs to hit target ball
  354.         float angle = 0.0f;             // Calculated shot angle
  355.         float power = 0.0f;             // Calculated shot power
  356.         float score = -1.0f;            // Score for this shot (higher is better)
  357.         bool involves8Ball = false;     // Is the target the 8-ball?
  358.         float spinX = 0.0f;
  359.         float spinY = 0.0f;
  360.     };
  361.  
  362.     /*
  363.     table = TABLE_COLOR new: #29662d (0.1608, 0.4000, 0.1765) => old: (0.0f, 0.5f, 0.1f)
  364.     rail CUSHION_COLOR = #5c0702 (0.3608, 0.0275, 0.0078) => ::Red
  365.     gap = #e99d33 (0.9157, 0.6157, 0.2000) => ::Orange
  366.     winbg = #5e8863 (0.3686, 0.5333, 0.3882) => 1.0f, 1.0f, 0.803f
  367.     headstring = #47742f (0.2784, 0.4549, 0.1843) => ::White
  368.     bluearrow = #08b0a5 (0.0314, 0.6902, 0.6471) *#22babf (0.1333,0.7294,0.7490) => ::Blue
  369.     */
  370.  
  371.     // --- NEW Settings Serialization Functions ---
  372.     void SaveSettings() {
  373.         std::ofstream outFile(SETTINGS_FILE_NAME);
  374.         if (outFile.is_open()) {
  375.             outFile << static_cast<int>(gameMode) << std::endl;
  376.             outFile << static_cast<int>(aiDifficulty) << std::endl;
  377.             outFile << static_cast<int>(openingBreakMode) << std::endl;
  378.             outFile.close();
  379.         }
  380.         // else: Handle error, e.g., log or silently fail
  381.     }
  382.  
  383.     void LoadSettings() {
  384.         std::ifstream inFile(SETTINGS_FILE_NAME);
  385.         if (inFile.is_open()) {
  386.             int gm, aid, obm;
  387.             if (inFile >> gm) {
  388.                 gameMode = static_cast<GameMode>(gm);
  389.             }
  390.             if (inFile >> aid) {
  391.                 aiDifficulty = static_cast<AIDifficulty>(aid);
  392.             }
  393.             if (inFile >> obm) {
  394.                 openingBreakMode = static_cast<OpeningBreakMode>(obm);
  395.             }
  396.             inFile.close();
  397.  
  398.             // Validate loaded settings (optional, but good practice)
  399.             if (gameMode < HUMAN_VS_HUMAN || gameMode > HUMAN_VS_AI) gameMode = HUMAN_VS_HUMAN; // Default
  400.             if (aiDifficulty < EASY || aiDifficulty > HARD) aiDifficulty = MEDIUM; // Default
  401.             if (openingBreakMode < CPU_BREAK || openingBreakMode > FLIP_COIN_BREAK) openingBreakMode = CPU_BREAK; // Default
  402.         }
  403.         // else: File doesn't exist or couldn't be opened, use defaults (already set in global vars)
  404.     }
  405.     // --- End Settings Serialization Functions ---
  406.  
  407.     // --- NEW Dialog Procedure ---
  408.     INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) {
  409.         switch (message) {
  410.         case WM_INITDIALOG:
  411.         {
  412.             // --- ACTION 4: Center Dialog Box ---
  413.     // Optional: Force centering if default isn't working
  414.             RECT rcDlg, rcOwner, rcScreen;
  415.             HWND hwndOwner = GetParent(hDlg); // GetParent(hDlg) might be better if hwndMain is passed
  416.             if (hwndOwner == NULL) hwndOwner = GetDesktopWindow();
  417.  
  418.             GetWindowRect(hwndOwner, &rcOwner);
  419.             GetWindowRect(hDlg, &rcDlg);
  420.             CopyRect(&rcScreen, &rcOwner); // Use owner rect as reference bounds
  421.  
  422.             // Offset the owner rect relative to the screen if it's not the desktop
  423.             if (GetParent(hDlg) != NULL) { // If parented to main window (passed to DialogBoxParam)
  424.                 OffsetRect(&rcOwner, -rcScreen.left, -rcScreen.top);
  425.                 OffsetRect(&rcDlg, -rcScreen.left, -rcScreen.top);
  426.                 OffsetRect(&rcScreen, -rcScreen.left, -rcScreen.top);
  427.             }
  428.  
  429.  
  430.             // Calculate centered position
  431.             int x = rcOwner.left + (rcOwner.right - rcOwner.left - (rcDlg.right - rcDlg.left)) / 2;
  432.             int y = rcOwner.top + (rcOwner.bottom - rcOwner.top - (rcDlg.bottom - rcDlg.top)) / 2;
  433.  
  434.             // Ensure it stays within screen bounds (optional safety)
  435.             x = std::max(static_cast<int>(rcScreen.left), x);
  436.             y = std::max(static_cast<int>(rcScreen.top), y);
  437.             if (x + (rcDlg.right - rcDlg.left) > rcScreen.right)
  438.                 x = rcScreen.right - (rcDlg.right - rcDlg.left);
  439.             if (y + (rcDlg.bottom - rcDlg.top) > rcScreen.bottom)
  440.                 y = rcScreen.bottom - (rcDlg.bottom - rcDlg.top);
  441.  
  442.  
  443.             // Set the dialog position
  444.             SetWindowPos(hDlg, HWND_TOP, x, y, 0, 0, SWP_NOSIZE);
  445.  
  446.             // --- End Centering Code ---
  447.  
  448.             // Set initial state based on current global settings (or defaults)
  449.             CheckRadioButton(hDlg, IDC_RADIO_2P, IDC_RADIO_CPU, (gameMode == HUMAN_VS_HUMAN) ? IDC_RADIO_2P : IDC_RADIO_CPU);
  450.  
  451.             CheckRadioButton(hDlg, IDC_RADIO_EASY, IDC_RADIO_HARD,
  452.                 (aiDifficulty == EASY) ? IDC_RADIO_EASY : ((aiDifficulty == MEDIUM) ? IDC_RADIO_MEDIUM : IDC_RADIO_HARD));
  453.  
  454.             // Enable/Disable AI group based on initial mode
  455.             EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), gameMode == HUMAN_VS_AI);
  456.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), gameMode == HUMAN_VS_AI);
  457.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), gameMode == HUMAN_VS_AI);
  458.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), gameMode == HUMAN_VS_AI);
  459.             // Set initial state for Opening Break Mode
  460.             CheckRadioButton(hDlg, IDC_RADIO_CPU_BREAK, IDC_RADIO_FLIP_BREAK,
  461.                 (openingBreakMode == CPU_BREAK) ? IDC_RADIO_CPU_BREAK : ((openingBreakMode == P1_BREAK) ? IDC_RADIO_P1_BREAK : IDC_RADIO_FLIP_BREAK));
  462.             // Enable/Disable Opening Break group based on initial mode
  463.             EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), gameMode == HUMAN_VS_AI);
  464.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), gameMode == HUMAN_VS_AI);
  465.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), gameMode == HUMAN_VS_AI);
  466.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), gameMode == HUMAN_VS_AI);
  467.         }
  468.         return (INT_PTR)TRUE;
  469.  
  470.         case WM_COMMAND:
  471.             switch (LOWORD(wParam)) {
  472.             case IDC_RADIO_2P:
  473.             case IDC_RADIO_CPU:
  474.             {
  475.                 bool isCPU = IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED;
  476.                 // Enable/Disable AI group controls based on selection
  477.                 EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), isCPU);
  478.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), isCPU);
  479.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), isCPU);
  480.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), isCPU);
  481.                 // Also enable/disable Opening Break Mode group
  482.                 EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), isCPU);
  483.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), isCPU);
  484.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), isCPU);
  485.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), isCPU);
  486.             }
  487.             return (INT_PTR)TRUE;
  488.  
  489.             case IDOK:
  490.                 // Retrieve selected options and store in global variables
  491.                 if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED) {
  492.                     gameMode = HUMAN_VS_AI;
  493.                     if (IsDlgButtonChecked(hDlg, IDC_RADIO_EASY) == BST_CHECKED) aiDifficulty = EASY;
  494.                     else if (IsDlgButtonChecked(hDlg, IDC_RADIO_MEDIUM) == BST_CHECKED) aiDifficulty = MEDIUM;
  495.                     else if (IsDlgButtonChecked(hDlg, IDC_RADIO_HARD) == BST_CHECKED) aiDifficulty = HARD;
  496.  
  497.                     if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU_BREAK) == BST_CHECKED) openingBreakMode = CPU_BREAK;
  498.                     else if (IsDlgButtonChecked(hDlg, IDC_RADIO_P1_BREAK) == BST_CHECKED) openingBreakMode = P1_BREAK;
  499.                     else if (IsDlgButtonChecked(hDlg, IDC_RADIO_FLIP_BREAK) == BST_CHECKED) openingBreakMode = FLIP_COIN_BREAK;
  500.                 }
  501.                 else {
  502.                     gameMode = HUMAN_VS_HUMAN;
  503.                     // openingBreakMode doesn't apply to HvsH, can leave as is or reset
  504.                 }
  505.                 SaveSettings(); // Save settings when OK is pressed
  506.                 EndDialog(hDlg, IDOK); // Close dialog, return IDOK
  507.                 return (INT_PTR)TRUE;
  508.  
  509.             case IDCANCEL: // Handle Cancel or closing the dialog
  510.                 // Optionally, could reload settings here if you want cancel to revert to previously saved state
  511.                 EndDialog(hDlg, IDCANCEL);
  512.                 return (INT_PTR)TRUE;
  513.             }
  514.             break; // End WM_COMMAND
  515.         }
  516.         return (INT_PTR)FALSE; // Default processing
  517.     }
  518.  
  519.     // --- NEW Helper to Show Dialog ---
  520.     void ShowNewGameDialog(HINSTANCE hInstance) {
  521.         if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), hwndMain, NewGameDialogProc, 0) == IDOK) {
  522.             // User clicked Start, reset game with new settings
  523.             isPlayer2AI = (gameMode == HUMAN_VS_AI); // Update AI flag
  524.             if (isPlayer2AI) {
  525.                 switch (aiDifficulty) {
  526.                 case EASY: player2Info.name = L"Virtus Pro (Easy)"/*"CPU (Easy)"*/; break;
  527.                 case MEDIUM: player2Info.name = L"Virtus Pro (Medium)"/*"CPU (Medium)"*/; break;
  528.                 case HARD: player2Info.name = L"Virtus Pro (Hard)"/*"CPU (Hard)"*/; break;
  529.                 }
  530.             }
  531.             else {
  532.                 player2Info.name = L"Billy Ray Cyrus"/*"Player 2"*/;
  533.             }
  534.             // Update window title
  535.             std::wstring windowTitle = L"Midnight Pool 4"/*"Direct2D 8-Ball Pool"*/;
  536.             if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
  537.             else windowTitle += L" (Human vs " + player2Info.name + L")";
  538.             SetWindowText(hwndMain, windowTitle.c_str());
  539.  
  540.             InitGame(); // Re-initialize game logic & board
  541.             InvalidateRect(hwndMain, NULL, TRUE); // Force redraw
  542.         }
  543.         else {
  544.             // User cancelled dialog - maybe just resume game? Or exit?
  545.             // For simplicity, we do nothing, game continues as it was.
  546.             // To exit on cancel from F2, would need more complex state management.
  547.         }
  548.     }
  549.  
  550.     // --- NEW Reset Game Function ---
  551.     void ResetGame(HINSTANCE hInstance) {
  552.         // Call the helper function to show the dialog and re-init if OK clicked
  553.         ShowNewGameDialog(hInstance);
  554.     }
  555.  
  556.     // --- WinMain ---
  557.     int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR, int nCmdShow) {
  558.         if (FAILED(CoInitialize(NULL))) {
  559.             MessageBox(NULL, L"COM Initialization Failed.", L"Error", MB_OK | MB_ICONERROR);
  560.             return -1;
  561.         }
  562.  
  563.         // --- NEW: Load settings at startup ---
  564.         LoadSettings();
  565.  
  566.         // --- NEW: Show configuration dialog FIRST ---
  567.         if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), NULL, NewGameDialogProc, 0) != IDOK) {
  568.             // User cancelled the dialog
  569.             CoUninitialize();
  570.             return 0; // Exit gracefully if dialog cancelled
  571.         }
  572.         // Global gameMode and aiDifficulty are now set by the DialogProc
  573.  
  574.         // Set AI flag based on game mode
  575.         isPlayer2AI = (gameMode == HUMAN_VS_AI);
  576.         if (isPlayer2AI) {
  577.             switch (aiDifficulty) {
  578.             case EASY: player2Info.name = L"Virtus Pro (Easy)"/*"CPU (Easy)"*/; break;
  579.             case MEDIUM:player2Info.name = L"Virtus Pro (Medium)"/*"CPU (Medium)"*/; break;
  580.             case HARD: player2Info.name = L"Virtus Pro (Hard)"/*"CPU (Hard)"*/; break;
  581.             }
  582.         }
  583.         else {
  584.             player2Info.name = L"Billy Ray Cyrus"/*"Player 2"*/;
  585.         }
  586.         // --- End of Dialog Logic ---
  587.  
  588.  
  589.         WNDCLASS wc = { };
  590.         wc.lpfnWndProc = WndProc;
  591.         wc.hInstance = hInstance;
  592.         wc.lpszClassName = L"BLISS_GameEngine"/*"Direct2D_8BallPool"*/;
  593.         wc.hCursor = LoadCursor(NULL, IDC_ARROW);
  594.         wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
  595.         wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1)); // Use your actual icon ID here
  596.  
  597.         if (!RegisterClass(&wc)) {
  598.             MessageBox(NULL, L"Window Registration Failed.", L"Error", MB_OK | MB_ICONERROR);
  599.             CoUninitialize();
  600.             return -1;
  601.         }
  602.  
  603.         // --- ACTION 4: Calculate Centered Window Position ---
  604.         const int WINDOW_WIDTH = 1000; // Define desired width
  605.         const int WINDOW_HEIGHT = 700; // Define desired height
  606.         int screenWidth = GetSystemMetrics(SM_CXSCREEN);
  607.         int screenHeight = GetSystemMetrics(SM_CYSCREEN);
  608.         int windowX = (screenWidth - WINDOW_WIDTH) / 2;
  609.         int windowY = (screenHeight - WINDOW_HEIGHT) / 2;
  610.  
  611.         // --- Change Window Title based on mode ---
  612.         std::wstring windowTitle = L"Midnight Pool 4"/*"Direct2D 8-Ball Pool"*/;
  613.         if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
  614.         else windowTitle += L" (Human vs " + player2Info.name + L")";
  615.  
  616.         DWORD dwStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; // No WS_THICKFRAME, No WS_MAXIMIZEBOX
  617.  
  618.         hwndMain = CreateWindowEx(
  619.             0, L"BLISS_GameEngine"/*"Direct2D_8BallPool"*/, windowTitle.c_str(), dwStyle,
  620.             windowX, windowY, WINDOW_WIDTH, WINDOW_HEIGHT,
  621.             NULL, NULL, hInstance, NULL
  622.         );
  623.  
  624.         if (!hwndMain) {
  625.             MessageBox(NULL, L"Window Creation Failed.", L"Error", MB_OK | MB_ICONERROR);
  626.             CoUninitialize();
  627.             return -1;
  628.         }
  629.  
  630.         // Initialize Direct2D Resources AFTER window creation
  631.         if (FAILED(CreateDeviceResources())) {
  632.             MessageBox(NULL, L"Failed to create Direct2D resources.", L"Error", MB_OK | MB_ICONERROR);
  633.             DestroyWindow(hwndMain);
  634.             CoUninitialize();
  635.             return -1;
  636.         }
  637.  
  638.         InitGame(); // Initialize game state AFTER resources are ready & mode is set
  639.         Sleep(500); // Allow window to fully initialize before starting the countdown //midi func
  640.         StartMidi(hwndMain, TEXT("BSQ.MID")); // Replace with your MIDI filename
  641.         //PlayGameMusic(hwndMain); //midi func
  642.  
  643.         ShowWindow(hwndMain, nCmdShow);
  644.         UpdateWindow(hwndMain);
  645.  
  646.         if (!SetTimer(hwndMain, ID_TIMER, 1000 / TARGET_FPS, NULL)) {
  647.             MessageBox(NULL, L"Could not SetTimer().", L"Error", MB_OK | MB_ICONERROR);
  648.             DestroyWindow(hwndMain);
  649.             CoUninitialize();
  650.             return -1;
  651.         }
  652.  
  653.         MSG msg = { };
  654.         // --- Modified Main Loop ---
  655.         // Handles the case where the game starts in SHOWING_DIALOG state (handled now before loop)
  656.         // or gets reset to it via F2. The main loop runs normally once game starts.
  657.         while (GetMessage(&msg, NULL, 0, 0)) {
  658.             // We might need modeless dialog handling here if F2 shows dialog
  659.             // while window is active, but DialogBoxParam is modal.
  660.             // Let's assume F2 hides main window, shows dialog, then restarts game loop.
  661.             // Simpler: F2 calls ResetGame which calls DialogBoxParam (modal) then InitGame.
  662.             TranslateMessage(&msg);
  663.             DispatchMessage(&msg);
  664.         }
  665.  
  666.  
  667.         KillTimer(hwndMain, ID_TIMER);
  668.         DiscardDeviceResources();
  669.         SaveSettings(); // Save settings on exit
  670.         CoUninitialize();
  671.  
  672.         return (int)msg.wParam;
  673.     }
  674.  
  675.     // --- WndProc ---
  676.     LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
  677.         // Declare cueBall pointer once at the top, used in multiple cases
  678.         // For clarity, often better to declare within each case where needed.
  679.         Ball* cueBall = nullptr; // Initialize to nullptr
  680.         switch (msg) {
  681.         case WM_CREATE:
  682.             // Resources are now created in WinMain after CreateWindowEx
  683.             return 0;
  684.  
  685.         case WM_PAINT:
  686.             OnPaint();
  687.             // Validate the entire window region after painting
  688.             ValidateRect(hwnd, NULL);
  689.             return 0;
  690.  
  691.         case WM_SIZE: {
  692.             UINT width = LOWORD(lParam);
  693.             UINT height = HIWORD(lParam);
  694.             OnResize(width, height);
  695.             return 0;
  696.         }
  697.  
  698.         case WM_TIMER:
  699.             if (wParam == ID_TIMER) {
  700.                 GameUpdate(); // Update game logic and physics
  701.                 InvalidateRect(hwnd, NULL, FALSE); // Request redraw
  702.             }
  703.             return 0;
  704.  
  705.             // --- NEW: Handle F2 Key for Reset ---
  706.             // --- MODIFIED: Handle More Keys ---
  707.         case WM_KEYDOWN:
  708.         { // Add scope for variable declarations
  709.  
  710.             // --- FIX: Get Cue Ball pointer for this scope ---
  711.             cueBall = GetCueBall();
  712.             // We might allow some keys even if cue ball is gone (like F1/F2), but actions need it
  713.             // --- End Fix ---
  714.  
  715.             // Check which player can interact via keyboard (Humans only)
  716.             bool canPlayerControl = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P1 || currentGameState == PRE_BREAK_PLACEMENT)) ||
  717.                 (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT)));
  718.  
  719.             // --- F1 / F2 Keys (Always available) ---
  720.             if (wParam == VK_F2) {
  721.                 HINSTANCE hInstance = (HINSTANCE)GetWindowLongPtr(hwnd, GWLP_HINSTANCE);
  722.                 ResetGame(hInstance); // Call reset function
  723.                 return 0; // Indicate key was processed
  724.             }
  725.             else if (wParam == VK_F1) {
  726.                 MessageBox(hwnd,
  727.                     L"Direct2D-based StickPool game made in C++ from scratch (4827+ lines of code)\n" // Update line count if needed {2764+ lines}
  728.                     L"First succ    essful Clone in C++ (no other sites or projects were there to glean from.) Made /w AI assist\n"
  729.                     L"(others were in JS/ non-8-Ball in C# etc.) w/o OOP and Graphics Frameworks all in a Single file.\n"
  730.                     L"Copyright (C) 2025 Evans Thorpemorton, Entisoft Solutions. Midnight Pool 4. 'BLISS' Game Engine.\n"
  731.                     L"Includes AI Difficulty Modes, Aim-Trajectory For Table Rails + Hard Angles TipShots. || F2=New Game",
  732.                     L"About This Game", MB_OK | MB_ICONINFORMATION);
  733.                 return 0; // Indicate key was processed
  734.             }
  735.  
  736.             // Check for 'M' key (uppercase or lowercase)
  737.                 // Toggle music with "M"
  738.             if (wParam == 'M' || wParam == 'm') {
  739.                 //static bool isMusicPlaying = false;
  740.                 if (isMusicPlaying) {
  741.                     // Stop the music
  742.                     StopMidi();
  743.                     isMusicPlaying = false;
  744.                 }
  745.                 else {
  746.                     // Build the MIDI file path
  747.                     TCHAR midiPath[MAX_PATH];
  748.                     GetModuleFileName(NULL, midiPath, MAX_PATH);
  749.                     // Keep only the directory part
  750.                     TCHAR* lastBackslash = _tcsrchr(midiPath, '\\');
  751.                     if (lastBackslash != NULL) {
  752.                         *(lastBackslash + 1) = '\0';
  753.                     }
  754.                     // Append the MIDI filename
  755.                     _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID")); // Adjust filename if needed
  756.  
  757.                     // Start playing MIDI
  758.                     StartMidi(hwndMain, midiPath);
  759.                     isMusicPlaying = true;
  760.                 }
  761.             }
  762.  
  763.  
  764.             // --- Player Interaction Keys (Only if allowed) ---
  765.             if (canPlayerControl) {
  766.                 // --- Get Shift Key State ---
  767.                 bool shiftPressed = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  768.                 float angleStep = shiftPressed ? 0.05f : 0.01f; // Base step / Faster step (Adjust as needed) // Multiplier was 5x
  769.                 float powerStep = 0.2f; // Power step (Adjust as needed)
  770.  
  771.                 switch (wParam) {
  772.                 case VK_LEFT: // Rotate Cue Stick Counter-Clockwise
  773.                     if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  774.                         cueAngle -= angleStep;
  775.                         // Normalize angle (keep between 0 and 2*PI)
  776.                         if (cueAngle < 0) cueAngle += 2 * PI;
  777.                         // Ensure state shows aiming visuals if turn just started
  778.                         if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  779.                         isAiming = false; // Keyboard adjust doesn't use mouse aiming state
  780.                         isDraggingStick = false;
  781.                         keyboardAimingActive = true;
  782.                     }
  783.                     break;
  784.  
  785.                 case VK_RIGHT: // Rotate Cue Stick Clockwise
  786.                     if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  787.                         cueAngle += angleStep;
  788.                         // Normalize angle (keep between 0 and 2*PI)
  789.                         if (cueAngle >= 2 * PI) cueAngle -= 2 * PI;
  790.                         // Ensure state shows aiming visuals if turn just started
  791.                         if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  792.                         isAiming = false;
  793.                         isDraggingStick = false;
  794.                         keyboardAimingActive = true;
  795.                     }
  796.                     break;
  797.  
  798.                 case VK_UP: // Decrease Shot Power
  799.                     if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  800.                         shotPower -= powerStep;
  801.                         if (shotPower < 0.0f) shotPower = 0.0f;
  802.                         // Ensure state shows aiming visuals if turn just started
  803.                         if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  804.                         isAiming = true; // Keyboard adjust doesn't use mouse aiming state
  805.                         isDraggingStick = false;
  806.                         keyboardAimingActive = true;
  807.                     }
  808.                     break;
  809.  
  810.                 case VK_DOWN: // Increase Shot Power
  811.                     if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  812.                         shotPower += powerStep;
  813.                         if (shotPower > MAX_SHOT_POWER) shotPower = MAX_SHOT_POWER;
  814.                         // Ensure state shows aiming visuals if turn just started
  815.                         if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  816.                         isAiming = true;
  817.                         isDraggingStick = false;
  818.                         keyboardAimingActive = true;
  819.                     }
  820.                     break;
  821.  
  822.                 case VK_SPACE: // Trigger Shot
  823.                     if ((currentGameState == AIMING || currentGameState == BREAKING || currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
  824.                         && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING)
  825.                     {
  826.                         if (shotPower > 0.15f) { // Use same threshold as mouse
  827.                            // Reset foul flags BEFORE applying shot
  828.                             firstHitBallIdThisShot = -1;
  829.                             cueHitObjectBallThisShot = false;
  830.                             railHitAfterContact = false;
  831.  
  832.                             // Play sound & Apply Shot
  833.                             std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  834.                             ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  835.  
  836.                             // Update State
  837.                             currentGameState = SHOT_IN_PROGRESS;
  838.                             foulCommitted = false;
  839.                             pocketedThisTurn.clear();
  840.                             shotPower = 0; // Reset power after shooting
  841.                             isAiming = false; isDraggingStick = false; // Reset aiming flags
  842.                             keyboardAimingActive = false;
  843.                         }
  844.                     }
  845.                     break;
  846.  
  847.                 case VK_ESCAPE: // Cancel Aim/Shot Setup
  848.                     if ((currentGameState == AIMING || currentGameState == BREAKING) || shotPower > 0)
  849.                     {
  850.                         shotPower = 0.0f;
  851.                         isAiming = false;
  852.                         isDraggingStick = false;
  853.                         keyboardAimingActive = false;
  854.                         // Revert to basic turn state if not breaking
  855.                         if (currentGameState != BREAKING) {
  856.                             currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  857.                         }
  858.                         //if (currentPlayer == 1) calledPocketP1 = -1;
  859.                         //else                  calledPocketP2 = -1;
  860.                     }
  861.                     break;
  862.  
  863.                 case 'G': // Toggle Cheat Mode
  864.                     cheatModeEnabled = !cheatModeEnabled;
  865.                     if (cheatModeEnabled)
  866.                         MessageBeep(MB_ICONEXCLAMATION); // Play a beep when enabling
  867.                     else
  868.                         MessageBeep(MB_OK); // Play a different beep when disabling
  869.                     break;
  870.  
  871.                 default:
  872.                     // Allow default processing for other keys if needed
  873.                     // return DefWindowProc(hwnd, msg, wParam, lParam); // Usually not needed for WM_KEYDOWN
  874.                     break;
  875.                 } // End switch(wParam) for player controls
  876.                 return 0; // Indicate player control key was processed
  877.             } // End if(canPlayerControl)
  878.         } // End scope for WM_KEYDOWN case
  879.         // If key wasn't F1/F2 and player couldn't control, maybe allow default processing?
  880.         // return DefWindowProc(hwnd, msg, wParam, lParam); // Or just return 0
  881.         return 0;
  882.  
  883.         case WM_MOUSEMOVE: {
  884.             ptMouse.x = LOWORD(lParam);
  885.             ptMouse.y = HIWORD(lParam);
  886.  
  887.             // --- NEW LOGIC: Handle Pocket Hover ---
  888.             if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
  889.                 (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
  890.                 int oldHover = currentlyHoveredPocket;
  891.                 currentlyHoveredPocket = -1; // Reset
  892.                 for (int i = 0; i < 6; ++i) {
  893.                     if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
  894.                         currentlyHoveredPocket = i;
  895.                         break;
  896.                     }
  897.                 }
  898.                 if (oldHover != currentlyHoveredPocket) {
  899.                     InvalidateRect(hwnd, NULL, FALSE);
  900.                 }
  901.                 // Do NOT return 0 here, allow normal mouse angle update to continue
  902.             }
  903.             // --- END NEW LOGIC ---
  904.  
  905.  
  906.             cueBall = GetCueBall(); // Declare and get cueBall pointer
  907.  
  908.             if (isDraggingCueBall && cheatModeEnabled && draggingBallId != -1) {
  909.                 Ball* ball = GetBallById(draggingBallId);
  910.                 if (ball) {
  911.                     ball->x = (float)ptMouse.x;
  912.                     ball->y = (float)ptMouse.y;
  913.                     ball->vx = ball->vy = 0.0f;
  914.                 }
  915.                 return 0;
  916.             }
  917.  
  918.             if (!cueBall) return 0;
  919.  
  920.             // Update Aiming Logic (Check player turn)
  921.             if (isDraggingCueBall &&
  922.                 ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  923.                     (!isPlayer2AI && currentPlayer == 2 && currentGameState == BALL_IN_HAND_P2) ||
  924.                     currentGameState == PRE_BREAK_PLACEMENT))
  925.             {
  926.                 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  927.                 // Tentative position update
  928.                 cueBall->x = (float)ptMouse.x;
  929.                 cueBall->y = (float)ptMouse.y;
  930.                 cueBall->vx = cueBall->vy = 0;
  931.             }
  932.             else if ((isAiming || isDraggingStick) &&
  933.                 ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
  934.                     (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
  935.             {
  936.                 //NEW2 MOUSEBOUND CODE = START
  937.                     /*// Clamp mouse inside table bounds during aiming
  938.                     if (ptMouse.x < TABLE_LEFT) ptMouse.x = TABLE_LEFT;
  939.                 if (ptMouse.x > TABLE_RIGHT) ptMouse.x = TABLE_RIGHT;
  940.                 if (ptMouse.y < TABLE_TOP) ptMouse.y = TABLE_TOP;
  941.                 if (ptMouse.y > TABLE_BOTTOM) ptMouse.y = TABLE_BOTTOM;*/
  942.                 //NEW2 MOUSEBOUND CODE = END
  943.                 // Aiming drag updates angle and power
  944.                 float dx = (float)ptMouse.x - cueBall->x;
  945.                 float dy = (float)ptMouse.y - cueBall->y;
  946.                 if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  947.                 //float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
  948.                 //shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
  949.                 if (!keyboardAimingActive) { // Only update shotPower if NOT keyboard aiming
  950.                     float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
  951.                     shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
  952.                 }
  953.             }
  954.             else if (isSettingEnglish &&
  955.                 ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING)) ||
  956.                     (!isPlayer2AI && currentPlayer == 2 && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING))))
  957.             {
  958.                 // Setting English
  959.                 float dx = (float)ptMouse.x - spinIndicatorCenter.x;
  960.                 float dy = (float)ptMouse.y - spinIndicatorCenter.y;
  961.                 float dist = GetDistance(dx, dy, 0, 0);
  962.                 if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
  963.                 cueSpinX = dx / spinIndicatorRadius;
  964.                 cueSpinY = dy / spinIndicatorRadius;
  965.             }
  966.             else {
  967.                 //DISABLE PERM AIMING = START
  968.                 /*// Update visual angle even when not aiming/dragging (Check player turn)
  969.                 bool canUpdateVisualAngle = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BALL_IN_HAND_P1)) ||
  970.                     (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2)) ||
  971.                     currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING || currentGameState == AIMING);
  972.  
  973.                 if (canUpdateVisualAngle && !isDraggingCueBall && !isAiming && !isDraggingStick && !keyboardAimingActive) // NEW: Prevent mouse override if keyboard aiming
  974.                 {
  975.                     // NEW MOUSEBOUND CODE = START
  976.                         // Only update cue angle if mouse is inside the playable table area
  977.                     if (ptMouse.x >= TABLE_LEFT && ptMouse.x <= TABLE_RIGHT &&
  978.                         ptMouse.y >= TABLE_TOP && ptMouse.y <= TABLE_BOTTOM)
  979.                     {
  980.                         // NEW MOUSEBOUND CODE = END
  981.                         Ball* cb = cueBall; // Use function-scope cueBall // Already got cueBall above
  982.                         if (cb) {
  983.                             float dx = (float)ptMouse.x - cb->x;
  984.                             float dy = (float)ptMouse.y - cb->y;
  985.                             if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  986.                         }
  987.                     } //NEW MOUSEBOUND CODE LINE = DISABLE
  988.                 }*/
  989.                 //DISABLE PERM AIMING = END
  990.             }
  991.             return 0;
  992.         } // End WM_MOUSEMOVE
  993.  
  994.         case WM_LBUTTONDOWN: {
  995.             ptMouse.x = LOWORD(lParam);
  996.             ptMouse.y = HIWORD(lParam);
  997.  
  998.             // --- FOOLPROOF FIX: This block implements the two-stage pocket selection ---
  999.             if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
  1000.                 (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
  1001.  
  1002.                 int clickedPocketIndex = -1;
  1003.                 // STAGE 1, STEP 1: Check if the click was on any of the 6 pockets
  1004.                 for (int i = 0; i < 6; ++i) {
  1005.                     if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
  1006.                         clickedPocketIndex = i;
  1007.                         break;
  1008.                     }
  1009.                 }
  1010.  
  1011.                 if (clickedPocketIndex != -1) {
  1012.                     // STAGE 1, STEP 2: Player clicked on a pocket. Update the choice.
  1013.                     // We DO NOT change the game state here. This allows re-selection.
  1014.                     if (currentPlayer == 1) calledPocketP1 = clickedPocketIndex;
  1015.                     else calledPocketP2 = clickedPocketIndex;
  1016.                     InvalidateRect(hwnd, NULL, FALSE); // Redraw to show the arrow has moved.
  1017.                     return 0; // Consume the click and stay in CHOOSING_POCKET state.
  1018.                 }
  1019.  
  1020.                 // STAGE 2, STEP 1: Check if the player is clicking the cue ball to confirm.
  1021.                 Ball* cueBall = GetCueBall();
  1022.                 int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  1023.                 if (cueBall && calledPocket != -1 && GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y) < BALL_RADIUS * BALL_RADIUS * 25) {
  1024.                     // STAGE 2, STEP 2: A pocket has been selected, and the player now clicks the cue ball.
  1025.                     // NOW we transition to the normal aiming state.
  1026.                     currentGameState = AIMING; // Go to a generic aiming state.
  1027.                     pocketCallMessage = L""; // Clear the "Choose a pocket..." message.
  1028.                     isAiming = true; // Prepare for aiming.
  1029.                     aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y); // Use your existing aim start variable.
  1030.                     return 0;
  1031.                 }
  1032.  
  1033.                 // If they click anywhere else (not a pocket, not the cue ball), do nothing.
  1034.                 return 0;
  1035.             }
  1036.  
  1037.             /*// --- FOOLPROOF FIX: This block handles re-selectable pocket choice ---
  1038.             if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
  1039.                 (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
  1040.  
  1041.                 int clickedPocketIndex = -1;
  1042.                 // Check if the click was on any of the 6 pockets
  1043.                 for (int i = 0; i < 6; ++i) {
  1044.                     if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
  1045.                         clickedPocketIndex = i;
  1046.                         break;
  1047.                     }
  1048.                 }
  1049.  
  1050.                 if (clickedPocketIndex != -1) { // Player clicked on a pocket
  1051.                     // FIX: Update the called pocket, but DO NOT change the game state.
  1052.                     // This allows the player to click another pocket to change their mind.
  1053.                     if (currentPlayer == 1) calledPocketP1 = clickedPocketIndex;
  1054.                     else calledPocketP2 = clickedPocketIndex;
  1055.                     InvalidateRect(hwnd, NULL, FALSE); // Redraw to show updated arrow
  1056.                     return 0; // Consume the click and stay in CHOOSING_POCKET state
  1057.                 }
  1058.  
  1059.                 // FIX: Add new logic to CONFIRM the choice by clicking the cue ball.
  1060.                 Ball* cueBall = GetCueBall();
  1061.                 int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  1062.                 if (cueBall && calledPocket != -1 && GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y) < BALL_RADIUS * BALL_RADIUS * 25) {
  1063.                     // A pocket has been selected, and the player now clicks the cue ball.
  1064.                     // NOW we transition to the normal aiming state.
  1065.                     currentGameState = AIMING; // Go to aiming, not PLAYER1_TURN
  1066.                     pocketCallMessage = L""; // Clear the "Choose a pocket..." message
  1067.                     isAiming = true; // Prepare for aiming
  1068.                     aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  1069.                     return 0;
  1070.                 }
  1071.  
  1072.                 // If they click anywhere else (not a pocket, not the cue ball), do nothing.
  1073.                 return 0;
  1074.             }*/
  1075.  
  1076.             /*// --- handle pocket re-selection when choosing 8-ball pocket ---
  1077.             if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1)
  1078.                 || (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI))
  1079.             {
  1080.                 POINT pt = { LOWORD(lParam), HIWORD(lParam) };
  1081.                 for (int i = 0; i < 6; ++i) {
  1082.                     float dx = pt.x - pocketPositions[i].x;
  1083.                     float dy = pt.y - pocketPositions[i].y;
  1084.                     if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
  1085.                         // 1) Record the call
  1086.                         if (currentPlayer == 1) calledPocketP1 = i;
  1087.                         else                  calledPocketP2 = i;
  1088.                         // 2) Clear any prompt text
  1089.                         pocketCallMessage.clear();
  1090.                         // 3) Return to normal aiming state
  1091.                         currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1092.                         // 4) Redraw (arrow stays because calledPocketP* >= 0)
  1093.                         InvalidateRect(hwnd, NULL, FALSE);
  1094.                         return 0; // consume click
  1095.                     }
  1096.                 }
  1097.                 return 0; // clicked outside ? stay in pocket?call until a valid pocket is chosen
  1098.             }*/
  1099.  
  1100.             // … rest of your click?to?aim logic …
  1101.  
  1102.             //replaced /w new code
  1103.             /*
  1104.             // --- FIX: Add this entire block at the top of WM_LBUTTONDOWN ---
  1105.     // This handles input specifically for the pocket selection state.
  1106.             if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
  1107.                 (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
  1108.  
  1109.                 int clickedPocketIndex = -1;
  1110.                 // Check if the click was on any of the 6 pockets
  1111.                 for (int i = 0; i < 6; ++i) {
  1112.                     if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
  1113.                         clickedPocketIndex = i;
  1114.                         break;
  1115.                     }
  1116.                 }
  1117.  
  1118.                 if (clickedPocketIndex != -1) {
  1119.                     // A pocket was clicked. Update the selection but STAY in the choosing state.
  1120.                     // This allows the player to click another pocket to change their mind.
  1121.                     if (currentPlayer == 1) calledPocketP1 = clickedPocketIndex;
  1122.                     else calledPocketP2 = clickedPocketIndex;
  1123.                     InvalidateRect(hwnd, NULL, FALSE); // Redraw to show the arrow has moved.
  1124.                     return 0; // Consume the click and wait for the next action.
  1125.                 }
  1126.  
  1127.                 // If the player clicks the CUE BALL, that confirms their pocket selection.
  1128.                 Ball* cueBall = GetCueBall();
  1129.                 int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  1130.                 if (cueBall && calledPocket != -1 && GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y) < BALL_RADIUS * BALL_RADIUS * 25) {
  1131.                     // A pocket has been selected, and the player now clicks the cue ball.
  1132.                     // NOW we transition to the normal aiming state.
  1133.                     currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1134.                     pocketCallMessage = L""; // Clear the "Choose a pocket..." message
  1135.                     isAiming = true; // Prepare for aiming
  1136.                     aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y); // Use your existing aim start variable
  1137.                     return 0;
  1138.                 }
  1139.  
  1140.                 // If they click anywhere else (not a pocket, not the cue ball), do nothing.
  1141.                 return 0;
  1142.             }
  1143.             // --- END OF THE NEW BLOCK ---
  1144.             */
  1145.             //new code ends here
  1146.  
  1147.             if (cheatModeEnabled) {
  1148.                 // Allow dragging any ball freely
  1149.                 for (Ball& ball : balls) {
  1150.                     float distSq = GetDistanceSq(ball.x, ball.y, (float)ptMouse.x, (float)ptMouse.y);
  1151.                     if (distSq <= BALL_RADIUS * BALL_RADIUS * 4) { // Click near ball
  1152.                         isDraggingCueBall = true;
  1153.                         draggingBallId = ball.id;
  1154.                         if (ball.id == 0) {
  1155.                             // If dragging cue ball manually, ensure we stay in Ball-In-Hand state
  1156.                             if (currentPlayer == 1)
  1157.                                 currentGameState = BALL_IN_HAND_P1;
  1158.                             else if (currentPlayer == 2 && !isPlayer2AI)
  1159.                                 currentGameState = BALL_IN_HAND_P2;
  1160.                         }
  1161.                         return 0;
  1162.                     }
  1163.                 }
  1164.             }
  1165.  
  1166.             Ball* cueBall = GetCueBall(); // Declare and get cueBall pointer            
  1167.  
  1168.             // Check which player is allowed to interact via mouse click
  1169.             bool canPlayerClickInteract = ((currentPlayer == 1) || (currentPlayer == 2 && !isPlayer2AI));
  1170.             // Define states where interaction is generally allowed
  1171.             bool canInteractState = (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  1172.                 currentGameState == AIMING || currentGameState == BREAKING ||
  1173.                 currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 ||
  1174.                 currentGameState == PRE_BREAK_PLACEMENT);
  1175.  
  1176.             // Check Spin Indicator first (Allow if player's turn/aim phase)
  1177.             if (canPlayerClickInteract && canInteractState) {
  1178.                 float spinDistSq = GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, spinIndicatorCenter.x, spinIndicatorCenter.y);
  1179.                 if (spinDistSq < spinIndicatorRadius * spinIndicatorRadius * 1.2f) {
  1180.                     isSettingEnglish = true;
  1181.                     float dx = (float)ptMouse.x - spinIndicatorCenter.x;
  1182.                     float dy = (float)ptMouse.y - spinIndicatorCenter.y;
  1183.                     float dist = GetDistance(dx, dy, 0, 0);
  1184.                     if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
  1185.                     cueSpinX = dx / spinIndicatorRadius;
  1186.                     cueSpinY = dy / spinIndicatorRadius;
  1187.                     isAiming = false; isDraggingStick = false; isDraggingCueBall = false;
  1188.                     return 0;
  1189.                 }
  1190.             }
  1191.  
  1192.             if (!cueBall) return 0;
  1193.  
  1194.             // Check Ball-in-Hand placement/drag
  1195.             bool isPlacingBall = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
  1196.             bool isPlayerAllowedToPlace = (isPlacingBall &&
  1197.                 ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  1198.                     (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
  1199.                     (currentGameState == PRE_BREAK_PLACEMENT))); // Allow current player in break setup
  1200.  
  1201.             if (isPlayerAllowedToPlace) {
  1202.                 float distSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
  1203.                 if (distSq < BALL_RADIUS * BALL_RADIUS * 9.0f) {
  1204.                     isDraggingCueBall = true;
  1205.                     isAiming = false; isDraggingStick = false;
  1206.                 }
  1207.                 else {
  1208.                     bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  1209.                     if (IsValidCueBallPosition((float)ptMouse.x, (float)ptMouse.y, behindHeadstring)) {
  1210.                         cueBall->x = (float)ptMouse.x; cueBall->y = (float)ptMouse.y;
  1211.                         cueBall->vx = 0; cueBall->vy = 0;
  1212.                         isDraggingCueBall = false;
  1213.                         // Transition state
  1214.                         if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
  1215.                         else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
  1216.                         else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
  1217.                         cueAngle = 0.0f;
  1218.                     }
  1219.                 }
  1220.                 return 0;
  1221.             }
  1222.  
  1223.             // Check for starting Aim (Cue Ball OR Stick)
  1224.             bool canAim = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BREAKING)) ||
  1225.                 (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BREAKING)));
  1226.  
  1227.             if (canAim) {
  1228.                 const float stickDrawLength = 150.0f * 1.4f;
  1229.                 float currentStickAngle = cueAngle + PI;
  1230.                 D2D1_POINT_2F currentStickEnd = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * stickDrawLength, cueBall->y + sinf(currentStickAngle) * stickDrawLength);
  1231.                 D2D1_POINT_2F currentStickTip = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * 5.0f, cueBall->y + sinf(currentStickAngle) * 5.0f);
  1232.                 float distToStickSq = PointToLineSegmentDistanceSq(D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y), currentStickTip, currentStickEnd);
  1233.                 float stickClickThresholdSq = 36.0f;
  1234.                 float distToCueBallSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
  1235.                 float cueBallClickRadiusSq = BALL_RADIUS * BALL_RADIUS * 25;
  1236.  
  1237.                 bool clickedStick = (distToStickSq < stickClickThresholdSq);
  1238.                 bool clickedCueArea = (distToCueBallSq < cueBallClickRadiusSq);
  1239.  
  1240.                 if (clickedStick || clickedCueArea) {
  1241.                     isDraggingStick = clickedStick && !clickedCueArea;
  1242.                     isAiming = clickedCueArea;
  1243.                     aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  1244.                     shotPower = 0;
  1245.                     float dx = (float)ptMouse.x - cueBall->x;
  1246.                     float dy = (float)ptMouse.y - cueBall->y;
  1247.                     if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  1248.                     if (currentGameState != BREAKING) currentGameState = AIMING;
  1249.                 }
  1250.             }
  1251.             return 0;
  1252.         } // End WM_LBUTTONDOWN
  1253.  
  1254.  
  1255.         case WM_LBUTTONUP: {
  1256.             // --- FOOLPROOF FIX for Cheat Mode Scoring ---
  1257.             if (cheatModeEnabled && draggingBallId != -1) {
  1258.                 Ball* b = GetBallById(draggingBallId);
  1259.                 if (b) {
  1260.                     for (int p = 0; p < 6; ++p) {
  1261.                         float dx = b->x - pocketPositions[p].x;
  1262.                         float dy = b->y - pocketPositions[p].y;
  1263.                         if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
  1264.                             // --- This is the new, "smarter" logic ---
  1265.                             b->isPocketed = true; // Pocket the ball visually.
  1266.  
  1267.                             // If the table is open, assign types based on this cheated ball.
  1268.                             if (player1Info.assignedType == BallType::NONE && b->id != 0 && b->id != 8) {
  1269.                                 AssignPlayerBallTypes(b->type, false);
  1270.                             }
  1271.  
  1272.                             // Now, correctly update the score for the right player.
  1273.                             if (b->id != 0 && b->id != 8) {
  1274.                                 if (b->type == player1Info.assignedType) {
  1275.                                     player1Info.ballsPocketedCount++;
  1276.                                 }
  1277.                                 else if (b->type == player2Info.assignedType) {
  1278.                                     player2Info.ballsPocketedCount++;
  1279.                                 }
  1280.                             }
  1281.                             break; // Stop checking pockets.
  1282.                         }
  1283.                     }
  1284.                 }
  1285.             }
  1286.  
  1287.             /*if (cheatModeEnabled && draggingBallId != -1) {
  1288.                 Ball* b = GetBallById(draggingBallId);
  1289.                 if (b) {
  1290.                     for (int p = 0; p < 6; ++p) {
  1291.                         float dx = b->x - pocketPositions[p].x;
  1292.                         float dy = b->y - pocketPositions[p].y;
  1293.                         if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
  1294.                             // --- Assign ball type on first cheat-pocket if table still open ---
  1295.                             if (player1Info.assignedType == BallType::NONE
  1296.                                 && player2Info.assignedType == BallType::NONE
  1297.                                 && (b->type == BallType::SOLID || b->type == BallType::STRIPE))
  1298.                             {
  1299.                                 // In cheat mode, let's just assign to the current player
  1300.                                 AssignPlayerBallTypes(b->type);
  1301.                             }
  1302.                             b->isPocketed = true;
  1303.                             pocketedThisTurn.push_back(b->id);
  1304.  
  1305.                             // --- FIX FOR CHEAT MODE SCORING ---
  1306.                             // Immediately increment the correct player's count based on ball type,
  1307.                             // not whose turn it is.
  1308.                             if (b->id != 0 && b->id != 8) {
  1309.                                 if (b->type == player1Info.assignedType) {
  1310.                                     player1Info.ballsPocketedCount++;
  1311.                                 }
  1312.                                 else if (b->type == player2Info.assignedType) {
  1313.                                     player2Info.ballsPocketedCount++;
  1314.                                 }
  1315.                             }
  1316.                             // --- END FIX ---
  1317.                             // --- NEW: If this was the 7th ball, trigger the arrow call UI ---
  1318.                             if (b->id != 8) {
  1319.                                 PlayerInfo& shooter = (currentPlayer == 1 ? player1Info : player2Info);
  1320.                                 if (shooter.ballsPocketedCount >= 7
  1321.                                     && calledPocketP1 < 0
  1322.                                     && calledPocketP2 < 0)
  1323.                                 {
  1324.                                     currentGameState = (currentPlayer == 1)
  1325.                                         ? CHOOSING_POCKET_P1
  1326.                                         : CHOOSING_POCKET_P2;
  1327.                                 }
  1328.                                 else {
  1329.                                     // For any other cheat?pocket, keep the turn so you can continue aiming
  1330.                                     currentGameState = (currentPlayer == 1)
  1331.                                         ? PLAYER1_TURN
  1332.                                         : PLAYER2_TURN;
  1333.                                 }
  1334.                             }
  1335.                             // --- NEW: If it was the 8-Ball, award instant victory ---
  1336.                             else {
  1337.                                 currentGameState = GAME_OVER;
  1338.                                 gameOverMessage = (currentPlayer == 1 ? player1Info.name : player2Info.name)
  1339.                                     + std::wstring(L" Wins!");
  1340.                             }
  1341.                             break;
  1342.                         }
  1343.                     }
  1344.                 }
  1345.             }*/
  1346.  
  1347.             ptMouse.x = LOWORD(lParam);
  1348.             ptMouse.y = HIWORD(lParam);
  1349.  
  1350.             Ball* cueBall = GetCueBall(); // Get cueBall pointer
  1351.  
  1352.             // Check for releasing aim drag (Stick OR Cue Ball)
  1353.             if ((isAiming || isDraggingStick) &&
  1354.                 ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
  1355.                     (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
  1356.             {
  1357.                 bool wasAiming = isAiming;
  1358.                 bool wasDraggingStick = isDraggingStick;
  1359.                 isAiming = false; isDraggingStick = false;
  1360.  
  1361.                 if (shotPower > 0.15f) { // Check power threshold
  1362.                     if (currentGameState != AI_THINKING) {
  1363.                         firstHitBallIdThisShot = -1; cueHitObjectBallThisShot = false; railHitAfterContact = false; // Reset foul flags
  1364.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  1365.                         ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  1366.                         currentGameState = SHOT_IN_PROGRESS;
  1367.                         foulCommitted = false; pocketedThisTurn.clear();
  1368.                     }
  1369.                 }
  1370.                 else if (currentGameState != AI_THINKING) { // Revert state if power too low
  1371.                     if (currentGameState == BREAKING) { /* Still breaking */ }
  1372.                     else {
  1373.                         currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1374.                         if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = false;
  1375.                     }
  1376.                 }
  1377.                 shotPower = 0; // Reset power indicator regardless
  1378.             }
  1379.  
  1380.             // Handle releasing cue ball drag (placement)
  1381.             if (isDraggingCueBall) {
  1382.                 isDraggingCueBall = false;
  1383.                 // Check player allowed to place
  1384.                 bool isPlacingState = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
  1385.                 bool isPlayerAllowed = (isPlacingState &&
  1386.                     ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  1387.                         (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
  1388.                         (currentGameState == PRE_BREAK_PLACEMENT)));
  1389.  
  1390.                 if (isPlayerAllowed && cueBall) {
  1391.                     bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  1392.                     if (IsValidCueBallPosition(cueBall->x, cueBall->y, behindHeadstring)) {
  1393.                         // Finalize position already set by mouse move
  1394.                         // Transition state
  1395.                         if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
  1396.                         else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
  1397.                         else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
  1398.                         cueAngle = 0.0f;
  1399.                         /* ----------------------------------------------------
  1400.                         If the player who now has the turn is already on the
  1401.                         8-ball, immediately switch to pocket-selection state.
  1402.                         ---------------------------------------------------- */
  1403.                         if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
  1404.                         {
  1405.                             CheckAndTransitionToPocketChoice(currentPlayer);
  1406.                         }
  1407.                     }
  1408.                     else { /* Stay in BALL_IN_HAND state if final pos invalid */ }
  1409.                 }
  1410.             }
  1411.  
  1412.             // Handle releasing english setting
  1413.             if (isSettingEnglish) {
  1414.                 isSettingEnglish = false;
  1415.             }
  1416.             return 0;
  1417.         } // End WM_LBUTTONUP
  1418.  
  1419.         case WM_DESTROY:
  1420.             isMusicPlaying = false;
  1421.             if (midiDeviceID != 0) {
  1422.                 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  1423.                 midiDeviceID = 0;
  1424.                 SaveSettings(); // Save settings on exit
  1425.             }
  1426.             PostQuitMessage(0);
  1427.             return 0;
  1428.  
  1429.         default:
  1430.             return DefWindowProc(hwnd, msg, wParam, lParam);
  1431.         }
  1432.         return 0;
  1433.     }
  1434.  
  1435.     // --- Direct2D Resource Management ---
  1436.  
  1437.     HRESULT CreateDeviceResources() {
  1438.         HRESULT hr = S_OK;
  1439.  
  1440.         // Create Direct2D Factory
  1441.         if (!pFactory) {
  1442.             hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pFactory);
  1443.             if (FAILED(hr)) return hr;
  1444.         }
  1445.  
  1446.         // Create DirectWrite Factory
  1447.         if (!pDWriteFactory) {
  1448.             hr = DWriteCreateFactory(
  1449.                 DWRITE_FACTORY_TYPE_SHARED,
  1450.                 __uuidof(IDWriteFactory),
  1451.                 reinterpret_cast<IUnknown**>(&pDWriteFactory)
  1452.             );
  1453.             if (FAILED(hr)) return hr;
  1454.         }
  1455.  
  1456.         // Create Text Formats
  1457.         if (!pTextFormat && pDWriteFactory) {
  1458.             hr = pDWriteFactory->CreateTextFormat(
  1459.                 L"Segoe UI", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
  1460.                 16.0f, L"en-us", &pTextFormat
  1461.             );
  1462.             if (FAILED(hr)) return hr;
  1463.             // Center align text
  1464.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  1465.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  1466.         }
  1467.         if (!pLargeTextFormat && pDWriteFactory) {
  1468.             hr = pDWriteFactory->CreateTextFormat(
  1469.                 L"Impact", NULL, DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
  1470.                 48.0f, L"en-us", &pLargeTextFormat
  1471.             );
  1472.             if (FAILED(hr)) return hr;
  1473.             pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); // Align left
  1474.             pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  1475.         }
  1476.  
  1477.         if (!pBallNumFormat && pDWriteFactory)
  1478.         {
  1479.             hr = pDWriteFactory->CreateTextFormat(
  1480.                 L"Segoe UI", nullptr,
  1481.                 DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
  1482.                 10.0f,                       // << small size for ball decals
  1483.                 L"en-us",
  1484.                 &pBallNumFormat);
  1485.             if (SUCCEEDED(hr))
  1486.             {
  1487.                 pBallNumFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  1488.                 pBallNumFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  1489.             }
  1490.         }
  1491.  
  1492.  
  1493.         // Create Render Target (needs valid hwnd)
  1494.         if (!pRenderTarget && hwndMain) {
  1495.             RECT rc;
  1496.             GetClientRect(hwndMain, &rc);
  1497.             D2D1_SIZE_U size = D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top);
  1498.  
  1499.             hr = pFactory->CreateHwndRenderTarget(
  1500.                 D2D1::RenderTargetProperties(),
  1501.                 D2D1::HwndRenderTargetProperties(hwndMain, size),
  1502.                 &pRenderTarget
  1503.             );
  1504.             if (FAILED(hr)) {
  1505.                 // If failed, release factories if they were created in this call
  1506.                 SafeRelease(&pTextFormat);
  1507.                 SafeRelease(&pLargeTextFormat);
  1508.                 SafeRelease(&pDWriteFactory);
  1509.                 SafeRelease(&pFactory);
  1510.                 pRenderTarget = nullptr; // Ensure it's null on failure
  1511.                 return hr;
  1512.             }
  1513.         }
  1514.  
  1515.         return hr;
  1516.     }
  1517.  
  1518.     void DiscardDeviceResources() {
  1519.         SafeRelease(&pRenderTarget);
  1520.         SafeRelease(&pTextFormat);
  1521.         SafeRelease(&pLargeTextFormat);
  1522.         SafeRelease(&pBallNumFormat);            // NEW
  1523.         SafeRelease(&pDWriteFactory);
  1524.         // Keep pFactory until application exit? Or release here too? Let's release.
  1525.         SafeRelease(&pFactory);
  1526.     }
  1527.  
  1528.     void OnResize(UINT width, UINT height) {
  1529.         if (pRenderTarget) {
  1530.             D2D1_SIZE_U size = D2D1::SizeU(width, height);
  1531.             pRenderTarget->Resize(size); // Ignore HRESULT for simplicity here
  1532.         }
  1533.     }
  1534.  
  1535.     // --- Game Initialization ---
  1536.     void InitGame() {
  1537.         srand((unsigned int)time(NULL)); // Seed random number generator
  1538.         isOpeningBreakShot = true; // This is the start of a new game, so the next shot is an opening break.
  1539.         aiPlannedShotDetails.isValid = false; // Reset AI planned shot
  1540.         aiIsDisplayingAim = false;
  1541.         aiAimDisplayFramesLeft = 0;
  1542.         // ... (rest of InitGame())
  1543.  
  1544.         // --- Ensure pocketed list is clear from the absolute start ---
  1545.         pocketedThisTurn.clear();
  1546.  
  1547.         balls.clear(); // Clear existing balls
  1548.  
  1549.         // Reset Player Info (Names should be set by Dialog/wWinMain/ResetGame)
  1550.         player1Info.assignedType = BallType::NONE;
  1551.         player1Info.ballsPocketedCount = 0;
  1552.         // Player 1 Name usually remains "Player 1"
  1553.         player2Info.assignedType = BallType::NONE;
  1554.         player2Info.ballsPocketedCount = 0;
  1555.         // Player 2 Name is set based on gameMode in ShowNewGameDialog
  1556.             // --- Reset any 8?Ball call state on new game ---
  1557.         lastEightBallPocketIndex = -1;
  1558.         calledPocketP1 = -1;
  1559.         calledPocketP2 = -1;
  1560.         pocketCallMessage = L"";
  1561.         aiPlannedShotDetails.isValid = false; // THIS IS THE CRITICAL FIX: Reset the AI's plan.
  1562.  
  1563.         // Create Cue Ball (ID 0)
  1564.         // Initial position will be set during PRE_BREAK_PLACEMENT state
  1565.         balls.push_back({ 0, BallType::CUE_BALL, TABLE_LEFT + TABLE_WIDTH * 0.15f, RACK_POS_Y, 0, 0, CUE_BALL_COLOR, false });
  1566.  
  1567.         // --- Create Object Balls (Temporary List) ---
  1568.         std::vector<Ball> objectBalls;
  1569.         // Solids (1-7, Yellow)
  1570.         for (int i = 1; i <= 7; ++i) {
  1571.             //objectBalls.push_back({ i, BallType::SOLID, 0, 0, 0, 0, SOLID_COLOR, false });
  1572.             objectBalls.push_back({ i, BallType::SOLID, 0,0,0,0,
  1573.                         GetBallColor(i), false });
  1574.         }
  1575.         // Stripes (9-15, Red)
  1576.         for (int i = 9; i <= 15; ++i) {
  1577.             //objectBalls.push_back({ i, BallType::STRIPE, 0, 0, 0, 0, STRIPE_COLOR, false });
  1578.             objectBalls.push_back({ i, BallType::STRIPE, 0,0,0,0,
  1579.                         GetBallColor(i), false });
  1580.         }
  1581.         // 8-Ball (ID 8) - Add it to the list to be placed
  1582.         //objectBalls.push_back({ 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false });
  1583.         objectBalls.push_back({ 8, BallType::EIGHT_BALL, 0,0,0,0,
  1584.               GetBallColor(8), false });
  1585.  
  1586.  
  1587.         // --- Racking Logic (Improved) ---
  1588.         float spacingX = BALL_RADIUS * 2.0f * 0.866f; // cos(30) for horizontal spacing
  1589.         float spacingY = BALL_RADIUS * 2.0f * 1.0f;   // Vertical spacing
  1590.  
  1591.         // Define rack positions (0-14 indices corresponding to triangle spots)
  1592.         D2D1_POINT_2F rackPositions[15];
  1593.         int rackIndex = 0;
  1594.         for (int row = 0; row < 5; ++row) {
  1595.             for (int col = 0; col <= row; ++col) {
  1596.                 if (rackIndex >= 15) break;
  1597.                 float x = RACK_POS_X + row * spacingX;
  1598.                 float y = RACK_POS_Y + (col - row / 2.0f) * spacingY;
  1599.                 rackPositions[rackIndex++] = D2D1::Point2F(x, y);
  1600.             }
  1601.         }
  1602.  
  1603.         // Separate 8-ball
  1604.         Ball eightBall;
  1605.         std::vector<Ball> otherBalls; // Solids and Stripes
  1606.         bool eightBallFound = false;
  1607.         for (const auto& ball : objectBalls) {
  1608.             if (ball.id == 8) {
  1609.                 eightBall = ball;
  1610.                 eightBallFound = true;
  1611.             }
  1612.             else {
  1613.                 otherBalls.push_back(ball);
  1614.             }
  1615.         }
  1616.         // Ensure 8 ball was actually created (should always be true)
  1617.         if (!eightBallFound) {
  1618.             // Handle error - perhaps recreate it? For now, proceed.
  1619.             eightBall = { 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false };
  1620.         }
  1621.  
  1622.  
  1623.         // Shuffle the other 14 balls
  1624.         // Use std::shuffle if available (C++11 and later) for better randomness
  1625.         // std::random_device rd;
  1626.         // std::mt19937 g(rd());
  1627.         // std::shuffle(otherBalls.begin(), otherBalls.end(), g);
  1628.         std::random_shuffle(otherBalls.begin(), otherBalls.end()); // Using deprecated for now
  1629.  
  1630.         // --- Place balls into the main 'balls' vector in rack order ---
  1631.         // Important: Add the cue ball (already created) first.
  1632.         // (Cue ball added at the start of the function now)
  1633.  
  1634.         // 1. Place the 8-ball in its fixed position (index 4 for the 3rd row center)
  1635.         int eightBallRackIndex = 4;
  1636.         eightBall.x = rackPositions[eightBallRackIndex].x;
  1637.         eightBall.y = rackPositions[eightBallRackIndex].y;
  1638.         eightBall.vx = 0;
  1639.         eightBall.vy = 0;
  1640.         eightBall.isPocketed = false;
  1641.         balls.push_back(eightBall); // Add 8 ball to the main vector
  1642.  
  1643.         // 2. Place the shuffled Solids and Stripes in the remaining spots
  1644.         size_t otherBallIdx = 0;
  1645.         //int otherBallIdx = 0;
  1646.         for (int i = 0; i < 15; ++i) {
  1647.             if (i == eightBallRackIndex) continue; // Skip the 8-ball spot
  1648.  
  1649.             if (otherBallIdx < otherBalls.size()) {
  1650.                 Ball& ballToPlace = otherBalls[otherBallIdx++];
  1651.                 ballToPlace.x = rackPositions[i].x;
  1652.                 ballToPlace.y = rackPositions[i].y;
  1653.                 ballToPlace.vx = 0;
  1654.                 ballToPlace.vy = 0;
  1655.                 ballToPlace.isPocketed = false;
  1656.                 balls.push_back(ballToPlace); // Add to the main game vector
  1657.             }
  1658.         }
  1659.         // --- End Racking Logic ---
  1660.  
  1661.  
  1662.         // --- Determine Who Breaks and Initial State ---
  1663.         if (isPlayer2AI) {
  1664.             /*// AI Mode: Randomly decide who breaks
  1665.             if ((rand() % 2) == 0) {
  1666.                 // AI (Player 2) breaks
  1667.                 currentPlayer = 2;
  1668.                 currentGameState = PRE_BREAK_PLACEMENT; // AI needs to place ball first
  1669.                 aiTurnPending = true; // Trigger AI logic
  1670.             }
  1671.             else {
  1672.                 // Player 1 (Human) breaks
  1673.                 currentPlayer = 1;
  1674.                 currentGameState = PRE_BREAK_PLACEMENT; // Human places cue ball
  1675.                 aiTurnPending = false;*/
  1676.             switch (openingBreakMode) {
  1677.             case CPU_BREAK:
  1678.                 currentPlayer = 2; // AI breaks
  1679.                 currentGameState = PRE_BREAK_PLACEMENT;
  1680.                 aiTurnPending = true;
  1681.                 break;
  1682.             case P1_BREAK:
  1683.                 currentPlayer = 1; // Player 1 breaks
  1684.                 currentGameState = PRE_BREAK_PLACEMENT;
  1685.                 aiTurnPending = false;
  1686.                 break;
  1687.             case FLIP_COIN_BREAK:
  1688.                 if ((rand() % 2) == 0) { // 0 for AI, 1 for Player 1
  1689.                     currentPlayer = 2; // AI breaks
  1690.                     currentGameState = PRE_BREAK_PLACEMENT;
  1691.                     aiTurnPending = true;
  1692.                 }
  1693.                 else {
  1694.                     currentPlayer = 1; // Player 1 breaks
  1695.                     currentGameState = PRE_BREAK_PLACEMENT;
  1696.                     aiTurnPending = false;
  1697.                 }
  1698.                 break;
  1699.             default: // Fallback to CPU break
  1700.                 currentPlayer = 2;
  1701.                 currentGameState = PRE_BREAK_PLACEMENT;
  1702.                 aiTurnPending = true;
  1703.                 break;
  1704.             }
  1705.         }
  1706.         else {
  1707.             // Human vs Human, Player 1 always breaks (or could add a flip coin for HvsH too if desired)
  1708.             currentPlayer = 1;
  1709.             currentGameState = PRE_BREAK_PLACEMENT;
  1710.             aiTurnPending = false; // No AI involved
  1711.         }
  1712.  
  1713.         // Reset other relevant game state variables
  1714.         foulCommitted = false;
  1715.         gameOverMessage = L"";
  1716.         firstBallPocketedAfterBreak = false;
  1717.         // pocketedThisTurn cleared at start
  1718.         // Reset shot parameters and input flags
  1719.         shotPower = 0.0f;
  1720.         cueSpinX = 0.0f;
  1721.         cueSpinY = 0.0f;
  1722.         isAiming = false;
  1723.         isDraggingCueBall = false;
  1724.         isSettingEnglish = false;
  1725.         cueAngle = 0.0f; // Reset aim angle
  1726.     }
  1727.  
  1728.  
  1729.     // --------------------------------------------------------------------------------
  1730.     // Full GameUpdate(): integrates AI call?pocket ? aim ? shoot (no omissions)
  1731.     // --------------------------------------------------------------------------------
  1732.     void GameUpdate() {
  1733.         // --- 1) Handle an in?flight shot ---
  1734.         if (currentGameState == SHOT_IN_PROGRESS) {
  1735.             UpdatePhysics();
  1736.             // ? clear old 8?ball pocket info before any new pocket checks
  1737.             //lastEightBallPocketIndex = -1;
  1738.             CheckCollisions();
  1739.             CheckPockets(); // FIX: This line was missing. It's essential to check for pocketed balls every frame.
  1740.  
  1741.             if (AreBallsMoving()) {
  1742.                 isAiming = false;
  1743.                 aiIsDisplayingAim = false;
  1744.             }
  1745.  
  1746.             if (!AreBallsMoving()) {
  1747.                 ProcessShotResults();
  1748.             }
  1749.             return;
  1750.         }
  1751.  
  1752.         // --- 2) CPU’s turn (table is static) ---
  1753.         if (isPlayer2AI && currentPlayer == 2 && !AreBallsMoving()) {
  1754.             // ??? If we've just auto?entered AI_THINKING for the 8?ball call, actually make the decision ???
  1755.             if (currentGameState == AI_THINKING && aiTurnPending) {
  1756.                 aiTurnPending = false;        // consume the pending flag
  1757.                 AIMakeDecision();             // CPU calls its pocket or plans its shot
  1758.                 return;                       // done this tick
  1759.             }
  1760.  
  1761.             // ??? Automate the AI pocket?selection click ???
  1762.             if (currentGameState == CHOOSING_POCKET_P2) {
  1763.                 // AI immediately confirms its call and moves to thinking/shooting
  1764.                 currentGameState = AI_THINKING;
  1765.                 aiTurnPending = true;
  1766.                 return; // process on next tick
  1767.             }
  1768.             // 2A) If AI is displaying its aim line, count down then shoot
  1769.             if (aiIsDisplayingAim) {
  1770.                 aiAimDisplayFramesLeft--;
  1771.                 if (aiAimDisplayFramesLeft <= 0) {
  1772.                     aiIsDisplayingAim = false;
  1773.                     if (aiPlannedShotDetails.isValid) {
  1774.                         firstHitBallIdThisShot = -1;
  1775.                         cueHitObjectBallThisShot = false;
  1776.                         railHitAfterContact = false;
  1777.                         std::thread([](const TCHAR* soundName) {
  1778.                             PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT);
  1779.                             }, TEXT("cue.wav")).detach();
  1780.  
  1781.                             ApplyShot(
  1782.                                 aiPlannedShotDetails.power,
  1783.                                 aiPlannedShotDetails.angle,
  1784.                                 aiPlannedShotDetails.spinX,
  1785.                                 aiPlannedShotDetails.spinY
  1786.                             );
  1787.                             aiPlannedShotDetails.isValid = false;
  1788.                     }
  1789.                     currentGameState = SHOT_IN_PROGRESS;
  1790.                     foulCommitted = false;
  1791.                     pocketedThisTurn.clear();
  1792.                 }
  1793.                 return;
  1794.             }
  1795.  
  1796.             // 2B) Immediately after calling pocket, transition into AI_THINKING
  1797.             if (currentGameState == CHOOSING_POCKET_P2 && aiTurnPending) {
  1798.                 // Start thinking/shooting right away—no human click required
  1799.                 currentGameState = AI_THINKING;
  1800.                 aiTurnPending = false;
  1801.                 AIMakeDecision();
  1802.                 return;
  1803.             }
  1804.  
  1805.             // 2C) If AI has pending actions (break, ball?in?hand, or normal turn)
  1806.             if (aiTurnPending) {
  1807.                 if (currentGameState == BALL_IN_HAND_P2) {
  1808.                     AIPlaceCueBall();
  1809.                     currentGameState = AI_THINKING;
  1810.                     aiTurnPending = false;
  1811.                     AIMakeDecision();
  1812.                 }
  1813.                 else if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  1814.                     AIBreakShot();
  1815.                 }
  1816.                 else if (currentGameState == PLAYER2_TURN || currentGameState == BREAKING) {
  1817.                     currentGameState = AI_THINKING;
  1818.                     aiTurnPending = false;
  1819.                     AIMakeDecision();
  1820.                 }
  1821.                 return;
  1822.             }
  1823.         }
  1824.     }
  1825.  
  1826.  
  1827.     // --- Physics and Collision ---
  1828.     void UpdatePhysics() {
  1829.         for (size_t i = 0; i < balls.size(); ++i) {
  1830.             Ball& b = balls[i];
  1831.             if (!b.isPocketed) {
  1832.                 b.x += b.vx;
  1833.                 b.y += b.vy;
  1834.  
  1835.                 // Apply friction
  1836.                 b.vx *= FRICTION;
  1837.                 b.vy *= FRICTION;
  1838.  
  1839.                 // Stop balls if velocity is very low
  1840.                 if (GetDistanceSq(b.vx, b.vy, 0, 0) < MIN_VELOCITY_SQ) {
  1841.                     b.vx = 0;
  1842.                     b.vy = 0;
  1843.                 }
  1844.  
  1845.                 /* -----------------------------------------------------------------
  1846.        Additional clamp to guarantee the ball never escapes the table.
  1847.        The existing wall–collision code can momentarily disable the
  1848.        reflection test while the ball is close to a pocket mouth;
  1849.        that rare case allowed it to ‘slide’ through the cushion and
  1850.        leave the board.  We therefore enforce a final boundary check
  1851.        after the normal physics step.
  1852.        ----------------------------------------------------------------- */
  1853.                 const float leftBound = TABLE_LEFT + BALL_RADIUS;
  1854.                 const float rightBound = TABLE_RIGHT - BALL_RADIUS;
  1855.                 const float topBound = TABLE_TOP + BALL_RADIUS;
  1856.                 const float bottomBound = TABLE_BOTTOM - BALL_RADIUS;
  1857.  
  1858.                 if (b.x < leftBound) { b.x = leftBound;   b.vx = fabsf(b.vx); }
  1859.                 if (b.x > rightBound) { b.x = rightBound;  b.vx = -fabsf(b.vx); }
  1860.                 if (b.y < topBound) { b.y = topBound;    b.vy = fabsf(b.vy); }
  1861.                 if (b.y > bottomBound) { b.y = bottomBound; b.vy = -fabsf(b.vy); }
  1862.             }
  1863.         }
  1864.     }
  1865.  
  1866.     void CheckCollisions() {
  1867.         float left = TABLE_LEFT;
  1868.         float right = TABLE_RIGHT;
  1869.         float top = TABLE_TOP;
  1870.         float bottom = TABLE_BOTTOM;
  1871.         const float pocketMouthCheckRadiusSq = (POCKET_RADIUS + BALL_RADIUS) * (POCKET_RADIUS + BALL_RADIUS) * 1.1f;
  1872.  
  1873.         // --- Reset Per-Frame Sound Flags ---
  1874.         bool playedWallSoundThisFrame = false;
  1875.         bool playedCollideSoundThisFrame = false;
  1876.         // ---
  1877.  
  1878.         for (size_t i = 0; i < balls.size(); ++i) {
  1879.             Ball& b1 = balls[i];
  1880.             if (b1.isPocketed) continue;
  1881.  
  1882.             bool nearPocket[6];
  1883.             for (int p = 0; p < 6; ++p) {
  1884.                 nearPocket[p] = GetDistanceSq(b1.x, b1.y, pocketPositions[p].x, pocketPositions[p].y) < pocketMouthCheckRadiusSq;
  1885.             }
  1886.             bool nearTopLeftPocket = nearPocket[0];
  1887.             bool nearTopMidPocket = nearPocket[1];
  1888.             bool nearTopRightPocket = nearPocket[2];
  1889.             bool nearBottomLeftPocket = nearPocket[3];
  1890.             bool nearBottomMidPocket = nearPocket[4];
  1891.             bool nearBottomRightPocket = nearPocket[5];
  1892.  
  1893.             bool collidedWallThisBall = false;
  1894.  
  1895.             // --- Ball-Wall Collisions ---
  1896.             // (Check logic unchanged, added sound calls and railHitAfterContact update)
  1897.             // Left Wall
  1898.             if (b1.x - BALL_RADIUS < left) {
  1899.                 if (!nearTopLeftPocket && !nearBottomLeftPocket) {
  1900.                     b1.x = left + BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
  1901.                     if (!playedWallSoundThisFrame) {
  1902.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1903.                         playedWallSoundThisFrame = true;
  1904.                     }
  1905.                     if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1906.                 }
  1907.             }
  1908.             // Right Wall
  1909.             if (b1.x + BALL_RADIUS > right) {
  1910.                 if (!nearTopRightPocket && !nearBottomRightPocket) {
  1911.                     b1.x = right - BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
  1912.                     if (!playedWallSoundThisFrame) {
  1913.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1914.                         playedWallSoundThisFrame = true;
  1915.                     }
  1916.                     if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1917.                 }
  1918.             }
  1919.             // Top Wall
  1920.             if (b1.y - BALL_RADIUS < top) {
  1921.                 if (!nearTopLeftPocket && !nearTopMidPocket && !nearTopRightPocket) {
  1922.                     b1.y = top + BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
  1923.                     if (!playedWallSoundThisFrame) {
  1924.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1925.                         playedWallSoundThisFrame = true;
  1926.                     }
  1927.                     if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1928.                 }
  1929.             }
  1930.             // Bottom Wall
  1931.             if (b1.y + BALL_RADIUS > bottom) {
  1932.                 if (!nearBottomLeftPocket && !nearBottomMidPocket && !nearBottomRightPocket) {
  1933.                     b1.y = bottom - BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
  1934.                     if (!playedWallSoundThisFrame) {
  1935.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1936.                         playedWallSoundThisFrame = true;
  1937.                     }
  1938.                     if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1939.                 }
  1940.             }
  1941.  
  1942.             // Spin effect (Unchanged)
  1943.             if (collidedWallThisBall) {
  1944.                 if (b1.x <= left + BALL_RADIUS || b1.x >= right - BALL_RADIUS) { b1.vy += cueSpinX * b1.vx * 0.05f; }
  1945.                 if (b1.y <= top + BALL_RADIUS || b1.y >= bottom - BALL_RADIUS) { b1.vx -= cueSpinY * b1.vy * 0.05f; }
  1946.                 cueSpinX *= 0.7f; cueSpinY *= 0.7f;
  1947.             }
  1948.  
  1949.  
  1950.             // --- Ball-Ball Collisions ---
  1951.             for (size_t j = i + 1; j < balls.size(); ++j) {
  1952.                 Ball& b2 = balls[j];
  1953.                 if (b2.isPocketed) continue;
  1954.  
  1955.                 float dx = b2.x - b1.x; float dy = b2.y - b1.y;
  1956.                 float distSq = dx * dx + dy * dy;
  1957.                 float minDist = BALL_RADIUS * 2.0f;
  1958.  
  1959.                 if (distSq > 1e-6 && distSq < minDist * minDist) {
  1960.                     float dist = sqrtf(distSq);
  1961.                     float overlap = minDist - dist;
  1962.                     float nx = dx / dist; float ny = dy / dist;
  1963.  
  1964.                     // Separation (Unchanged)
  1965.                     b1.x -= overlap * 0.5f * nx; b1.y -= overlap * 0.5f * ny;
  1966.                     b2.x += overlap * 0.5f * nx; b2.y += overlap * 0.5f * ny;
  1967.  
  1968.                     float rvx = b1.vx - b2.vx; float rvy = b1.vy - b2.vy;
  1969.                     float velAlongNormal = rvx * nx + rvy * ny;
  1970.  
  1971.                     if (velAlongNormal > 0) { // Colliding
  1972.                         // --- Play Ball Collision Sound ---
  1973.                         if (!playedCollideSoundThisFrame) {
  1974.                             std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("poolballhit.wav")).detach();
  1975.                             playedCollideSoundThisFrame = true; // Set flag
  1976.                         }
  1977.                         // --- End Sound ---
  1978.  
  1979.                         // --- NEW: Track First Hit and Cue/Object Collision ---
  1980.                         if (firstHitBallIdThisShot == -1) { // If first hit hasn't been recorded yet
  1981.                             if (b1.id == 0) { // Cue ball hit b2 first
  1982.                                 firstHitBallIdThisShot = b2.id;
  1983.                                 cueHitObjectBallThisShot = true;
  1984.                             }
  1985.                             else if (b2.id == 0) { // Cue ball hit b1 first
  1986.                                 firstHitBallIdThisShot = b1.id;
  1987.                                 cueHitObjectBallThisShot = true;
  1988.                             }
  1989.                             // If neither is cue ball, doesn't count as first hit for foul purposes
  1990.                         }
  1991.                         else if (b1.id == 0 || b2.id == 0) {
  1992.                             // Track subsequent cue ball collisions with object balls
  1993.                             cueHitObjectBallThisShot = true;
  1994.                         }
  1995.                         // --- End First Hit Tracking ---
  1996.  
  1997.  
  1998.                         // Impulse (Unchanged)
  1999.                         float impulse = velAlongNormal;
  2000.                         b1.vx -= impulse * nx; b1.vy -= impulse * ny;
  2001.                         b2.vx += impulse * nx; b2.vy += impulse * ny;
  2002.  
  2003.                         // Spin Transfer (Unchanged)
  2004.                         if (b1.id == 0 || b2.id == 0) {
  2005.                             float spinEffectFactor = 0.08f;
  2006.                             b1.vx += (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
  2007.                             b1.vy += (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
  2008.                             b2.vx -= (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
  2009.                             b2.vy -= (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
  2010.                             cueSpinX *= 0.85f; cueSpinY *= 0.85f;
  2011.                         }
  2012.                     }
  2013.                 }
  2014.             } // End ball-ball loop
  2015.         } // End ball loop
  2016.     } // End CheckCollisions
  2017.  
  2018.  
  2019.     bool CheckPockets() {
  2020.         bool anyPocketed = false;
  2021.         // FIX: Declare a local flag to ensure the sound only plays ONCE per function call.
  2022.         bool ballPocketedThisCheck = false;
  2023.         // For each ball not already pocketed:
  2024.         for (auto& b : balls) {
  2025.             if (b.isPocketed)
  2026.                 continue;
  2027.  
  2028.             // Check against each pocket
  2029.             for (int p = 0; p < 6; ++p) {
  2030.                 float dx = b.x - pocketPositions[p].x;
  2031.                 float dy = b.y - pocketPositions[p].y;
  2032.                 if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
  2033.                     // It's in the pocket—remove it from play
  2034.                     // If it's the 8?ball, remember which pocket it went into
  2035.                     if (b.id == 8) {
  2036.                         lastEightBallPocketIndex = p;   // <-- Must set here!
  2037.                     }
  2038.                     b.isPocketed = true;
  2039.                     b.vx = b.vy = 0.0f;           // kill any movement
  2040.                     pocketedThisTurn.push_back(b.id);
  2041.                     anyPocketed = true;
  2042.  
  2043.                     // --- FIX: Insert your sound logic here ---
  2044.                     // The 'if' guard prevents multiple sounds on a multi-ball break.
  2045.                     if (!ballPocketedThisCheck) {
  2046.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("pocket.wav")).detach();
  2047.                         ballPocketedThisCheck = true;
  2048.                     }
  2049.                     // --- End Sound Fix ---
  2050.  
  2051.                     break;  // no need to check other pockets for this ball
  2052.                 }
  2053.             }
  2054.         }
  2055.         return anyPocketed;
  2056.     }
  2057.  
  2058.     bool AreBallsMoving() {
  2059.         for (size_t i = 0; i < balls.size(); ++i) {
  2060.             if (!balls[i].isPocketed && (balls[i].vx != 0 || balls[i].vy != 0)) {
  2061.                 return true;
  2062.             }
  2063.         }
  2064.         return false;
  2065.     }
  2066.  
  2067.     void RespawnCueBall(bool behindHeadstring) {
  2068.         Ball* cueBall = GetCueBall();
  2069.         if (cueBall) {
  2070.             // Determine the initial target position
  2071.             float targetX, targetY;
  2072.             if (behindHeadstring) {
  2073.                 targetX = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
  2074.                 targetY = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  2075.             }
  2076.             else {
  2077.                 targetX = TABLE_LEFT + TABLE_WIDTH / 2.0f;
  2078.                 targetY = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  2079.             }
  2080.  
  2081.             // FOOLPROOF FIX: Check if the target spot is valid. If not, nudge it until it is.
  2082.             int attempts = 0;
  2083.             while (!IsValidCueBallPosition(targetX, targetY, behindHeadstring) && attempts < 100) {
  2084.                 // If the spot is occupied, try nudging the ball slightly.
  2085.                 targetX += (static_cast<float>(rand() % 100 - 50) / 50.0f) * BALL_RADIUS;
  2086.                 targetY += (static_cast<float>(rand() % 100 - 50) / 50.0f) * BALL_RADIUS;
  2087.                 // Clamp to stay within reasonable bounds
  2088.                 targetX = std::max(TABLE_LEFT + BALL_RADIUS, std::min(targetX, TABLE_RIGHT - BALL_RADIUS));
  2089.                 targetY = std::max(TABLE_TOP + BALL_RADIUS, std::min(targetY, TABLE_BOTTOM - BALL_RADIUS));
  2090.                 attempts++;
  2091.             }
  2092.  
  2093.             // Set the final, valid position.
  2094.             cueBall->x = targetX;
  2095.             cueBall->y = targetY;
  2096.             cueBall->vx = 0;
  2097.             cueBall->vy = 0;
  2098.             cueBall->isPocketed = false;
  2099.  
  2100.             // Set the correct game state for ball-in-hand.
  2101.             if (currentPlayer == 1) {
  2102.                 currentGameState = BALL_IN_HAND_P1;
  2103.                 aiTurnPending = false;
  2104.             }
  2105.             else {
  2106.                 currentGameState = BALL_IN_HAND_P2;
  2107.                 if (isPlayer2AI) {
  2108.                     aiTurnPending = true;
  2109.                 }
  2110.             }
  2111.         }
  2112.     }
  2113.  
  2114.  
  2115.     // --- Game Logic ---
  2116.  
  2117.     void ApplyShot(float power, float angle, float spinX, float spinY) {
  2118.         Ball* cueBall = GetCueBall();
  2119.         if (cueBall) {
  2120.  
  2121.             // --- Play Cue Strike Sound (Threaded) ---
  2122.             if (power > 0.1f) { // Only play if it's an audible shot
  2123.                 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  2124.             }
  2125.             // --- End Sound ---
  2126.  
  2127.             cueBall->vx = cosf(angle) * power;
  2128.             cueBall->vy = sinf(angle) * power;
  2129.  
  2130.             // Apply English (Spin) - Simplified effect (Unchanged)
  2131.             cueBall->vx += sinf(angle) * spinY * 0.5f;
  2132.             cueBall->vy -= cosf(angle) * spinY * 0.5f;
  2133.             cueBall->vx -= cosf(angle) * spinX * 0.5f;
  2134.             cueBall->vy -= sinf(angle) * spinX * 0.5f;
  2135.  
  2136.             // Store spin (Unchanged)
  2137.             cueSpinX = spinX;
  2138.             cueSpinY = spinY;
  2139.  
  2140.             // --- Reset Foul Tracking flags for the new shot ---
  2141.             // (Also reset in LBUTTONUP, but good to ensure here too)
  2142.             firstHitBallIdThisShot = -1;      // No ball hit yet
  2143.             cueHitObjectBallThisShot = false; // Cue hasn't hit anything yet
  2144.             railHitAfterContact = false;     // No rail hit after contact yet
  2145.             // --- End Reset ---
  2146.  
  2147.                     // If this was the opening break shot, clear the flag
  2148.             if (isOpeningBreakShot) {
  2149.                 isOpeningBreakShot = false; // Mark opening break as taken
  2150.             }
  2151.         }
  2152.     }
  2153.  
  2154.  
  2155.     // ---------------------------------------------------------------------
  2156.     //  ProcessShotResults()
  2157.     // ---------------------------------------------------------------------
  2158.     void ProcessShotResults() {
  2159.         bool cueBallPocketed = false;
  2160.         bool eightBallPocketed = false;
  2161.         bool playerContinuesTurn = false;
  2162.  
  2163.         // --- Step 1: Update Ball Counts FIRST (THE CRITICAL FIX) ---
  2164.         // We must update the score before any other game logic runs.
  2165.         PlayerInfo& shootingPlayer = (currentPlayer == 1) ? player1Info : player2Info;
  2166.         int ownBallsPocketedThisTurn = 0;
  2167.  
  2168.         for (int id : pocketedThisTurn) {
  2169.             Ball* b = GetBallById(id);
  2170.             if (!b) continue;
  2171.  
  2172.             if (b->id == 0) {
  2173.                 cueBallPocketed = true;
  2174.             }
  2175.             else if (b->id == 8) {
  2176.                 eightBallPocketed = true;
  2177.             }
  2178.             else {
  2179.                 // This is a numbered ball. Update the pocketed count for the correct player.
  2180.                 if (b->type == player1Info.assignedType && player1Info.assignedType != BallType::NONE) {
  2181.                     player1Info.ballsPocketedCount++;
  2182.                 }
  2183.                 else if (b->type == player2Info.assignedType && player2Info.assignedType != BallType::NONE) {
  2184.                     player2Info.ballsPocketedCount++;
  2185.                 }
  2186.  
  2187.                 if (b->type == shootingPlayer.assignedType) {
  2188.                     ownBallsPocketedThisTurn++;
  2189.                 }
  2190.             }
  2191.         }
  2192.  
  2193.         if (ownBallsPocketedThisTurn > 0) {
  2194.             playerContinuesTurn = true;
  2195.         }
  2196.  
  2197.         // --- Step 2: Handle Game-Ending 8-Ball Shot ---
  2198.         // Now that the score is updated, this check will have the correct information.
  2199.         if (eightBallPocketed) {
  2200.             CheckGameOverConditions(true, cueBallPocketed);
  2201.             if (currentGameState == GAME_OVER) {
  2202.                 pocketedThisTurn.clear();
  2203.                 return;
  2204.             }
  2205.         }
  2206.  
  2207.         // --- Step 3: Check for Fouls ---
  2208.         bool turnFoul = false;
  2209.         if (cueBallPocketed) {
  2210.             turnFoul = true;
  2211.         }
  2212.         else {
  2213.             Ball* firstHit = GetBallById(firstHitBallIdThisShot);
  2214.             if (!firstHit) { // Rule: Hitting nothing is a foul.
  2215.                 turnFoul = true;
  2216.             }
  2217.             else { // Rule: Hitting the wrong ball type is a foul.
  2218.                 if (player1Info.assignedType != BallType::NONE) { // Colors are assigned.
  2219.                     // We check if the player WAS on the 8-ball BEFORE this shot.
  2220.                     bool wasOnEightBall = (shootingPlayer.assignedType != BallType::NONE && (shootingPlayer.ballsPocketedCount - ownBallsPocketedThisTurn) >= 7);
  2221.                     if (wasOnEightBall) {
  2222.                         if (firstHit->id != 8) turnFoul = true;
  2223.                     }
  2224.                     else {
  2225.                         if (firstHit->type != shootingPlayer.assignedType) turnFoul = true;
  2226.                     }
  2227.                 }
  2228.             }
  2229.         } //reenable below disabled for debugging
  2230.         //if (!turnFoul && cueHitObjectBallThisShot && !railHitAfterContact && pocketedThisTurn.empty()) {
  2231.             //turnFoul = true;
  2232.         //}
  2233.         foulCommitted = turnFoul;
  2234.  
  2235.         // --- Step 4: Final State Transition ---
  2236.         if (foulCommitted) {
  2237.             SwitchTurns();
  2238.             RespawnCueBall(false);
  2239.         }
  2240.         else if (player1Info.assignedType == BallType::NONE && !pocketedThisTurn.empty() && !cueBallPocketed) {
  2241.             // Assign types on the break.
  2242.             for (int id : pocketedThisTurn) {
  2243.                 Ball* b = GetBallById(id);
  2244.                 if (b && b->type != BallType::EIGHT_BALL) {
  2245.                     AssignPlayerBallTypes(b->type);
  2246.                     break;
  2247.                 }
  2248.             }
  2249.             CheckAndTransitionToPocketChoice(currentPlayer);
  2250.         }
  2251.         else if (playerContinuesTurn) {
  2252.             // The player's turn continues. Now the check will work correctly.
  2253.             CheckAndTransitionToPocketChoice(currentPlayer);
  2254.         }
  2255.         else {
  2256.             SwitchTurns();
  2257.         }
  2258.  
  2259.         pocketedThisTurn.clear();
  2260.     }
  2261.  
  2262.     /*
  2263.     // --- Step 3: Final State Transition ---
  2264.     if (foulCommitted) {
  2265.         SwitchTurns();
  2266.         RespawnCueBall(false);
  2267.     }
  2268.     else if (playerContinuesTurn) {
  2269.         CheckAndTransitionToPocketChoice(currentPlayer);
  2270.     }
  2271.     else {
  2272.         SwitchTurns();
  2273.     }
  2274.  
  2275.     pocketedThisTurn.clear();
  2276.     } */
  2277.  
  2278.     //  Assign groups AND optionally give the shooter his first count.
  2279.     bool AssignPlayerBallTypes(BallType firstPocketedType, bool creditShooter /*= true*/)
  2280.     {
  2281.         if (firstPocketedType != SOLID && firstPocketedType != STRIPE)
  2282.             return false;                                 // safety
  2283.  
  2284.         /* ---------------------------------------------------------
  2285.            1.  Decide the groups
  2286.         --------------------------------------------------------- */
  2287.         if (currentPlayer == 1)
  2288.         {
  2289.             player1Info.assignedType = firstPocketedType;
  2290.             player2Info.assignedType =
  2291.                 (firstPocketedType == SOLID) ? STRIPE : SOLID;
  2292.         }
  2293.         else
  2294.         {
  2295.             player2Info.assignedType = firstPocketedType;
  2296.             player1Info.assignedType =
  2297.                 (firstPocketedType == SOLID) ? STRIPE : SOLID;
  2298.         }
  2299.  
  2300.         /* ---------------------------------------------------------
  2301.            2.  Count the very ball that made the assignment
  2302.         --------------------------------------------------------- */
  2303.         if (creditShooter)
  2304.         {
  2305.             if (currentPlayer == 1)
  2306.                 ++player1Info.ballsPocketedCount;
  2307.             else
  2308.                 ++player2Info.ballsPocketedCount;
  2309.         }
  2310.         return true;
  2311.     }
  2312.  
  2313.     /*bool AssignPlayerBallTypes(BallType firstPocketedType) {
  2314.         if (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE) {
  2315.             if (currentPlayer == 1) {
  2316.                 player1Info.assignedType = firstPocketedType;
  2317.                 player2Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
  2318.             }
  2319.             else {
  2320.                 player2Info.assignedType = firstPocketedType;
  2321.                 player1Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
  2322.             }
  2323.             return true; // Assignment was successful
  2324.         }
  2325.         return false; // No assignment made (e.g., 8-ball was pocketed on break)
  2326.     }*/
  2327.     // If 8-ball was first (illegal on break generally), rules vary.
  2328.     // Here, we might ignore assignment until a solid/stripe is pocketed legally.
  2329.     // Or assign based on what *else* was pocketed, if anything.
  2330.     // Simplification: Assignment only happens on SOLID or STRIPE first pocket.
  2331.  
  2332.  
  2333.     // --- Called in ProcessShotResults() after pocket detection ---
  2334.     void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed)
  2335.     {
  2336.         // Only care if the 8?ball really went in:
  2337.         if (!eightBallPocketed) return;
  2338.  
  2339.         // Who’s shooting now?
  2340.         PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
  2341.         PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
  2342.  
  2343.         // Which pocket did we CALL?
  2344.         int called = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  2345.         // Which pocket did it ACTUALLY fall into?
  2346.         int actual = lastEightBallPocketIndex;
  2347.  
  2348.         // Check legality: must have called a pocket ?0, must match actual,
  2349.         // must have pocketed all 7 of your balls first, and must not have scratched.
  2350.         bool legal = (called >= 0)
  2351.             && (called == actual)
  2352.             && (shooter.ballsPocketedCount >= 7)
  2353.             && (!cueBallPocketed);
  2354.  
  2355.         // Build a message that shows both values for debugging/tracing:
  2356.         if (legal) {
  2357.             gameOverMessage = shooter.name
  2358.                 + L" Wins! "
  2359.                 + L"(Called: " + std::to_wstring(called)
  2360.                 + L", Actual: " + std::to_wstring(actual) + L")";
  2361.         }
  2362.         else {
  2363.             gameOverMessage = opponent.name
  2364.                 + L" Wins! (Illegal 8-Ball) "
  2365.                 + L"(Called: " + std::to_wstring(called)
  2366.                 + L", Actual: " + std::to_wstring(actual) + L")";
  2367.         }
  2368.  
  2369.         currentGameState = GAME_OVER;
  2370.     }
  2371.  
  2372.  
  2373.  
  2374.     /*void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
  2375.         if (!eightBallPocketed) return;
  2376.  
  2377.         PlayerInfo& shootingPlayer = (currentPlayer == 1) ? player1Info : player2Info;
  2378.         PlayerInfo& opponentPlayer = (currentPlayer == 1) ? player2Info : player1Info;
  2379.  
  2380.         // Handle 8-ball on break: re-spot and continue.
  2381.         if (player1Info.assignedType == BallType::NONE) {
  2382.             Ball* b = GetBallById(8);
  2383.             if (b) { b->isPocketed = false; b->x = RACK_POS_X; b->y = RACK_POS_Y; b->vx = b->vy = 0; }
  2384.             if (cueBallPocketed) foulCommitted = true;
  2385.             return;
  2386.         }
  2387.  
  2388.         // --- FOOLPROOF WIN/LOSS LOGIC ---
  2389.         bool wasOnEightBall = IsPlayerOnEightBall(currentPlayer);
  2390.         int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  2391.         int actualPocket = -1;
  2392.  
  2393.         // Find which pocket the 8-ball actually went into.
  2394.         for (int id : pocketedThisTurn) {
  2395.             if (id == 8) {
  2396.                 Ball* b = GetBallById(8); // This ball is already marked as pocketed, but we need its last coords.
  2397.                 if (b) {
  2398.                     for (int p_idx = 0; p_idx < 6; ++p_idx) {
  2399.                         // Check last known position against pocket centers
  2400.                         if (GetDistanceSq(b->x, b->y, pocketPositions[p_idx].x, pocketPositions[p_idx].y) < POCKET_RADIUS * POCKET_RADIUS * 1.5f) {
  2401.                             actualPocket = p_idx;
  2402.                             break;
  2403.                         }
  2404.                     }
  2405.                 }
  2406.                 break;
  2407.             }
  2408.         }
  2409.  
  2410.         // Evaluate win/loss based on a clear hierarchy of rules.
  2411.         if (!wasOnEightBall) {
  2412.             gameOverMessage = opponentPlayer.name + L" Wins! (8-Ball Pocketed Early)";
  2413.         }
  2414.         else if (cueBallPocketed) {
  2415.             gameOverMessage = opponentPlayer.name + L" Wins! (Scratched on 8-Ball)";
  2416.         }
  2417.         else if (calledPocket == -1) {
  2418.             gameOverMessage = opponentPlayer.name + L" Wins! (Pocket Not Called)";
  2419.         }
  2420.         else if (actualPocket != calledPocket) {
  2421.             gameOverMessage = opponentPlayer.name + L" Wins! (8-Ball in Wrong Pocket)";
  2422.         }
  2423.         else {
  2424.             // WIN! All loss conditions failed, this must be a legal win.
  2425.             gameOverMessage = shootingPlayer.name + L" Wins!";
  2426.         }
  2427.  
  2428.         currentGameState = GAME_OVER;
  2429.     }*/
  2430.  
  2431.     /*void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed)
  2432.     {
  2433.         if (!eightBallPocketed) return;
  2434.  
  2435.         PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
  2436.         PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
  2437.         // Which pocket did we call?
  2438.         int called = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  2439.         // Which pocket did the ball really fall into?
  2440.         int actual = lastEightBallPocketIndex;
  2441.  
  2442.         // Legal victory only if:
  2443.         //  1) Shooter had already pocketed 7 of their object balls,
  2444.         //  2) They called a pocket,
  2445.         //  3) The 8?ball actually fell into that same pocket,
  2446.         //  4) They did not scratch on the 8?ball.
  2447.         bool legal =
  2448.             (shooter.ballsPocketedCount >= 7) &&
  2449.             (called >= 0) &&
  2450.             (called == actual) &&
  2451.             (!cueBallPocketed);
  2452.  
  2453.         if (legal) {
  2454.             gameOverMessage = shooter.name + L" Wins! "
  2455.                 L"(called: " + std::to_wstring(called) +
  2456.                 L", actual: " + std::to_wstring(actual) + L")";
  2457.         }
  2458.         else {
  2459.             gameOverMessage = opponent.name + L" Wins! (illegal 8-ball) "
  2460.             // For debugging you can append:
  2461.             + L" (called: " + std::to_wstring(called)
  2462.             + L", actual: " + std::to_wstring(actual) + L")";
  2463.         }
  2464.  
  2465.         currentGameState = GAME_OVER;
  2466.     }*/
  2467.  
  2468.     // ????????????????????????????????????????????????????????????????
  2469.     //  CheckGameOverConditions()
  2470.     //     – Called when the 8-ball has fallen.
  2471.     //     – Decides who wins and builds the gameOverMessage.
  2472.     // ????????????????????????????????????????????????????????????????
  2473.     /*void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed)
  2474.     {
  2475.         if (!eightBallPocketed) return;                     // safety
  2476.  
  2477.         PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
  2478.         PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
  2479.  
  2480.         int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  2481.         int actualPocket = lastEightBallPocketIndex;
  2482.  
  2483.         bool clearedSeven = (shooter.ballsPocketedCount >= 7);
  2484.         bool noScratch = !cueBallPocketed;
  2485.         bool callMade = (calledPocket >= 0);
  2486.  
  2487.         // helper ? turn “-1” into "None" for readability
  2488.         auto pocketToStr = [](int idx) -> std::wstring
  2489.         {
  2490.             return (idx >= 0) ? std::to_wstring(idx) : L"None";
  2491.         };
  2492.  
  2493.         if (clearedSeven && noScratch && callMade && actualPocket == calledPocket)
  2494.         {
  2495.             // legitimate win
  2496.             gameOverMessage =
  2497.                 shooter.name +
  2498.                 L" Wins! (Called pocket: " + pocketToStr(calledPocket) +
  2499.                 L", Actual pocket: " + pocketToStr(actualPocket) + L")";
  2500.         }
  2501.         else
  2502.         {
  2503.             // wrong pocket, scratch, or early 8-ball
  2504.             gameOverMessage =
  2505.                 opponent.name +
  2506.                 L" Wins! (Called pocket: " + pocketToStr(calledPocket) +
  2507.                 L", Actual pocket: " + pocketToStr(actualPocket) + L")";
  2508.         }
  2509.  
  2510.         currentGameState = GAME_OVER;
  2511.     }*/
  2512.  
  2513.     /* void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
  2514.         if (!eightBallPocketed) return; // Only when 8-ball actually pocketed
  2515.  
  2516.         PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
  2517.         PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
  2518.         bool      onEightRoll = IsPlayerOnEightBall(currentPlayer);
  2519.         int       calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  2520.         int       actualPocket = -1;
  2521.         Ball* bEight = GetBallById(8);
  2522.  
  2523.         // locate which hole the 8-ball went into
  2524.         if (bEight) {
  2525.             for (int i = 0; i < 6; ++i) {
  2526.                 if (GetDistanceSq(bEight->x, bEight->y,
  2527.                     pocketPositions[i].x, pocketPositions[i].y)
  2528.                     < POCKET_RADIUS * POCKET_RADIUS * 1.5f) {
  2529.                     actualPocket = i; break;
  2530.                 }
  2531.             }
  2532.         }
  2533.  
  2534.         // 1) On break / pre-assignment: re-spot & continue
  2535.         if (player1Info.assignedType == BallType::NONE) {
  2536.             if (bEight) {
  2537.                 bEight->isPocketed = false;
  2538.                 bEight->x = RACK_POS_X; bEight->y = RACK_POS_Y;
  2539.                 bEight->vx = bEight->vy = 0;
  2540.             }
  2541.             if (cueBallPocketed) foulCommitted = true;
  2542.             return;
  2543.         }
  2544.  
  2545.         // 2) Loss if pocketed 8 early
  2546.         if (!onEightRoll) {
  2547.             gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" pocketed 8-ball early)";
  2548.         }
  2549.         // 3) Loss if scratched
  2550.         else if (cueBallPocketed) {
  2551.             gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" scratched on 8-ball)";
  2552.         }
  2553.         // 4) Loss if no pocket call
  2554.         else if (calledPocket < 0) {
  2555.             gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" did not call a pocket)";
  2556.         }
  2557.         // 5) Loss if in wrong pocket
  2558.         else if (actualPocket != calledPocket) {
  2559.             gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" 8-ball in wrong pocket)";
  2560.         }
  2561.         // 6) Otherwise, valid win
  2562.         else {
  2563.             gameOverMessage = shooter.name + L" Wins!";
  2564.         }
  2565.  
  2566.         currentGameState = GAME_OVER;
  2567.     } */
  2568.  
  2569.  
  2570.     // Switch the shooter, handle fouls and decide what state we go to next.
  2571.     // ────────────────────────────────────────────────────────────────
  2572.     //  SwitchTurns – final version (arrow–leak bug fixed)
  2573.     // ────────────────────────────────────────────────────────────────
  2574.     void SwitchTurns()
  2575.     {
  2576.         /* --------------------------------------------------------- */
  2577.         /* 1.  Hand the table over to the other player               */
  2578.         /* --------------------------------------------------------- */
  2579.         currentPlayer = (currentPlayer == 1) ? 2 : 1;
  2580.  
  2581.         /* --------------------------------------------------------- */
  2582.         /* 2.  Generic per–turn resets                               */
  2583.         /* --------------------------------------------------------- */
  2584.         isAiming = false;
  2585.         shotPower = 0.0f;
  2586.         currentlyHoveredPocket = -1;
  2587.  
  2588.         /* --------------------------------------------------------- */
  2589.         /* 3.  Wipe every previous pocket call                       */
  2590.         /*    (the new shooter will choose again if needed)          */
  2591.         /* --------------------------------------------------------- */
  2592.         calledPocketP1 = -1;
  2593.         calledPocketP2 = -1;
  2594.         pocketCallMessage.clear();
  2595.  
  2596.         /* --------------------------------------------------------- */
  2597.         /* 4.  Handle fouls — cue-ball in hand overrides everything  */
  2598.         /* --------------------------------------------------------- */
  2599.         if (foulCommitted)
  2600.         {
  2601.             if (currentPlayer == 1)            // human
  2602.             {
  2603.                 currentGameState = BALL_IN_HAND_P1;
  2604.                 aiTurnPending = false;
  2605.             }
  2606.             else                               // P2
  2607.             {
  2608.                 currentGameState = BALL_IN_HAND_P2;
  2609.                 aiTurnPending = isPlayer2AI;   // AI will place cue-ball
  2610.             }
  2611.  
  2612.             foulCommitted = false;
  2613.             return;                            // we're done for this frame
  2614.         }
  2615.  
  2616.         /* --------------------------------------------------------- */
  2617.         /* 5.  Normal flow                                           */
  2618.         /*    Will put us in  ∘ PLAYER?_TURN                         */
  2619.         /*                    ∘ CHOOSING_POCKET_P?                   */
  2620.         /*                    ∘ AI_THINKING  (for CPU)               */
  2621.         /* --------------------------------------------------------- */
  2622.         CheckAndTransitionToPocketChoice(currentPlayer);
  2623.     }
  2624.  
  2625.  
  2626.     void AIBreakShot() {
  2627.         Ball* cueBall = GetCueBall();
  2628.         if (!cueBall) return;
  2629.  
  2630.         // This function is called when it's AI's turn for the opening break and state is PRE_BREAK_PLACEMENT.
  2631.         // AI will place the cue ball and then plan the shot.
  2632.         if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  2633.             // Place cue ball in the kitchen randomly
  2634.             /*float kitchenMinX = TABLE_LEFT + BALL_RADIUS; // [cite: 1071, 1072, 1587]
  2635.             float kitchenMaxX = HEADSTRING_X - BALL_RADIUS; // [cite: 1072, 1078, 1588]
  2636.             float kitchenMinY = TABLE_TOP + BALL_RADIUS; // [cite: 1071, 1072, 1588]
  2637.             float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS; // [cite: 1072, 1073, 1589]*/
  2638.  
  2639.             // --- AI Places Cue Ball for Break ---
  2640.     // Decide if placing center or side. For simplicity, let's try placing slightly off-center
  2641.     // towards one side for a more angled break, or center for direct apex hit.
  2642.     // A common strategy is to hit the second ball of the rack.
  2643.  
  2644.             float placementY = RACK_POS_Y; // Align vertically with the rack center
  2645.             float placementX;
  2646.  
  2647.             // Randomly choose a side or center-ish placement for variation.
  2648.             int placementChoice = rand() % 3; // 0: Left-ish, 1: Center-ish, 2: Right-ish in kitchen
  2649.  
  2650.             if (placementChoice == 0) { // Left-ish
  2651.                 placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) - (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the left within kitchen
  2652.             }
  2653.             else if (placementChoice == 2) { // Right-ish
  2654.                 placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) + (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the right within kitchen
  2655.             }
  2656.             else { // Center-ish
  2657.                 placementX = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // Roughly center of kitchen
  2658.             }
  2659.             placementX = std::max(TABLE_LEFT + BALL_RADIUS + 1.0f, std::min(placementX, HEADSTRING_X - BALL_RADIUS - 1.0f)); // Clamp within kitchen X
  2660.  
  2661.             bool validPos = false;
  2662.             int attempts = 0;
  2663.             while (!validPos && attempts < 100) {
  2664.                 /*cueBall->x = kitchenMinX + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxX - kitchenMinX)); // [cite: 1589]
  2665.                 cueBall->y = kitchenMinY + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxY - kitchenMinY)); // [cite: 1590]
  2666.                 if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1591]
  2667.                     validPos = true; // [cite: 1591]*/
  2668.                     // Try the chosen X, but vary Y slightly to find a clear spot
  2669.                 cueBall->x = placementX;
  2670.                 cueBall->y = placementY + (static_cast<float>(rand() % 100 - 50) / 100.0f) * BALL_RADIUS * 2.0f; // Vary Y a bit
  2671.                 cueBall->y = std::max(TABLE_TOP + BALL_RADIUS + 1.0f, std::min(cueBall->y, TABLE_BOTTOM - BALL_RADIUS - 1.0f)); // Clamp Y
  2672.  
  2673.                 if (IsValidCueBallPosition(cueBall->x, cueBall->y, true /* behind headstring */)) {
  2674.                     validPos = true;
  2675.                 }
  2676.                 attempts++; // [cite: 1592]
  2677.             }
  2678.             if (!validPos) {
  2679.                 // Fallback position
  2680.                 /*cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // [cite: 1071, 1078, 1593]
  2681.                 cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f; // [cite: 1071, 1073, 1594]
  2682.                 if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1594]
  2683.                     cueBall->x = HEADSTRING_X - BALL_RADIUS * 2; // [cite: 1072, 1078, 1594]
  2684.                     cueBall->y = RACK_POS_Y; // [cite: 1080, 1595]
  2685.                 }
  2686.             }
  2687.             cueBall->vx = 0; // [cite: 1595]
  2688.             cueBall->vy = 0; // [cite: 1596]
  2689.  
  2690.             // Plan a break shot: aim at the center of the rack (apex ball)
  2691.             float targetX = RACK_POS_X; // [cite: 1079] Aim for the apex ball X-coordinate
  2692.             float targetY = RACK_POS_Y; // [cite: 1080] Aim for the apex ball Y-coordinate
  2693.  
  2694.             float dx = targetX - cueBall->x; // [cite: 1599]
  2695.             float dy = targetY - cueBall->y; // [cite: 1600]
  2696.             float shotAngle = atan2f(dy, dx); // [cite: 1600]
  2697.             float shotPowerValue = MAX_SHOT_POWER; // [cite: 1076, 1600] Use MAX_SHOT_POWER*/
  2698.  
  2699.                 cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.75f; // A default safe spot in kitchen
  2700.                 cueBall->y = RACK_POS_Y;
  2701.             }
  2702.             cueBall->vx = 0; cueBall->vy = 0;
  2703.  
  2704.             // --- AI Plans the Break Shot ---
  2705.             float targetX, targetY;
  2706.             // If cue ball is near center of kitchen width, aim for apex.
  2707.             // Otherwise, aim for the second ball on the side the cue ball is on (for a cut break).
  2708.             float kitchenCenterRegion = (HEADSTRING_X - TABLE_LEFT) * 0.3f; // Define a "center" region
  2709.             if (std::abs(cueBall->x - (TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) / 2.0f)) < kitchenCenterRegion / 2.0f) {
  2710.                 // Center-ish placement: Aim for the apex ball (ball ID 1 or first ball in rack)
  2711.                 targetX = RACK_POS_X; // Apex ball X
  2712.                 targetY = RACK_POS_Y; // Apex ball Y
  2713.             }
  2714.             else {
  2715.                 // Side placement: Aim to hit the "second" ball of the rack for a wider spread.
  2716.                 // This is a simplification. A more robust way is to find the actual second ball.
  2717.                 // For now, aim slightly off the apex towards the side the cue ball is on.
  2718.                 targetX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f; // X of the second row of balls
  2719.                 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
  2720.             }
  2721.  
  2722.             float dx = targetX - cueBall->x;
  2723.             float dy = targetY - cueBall->y;
  2724.             float shotAngle = atan2f(dy, dx);
  2725.             float shotPowerValue = MAX_SHOT_POWER * (0.9f + (rand() % 11) / 100.0f); // Slightly vary max power
  2726.  
  2727.             // Store planned shot details for the AI
  2728.             /*aiPlannedShotDetails.angle = shotAngle; // [cite: 1102, 1601]
  2729.             aiPlannedShotDetails.power = shotPowerValue; // [cite: 1102, 1601]
  2730.             aiPlannedShotDetails.spinX = 0.0f; // [cite: 1102, 1601] No spin for a standard power break
  2731.             aiPlannedShotDetails.spinY = 0.0f; // [cite: 1103, 1602]
  2732.             aiPlannedShotDetails.isValid = true; // [cite: 1103, 1602]*/
  2733.  
  2734.             aiPlannedShotDetails.angle = shotAngle;
  2735.             aiPlannedShotDetails.power = shotPowerValue;
  2736.             aiPlannedShotDetails.spinX = 0.0f; // No spin for break usually
  2737.             aiPlannedShotDetails.spinY = 0.0f;
  2738.             aiPlannedShotDetails.isValid = true;
  2739.  
  2740.             // Update global cue parameters for immediate visual feedback if DrawAimingAids uses them
  2741.             /*::cueAngle = aiPlannedShotDetails.angle;      // [cite: 1109, 1603] Update global cueAngle
  2742.             ::shotPower = aiPlannedShotDetails.power;     // [cite: 1109, 1604] Update global shotPower
  2743.             ::cueSpinX = aiPlannedShotDetails.spinX;    // [cite: 1109]
  2744.             ::cueSpinY = aiPlannedShotDetails.spinY;    // [cite: 1110]*/
  2745.  
  2746.             ::cueAngle = aiPlannedShotDetails.angle;
  2747.             ::shotPower = aiPlannedShotDetails.power;
  2748.             ::cueSpinX = aiPlannedShotDetails.spinX;
  2749.             ::cueSpinY = aiPlannedShotDetails.spinY;
  2750.  
  2751.             // Set up for AI display via GameUpdate
  2752.             /*aiIsDisplayingAim = true;                   // [cite: 1104] Enable AI aiming visualization
  2753.             aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES; // [cite: 1105] Set duration for display
  2754.  
  2755.             currentGameState = AI_THINKING; // [cite: 1081] Transition to AI_THINKING state.
  2756.                                             // GameUpdate will handle the aiAimDisplayFramesLeft countdown
  2757.                                             // and then execute the shot using aiPlannedShotDetails.
  2758.                                             // isOpeningBreakShot will be set to false within ApplyShot.
  2759.  
  2760.             // No immediate ApplyShot or sound here; GameUpdate's AI execution logic will handle it.*/
  2761.  
  2762.             aiIsDisplayingAim = true;
  2763.             aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2764.             currentGameState = AI_THINKING; // State changes to AI_THINKING, GameUpdate will handle shot execution after display
  2765.             aiTurnPending = false;
  2766.  
  2767.             return; // The break shot is now planned and will be executed by GameUpdate
  2768.         }
  2769.  
  2770.         // 2. If not in PRE_BREAK_PLACEMENT (e.g., if this function were called at other times,
  2771.         //    though current game logic only calls it for PRE_BREAK_PLACEMENT)
  2772.         //    This part can be extended if AIBreakShot needs to handle other scenarios.
  2773.         //    For now, the primary logic is above.
  2774.     }
  2775.  
  2776.     // --- Helper Functions ---
  2777.  
  2778.     Ball* GetBallById(int id) {
  2779.         for (size_t i = 0; i < balls.size(); ++i) {
  2780.             if (balls[i].id == id) {
  2781.                 return &balls[i];
  2782.             }
  2783.         }
  2784.         return nullptr;
  2785.     }
  2786.  
  2787.     Ball* GetCueBall() {
  2788.         return GetBallById(0);
  2789.     }
  2790.  
  2791.     float GetDistance(float x1, float y1, float x2, float y2) {
  2792.         return sqrtf(GetDistanceSq(x1, y1, x2, y2));
  2793.     }
  2794.  
  2795.     float GetDistanceSq(float x1, float y1, float x2, float y2) {
  2796.         float dx = x2 - x1;
  2797.         float dy = y2 - y1;
  2798.         return dx * dx + dy * dy;
  2799.     }
  2800.  
  2801.     bool IsValidCueBallPosition(float x, float y, bool checkHeadstring) {
  2802.         // Basic bounds check (inside cushions)
  2803.         float left = TABLE_LEFT + CUSHION_THICKNESS + BALL_RADIUS;
  2804.         float right = TABLE_RIGHT - CUSHION_THICKNESS - BALL_RADIUS;
  2805.         float top = TABLE_TOP + CUSHION_THICKNESS + BALL_RADIUS;
  2806.         float bottom = TABLE_BOTTOM - CUSHION_THICKNESS - BALL_RADIUS;
  2807.  
  2808.         if (x < left || x > right || y < top || y > bottom) {
  2809.             return false;
  2810.         }
  2811.  
  2812.         // Check headstring restriction if needed
  2813.         if (checkHeadstring && x >= HEADSTRING_X) {
  2814.             return false;
  2815.         }
  2816.  
  2817.         // Check overlap with other balls
  2818.         for (size_t i = 0; i < balls.size(); ++i) {
  2819.             if (balls[i].id != 0 && !balls[i].isPocketed) { // Don't check against itself or pocketed balls
  2820.                 if (GetDistanceSq(x, y, balls[i].x, balls[i].y) < (BALL_RADIUS * 2.0f) * (BALL_RADIUS * 2.0f)) {
  2821.                     return false; // Overlapping another ball
  2822.                 }
  2823.             }
  2824.         }
  2825.  
  2826.         return true;
  2827.     }
  2828.  
  2829.     // --- NEW HELPER FUNCTION IMPLEMENTATIONS ---
  2830.  
  2831.     // Checks if a player has pocketed all their balls and is now on the 8-ball.
  2832.     bool IsPlayerOnEightBall(int player) {
  2833.         PlayerInfo& playerInfo = (player == 1) ? player1Info : player2Info;
  2834.         if (playerInfo.assignedType != BallType::NONE && playerInfo.assignedType != BallType::EIGHT_BALL && playerInfo.ballsPocketedCount >= 7) {
  2835.             Ball* eightBall = GetBallById(8);
  2836.             return (eightBall && !eightBall->isPocketed);
  2837.         }
  2838.         return false;
  2839.     }
  2840.  
  2841.     void CheckAndTransitionToPocketChoice(int playerID) {
  2842.         bool needsToCall = IsPlayerOnEightBall(playerID);
  2843.  
  2844.         if (needsToCall) {
  2845.             if (playerID == 1) { // Human Player 1
  2846.                 currentGameState = CHOOSING_POCKET_P1;
  2847.                 pocketCallMessage = player1Info.name + L": Choose a pocket for the 8-Ball...";
  2848.                 if (calledPocketP1 == -1) calledPocketP1 = 2; // Default to bottom-right
  2849.             }
  2850.             else { // Player 2
  2851.                 if (isPlayer2AI) {
  2852.                     // FOOLPROOF FIX: AI doesn't choose here. It transitions to a thinking state.
  2853.                     // AIMakeDecision will handle the choice and the pocket call.
  2854.                     currentGameState = AI_THINKING;
  2855.                     aiTurnPending = true; // Signal the main loop to run AIMakeDecision
  2856.                 }
  2857.                 else { // Human Player 2
  2858.                     currentGameState = CHOOSING_POCKET_P2;
  2859.                     pocketCallMessage = player2Info.name + L": Choose a pocket for the 8-Ball...";
  2860.                     if (calledPocketP2 == -1) calledPocketP2 = 2; // Default to bottom-right
  2861.                 }
  2862.             }
  2863.         }
  2864.         else {
  2865.             // Player does not need to call a pocket, proceed to normal turn.
  2866.             pocketCallMessage = L"";
  2867.             currentGameState = (playerID == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  2868.             if (playerID == 2 && isPlayer2AI) {
  2869.                 aiTurnPending = true;
  2870.             }
  2871.         }
  2872.     }
  2873.  
  2874.  
  2875.     template <typename T>
  2876.     void SafeRelease(T** ppT) {
  2877.         if (*ppT) {
  2878.             (*ppT)->Release();
  2879.             *ppT = nullptr;
  2880.         }
  2881.     }
  2882.  
  2883.     // --- CPU Ball?in?Hand Placement --------------------------------
  2884.     // Moves the cue ball to a legal "ball in hand" position for the AI.
  2885.     void AIPlaceCueBall() {
  2886.         Ball* cue = GetCueBall();
  2887.         if (!cue) return;
  2888.  
  2889.         // Simple strategy: place back behind the headstring at the standard break spot
  2890.         cue->x = TABLE_LEFT + TABLE_WIDTH * 0.15f;
  2891.         cue->y = RACK_POS_Y;
  2892.         cue->vx = cue->vy = 0.0f;
  2893.     }
  2894.  
  2895.     // --- Helper Function for Line Segment Intersection ---
  2896.     // Finds intersection point of line segment P1->P2 and line segment P3->P4
  2897.     // Returns true if they intersect, false otherwise. Stores intersection point in 'intersection'.
  2898.     bool LineSegmentIntersection(D2D1_POINT_2F p1, D2D1_POINT_2F p2, D2D1_POINT_2F p3, D2D1_POINT_2F p4, D2D1_POINT_2F& intersection)
  2899.     {
  2900.         float denominator = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
  2901.  
  2902.         // Check if lines are parallel or collinear
  2903.         if (fabs(denominator) < 1e-6) {
  2904.             return false;
  2905.         }
  2906.  
  2907.         float ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denominator;
  2908.         float ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denominator;
  2909.  
  2910.         // Check if intersection point lies on both segments
  2911.         if (ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f) {
  2912.             intersection.x = p1.x + ua * (p2.x - p1.x);
  2913.             intersection.y = p1.y + ua * (p2.y - p1.y);
  2914.             return true;
  2915.         }
  2916.  
  2917.         return false;
  2918.     }
  2919.  
  2920.     // --- INSERT NEW HELPER FUNCTION HERE ---
  2921.     // Calculates the squared distance from point P to the line segment AB.
  2922.     float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b) {
  2923.         float l2 = GetDistanceSq(a.x, a.y, b.x, b.y);
  2924.         if (l2 == 0.0f) return GetDistanceSq(p.x, p.y, a.x, a.y); // Segment is a point
  2925.         // Consider P projecting onto the line AB infinite line
  2926.         // t = [(P-A) . (B-A)] / |B-A|^2
  2927.         float t = ((p.x - a.x) * (b.x - a.x) + (p.y - a.y) * (b.y - a.y)) / l2;
  2928.         t = std::max(0.0f, std::min(1.0f, t)); // Clamp t to the segment [0, 1]
  2929.         // Projection falls on the segment
  2930.         D2D1_POINT_2F projection = D2D1::Point2F(a.x + t * (b.x - a.x), a.y + t * (b.y - a.y));
  2931.         return GetDistanceSq(p.x, p.y, projection.x, projection.y);
  2932.     }
  2933.     // --- End New Helper ---
  2934.  
  2935.     // --- NEW AI Implementation Functions ---
  2936.  
  2937.     void AIMakeDecision() {
  2938.         // Start with a clean slate for the AI's plan.
  2939.         aiPlannedShotDetails.isValid = false;
  2940.         Ball* cueBall = GetCueBall();
  2941.         if (!cueBall || !isPlayer2AI || currentPlayer != 2) return;
  2942.  
  2943.         // Ask the "expert" (AIFindBestShot) for the best possible shot.
  2944.         AIShotInfo bestShot = AIFindBestShot();
  2945.  
  2946.         if (bestShot.possible) {
  2947.             // A good shot was found.
  2948.             // If it's an 8-ball shot, "call" the pocket.
  2949.             if (bestShot.involves8Ball) {
  2950.                 calledPocketP2 = bestShot.pocketIndex;
  2951.             }
  2952.             else {
  2953.                 calledPocketP2 = -1; // Ensure no pocket is called on a normal shot.
  2954.             }
  2955.  
  2956.             // Commit the details of the best shot to the AI's plan.
  2957.             aiPlannedShotDetails.angle = bestShot.angle;
  2958.             aiPlannedShotDetails.power = bestShot.power;
  2959.             aiPlannedShotDetails.spinX = bestShot.spinX;
  2960.             aiPlannedShotDetails.spinY = bestShot.spinY;
  2961.             aiPlannedShotDetails.isValid = true;
  2962.  
  2963.         }
  2964.         else {
  2965.             // No good offensive shot found, must play a safe defensive shot.
  2966.             // (This is a fallback and your current AIFindBestShot should prevent this)
  2967.             aiPlannedShotDetails.isValid = false;
  2968.         }
  2969.  
  2970.         // --- FOOLPROOF FIX: Trigger the Aim Display ---
  2971.         // If any valid plan was made, update the visuals and start the display pause.
  2972.         if (aiPlannedShotDetails.isValid) {
  2973.  
  2974.             // STEP 1: Copy the AI's plan into the global variables used for drawing.
  2975.             // This is the critical missing link.
  2976.             cueAngle = aiPlannedShotDetails.angle;
  2977.             shotPower = aiPlannedShotDetails.power;
  2978.  
  2979.             // STEP 2: Trigger the visual display pause.
  2980.             // These are the two lines you correctly identified.
  2981.             aiIsDisplayingAim = true;
  2982.             aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2983.  
  2984.         }
  2985.         else {
  2986.             // Absolute fallback: If no plan could be made, switch turns to prevent a freeze.
  2987.             SwitchTurns();
  2988.         }
  2989.     }
  2990.  
  2991.  
  2992.     AIShotInfo AIFindBestShot()
  2993.     {
  2994.         AIShotInfo best;                       // .possible == false
  2995.         Ball* cue = GetCueBall();
  2996.         if (!cue) return best;
  2997.  
  2998.         const bool on8 = IsPlayerOnEightBall(2);
  2999.         const BallType wantType = player2Info.assignedType;
  3000.  
  3001.         for (Ball& b : balls)
  3002.         {
  3003.             if (b.isPocketed || b.id == 0) continue;
  3004.  
  3005.             // decide if this ball is a legal/interesting target
  3006.             bool ok =
  3007.                 on8 ? (b.id == 8) :
  3008.                 ((wantType == BallType::NONE) || (b.type == wantType));
  3009.  
  3010.             if (!ok) continue;
  3011.  
  3012.             for (int p = 0; p < 6; ++p)
  3013.             {
  3014.                 AIShotInfo cand = EvaluateShot(&b, p);
  3015.                 if (cand.possible &&
  3016.                     (!best.possible || cand.score > best.score))
  3017.                     best = cand;
  3018.             }
  3019.         }
  3020.  
  3021.         // fall-back: tap cue ball forward (safety) if no potting line exists
  3022.         if (!best.possible && cue)
  3023.         {
  3024.             best.possible = true;
  3025.             best.angle = static_cast<float>(rand()) / RAND_MAX * 2.0f * PI;
  3026.             best.power = MAX_SHOT_POWER * 0.30f;
  3027.             best.spinX = best.spinY = 0.0f;
  3028.             best.targetBall = nullptr;
  3029.             best.score = -99999.0f;
  3030.             best.pocketIndex = -1;
  3031.         }
  3032.         return best;
  3033.     }
  3034.  
  3035.  
  3036.     // Evaluate a potential shot at a specific target ball towards a specific pocket
  3037.     AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex) {
  3038.         AIShotInfo shotInfo; // Defaults to not possible
  3039.         shotInfo.targetBall = targetBall;
  3040.         shotInfo.pocketIndex = pocketIndex;
  3041.         shotInfo.involves8Ball = (targetBall && targetBall->id == 8);
  3042.  
  3043.         Ball* cueBall = GetCueBall();
  3044.         if (!cueBall || !targetBall) return shotInfo;
  3045.  
  3046.         // 1. Calculate Ghost Ball position (where cue must hit target)
  3047.         shotInfo.ghostBallPos = CalculateGhostBallPos(targetBall, pocketIndex);
  3048.  
  3049.         // 2. Check Path: Cue Ball -> Ghost Ball Position
  3050.         if (!IsPathClear(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.ghostBallPos, cueBall->id, targetBall->id)) {
  3051.             return shotInfo; // Path blocked, shot is impossible.
  3052.         }
  3053.  
  3054.         // 3. Calculate Angle and Power
  3055.         float dx = shotInfo.ghostBallPos.x - cueBall->x;
  3056.         float dy = shotInfo.ghostBallPos.y - cueBall->y;
  3057.         shotInfo.angle = atan2f(dy, dx);
  3058.  
  3059.         float cueToGhostDist = GetDistance(cueBall->x, cueBall->y, shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y);
  3060.         float targetToPocketDist = GetDistance(targetBall->x, targetBall->y, pocketPositions[pocketIndex].x, pocketPositions[pocketIndex].y);
  3061.         shotInfo.power = CalculateShotPower(cueToGhostDist, targetToPocketDist);
  3062.  
  3063.         // 4. Score the shot (simple scoring: closer and straighter is better)
  3064.         shotInfo.score = 1000.0f - (cueToGhostDist + targetToPocketDist);
  3065.  
  3066.         // If we reached here, the shot is geometrically possible.
  3067.         shotInfo.possible = true;
  3068.         return shotInfo;
  3069.     }
  3070.  
  3071.  
  3072.     //  Estimate the power that will carry the cue-ball to the ghost position
  3073.     //  *and* push the object-ball the remaining distance to the pocket.
  3074.     //
  3075.     //  • cueToGhostDist    – pixels from cue to ghost-ball centre
  3076.     //  • targetToPocketDist– pixels from object-ball to chosen pocket
  3077.     //
  3078.     //  The function is fully deterministic (good for AI search) yet produces
  3079.     //  human-looking power levels.
  3080.     //
  3081.     float CalculateShotPower(float cueToGhostDist, float targetToPocketDist)
  3082.     {
  3083.         // Total distance the *energy* must cover (cue path + object-ball path)
  3084.         float totalDist = cueToGhostDist + targetToPocketDist;
  3085.  
  3086.         // Typical diagonal of the playable area (approx.) – used for scaling
  3087.         constexpr float TABLE_DIAG = 900.0f;
  3088.  
  3089.         // 1.  Convert distance to a 0-1 number (0: tap-in, 1: table length)
  3090.         float norm = std::clamp(totalDist / TABLE_DIAG, 0.0f, 1.0f);
  3091.  
  3092.         // 2.  Ease-in curve (smoothstep) for nicer progression
  3093.         norm = norm * norm * (3.0f - 2.0f * norm);
  3094.  
  3095.         // 3.  Blend between a gentle minimum and the absolute maximum
  3096.         const float MIN_POWER = MAX_SHOT_POWER * 0.18f;     // just enough to move
  3097.         float power = MIN_POWER + norm * (MAX_SHOT_POWER - MIN_POWER);
  3098.  
  3099.         // 4.  Safety clamp (also screens out degenerate calls)
  3100.         power = std::clamp(power, 0.15f, MAX_SHOT_POWER);
  3101.  
  3102.         return power;
  3103.     }
  3104.  
  3105.     // ------------------------------------------------------------------
  3106.     //  Return the ghost-ball centre needed for the target ball to roll
  3107.     //  straight into the chosen pocket.
  3108.     // ------------------------------------------------------------------
  3109.     D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex)
  3110.     {
  3111.         if (!targetBall) return D2D1::Point2F(0, 0);
  3112.  
  3113.         D2D1_POINT_2F P = pocketPositions[pocketIndex];
  3114.  
  3115.         float vx = P.x - targetBall->x;
  3116.         float vy = P.y - targetBall->y;
  3117.         float L = sqrtf(vx * vx + vy * vy);
  3118.         if (L < 1.0f) L = 1.0f;                // safety
  3119.  
  3120.         vx /= L;   vy /= L;
  3121.  
  3122.         return D2D1::Point2F(
  3123.             targetBall->x - vx * (BALL_RADIUS * 2.0f),
  3124.             targetBall->y - vy * (BALL_RADIUS * 2.0f));
  3125.     }
  3126.  
  3127.     // Calculate the position the cue ball needs to hit for the target ball to go towards the pocket
  3128.     // ────────────────────────────────────────────────────────────────
  3129.     //   2.  Shot evaluation & search
  3130.     // ────────────────────────────────────────────────────────────────
  3131.  
  3132.     //  Calculate ghost-ball position so that cue hits target towards pocket
  3133.     static inline D2D1_POINT_2F GhostPos(const Ball* tgt, int pocketIdx)
  3134.     {
  3135.         D2D1_POINT_2F P = pocketPositions[pocketIdx];
  3136.         float vx = P.x - tgt->x;
  3137.         float vy = P.y - tgt->y;
  3138.         float L = sqrtf(vx * vx + vy * vy);
  3139.         vx /= L;  vy /= L;
  3140.         return D2D1::Point2F(tgt->x - vx * (BALL_RADIUS * 2.0f),
  3141.             tgt->y - vy * (BALL_RADIUS * 2.0f));
  3142.     }
  3143.  
  3144.     //  Heuristic: shorter + straighter + proper group = higher score
  3145.     static inline float ScoreShot(float cue2Ghost,
  3146.         float tgt2Pocket,
  3147.         bool  correctGroup,
  3148.         bool  involves8)
  3149.     {
  3150.         float base = 2000.0f - (cue2Ghost + tgt2Pocket);   // prefer close shots
  3151.         if (!correctGroup)  base -= 400.0f;                  // penalty
  3152.         if (involves8)      base += 150.0f;                  // a bit more desirable
  3153.         return base;
  3154.     }
  3155.  
  3156.     // Checks if line segment is clear of obstructing balls
  3157.     // ────────────────────────────────────────────────────────────────
  3158.     //   1.  Low-level helpers – IsPathClear & FindFirstHitBall
  3159.     // ────────────────────────────────────────────────────────────────
  3160.  
  3161.     //  Test if the capsule [ start … end ] (radius = BALL_RADIUS)
  3162.     //  intersects any ball except the ids we want to ignore.
  3163.     bool IsPathClear(D2D1_POINT_2F start,
  3164.         D2D1_POINT_2F end,
  3165.         int ignoredBallId1,
  3166.         int ignoredBallId2)
  3167.     {
  3168.         float dx = end.x - start.x;
  3169.         float dy = end.y - start.y;
  3170.         float lenSq = dx * dx + dy * dy;
  3171.         if (lenSq < 1e-3f) return true;             // degenerate → treat as clear
  3172.  
  3173.         for (const Ball& b : balls)
  3174.         {
  3175.             if (b.isPocketed)      continue;
  3176.             if (b.id == ignoredBallId1 ||
  3177.                 b.id == ignoredBallId2)             continue;
  3178.  
  3179.             // project ball centre onto the segment
  3180.             float t = ((b.x - start.x) * dx + (b.y - start.y) * dy) / lenSq;
  3181.             t = std::clamp(t, 0.0f, 1.0f);
  3182.  
  3183.             float cx = start.x + t * dx;
  3184.             float cy = start.y + t * dy;
  3185.  
  3186.             if (GetDistanceSq(b.x, b.y, cx, cy) < (BALL_RADIUS * BALL_RADIUS))
  3187.                 return false;                       // blocked
  3188.         }
  3189.         return true;
  3190.     }
  3191.  
  3192.     //  Cast an (infinite) ray and return the first non-pocketed ball hit.
  3193.     //  `hitDistSq` is distance² from the start point to the collision point.
  3194.     Ball* FindFirstHitBall(D2D1_POINT_2F start,
  3195.         float        angle,
  3196.         float& hitDistSq)
  3197.     {
  3198.         Ball* hitBall = nullptr;
  3199.         float  bestSq = std::numeric_limits<float>::max();
  3200.         float  cosA = cosf(angle);
  3201.         float  sinA = sinf(angle);
  3202.  
  3203.         for (Ball& b : balls)
  3204.         {
  3205.             if (b.id == 0 || b.isPocketed) continue;         // ignore cue & sunk balls
  3206.  
  3207.             float relX = b.x - start.x;
  3208.             float relY = b.y - start.y;
  3209.             float proj = relX * cosA + relY * sinA;          // distance along the ray
  3210.  
  3211.             if (proj <= 0) continue;                         // behind cue
  3212.  
  3213.             // closest approach of the ray to the sphere centre
  3214.             float closestX = start.x + proj * cosA;
  3215.             float closestY = start.y + proj * sinA;
  3216.             float dSq = GetDistanceSq(b.x, b.y, closestX, closestY);
  3217.  
  3218.             if (dSq <= BALL_RADIUS * BALL_RADIUS)            // intersection
  3219.             {
  3220.                 float back = sqrtf(BALL_RADIUS * BALL_RADIUS - dSq);
  3221.                 float collDist = proj - back;                // front surface
  3222.                 float collSq = collDist * collDist;
  3223.                 if (collSq < bestSq)
  3224.                 {
  3225.                     bestSq = collSq;
  3226.                     hitBall = &b;
  3227.                 }
  3228.             }
  3229.         }
  3230.         hitDistSq = bestSq;
  3231.         return hitBall;
  3232.     }
  3233.  
  3234.     // Basic check for reasonable AI aim angles (optional)
  3235.     bool IsValidAIAimAngle(float angle) {
  3236.         // Placeholder - could check for NaN or infinity if calculations go wrong
  3237.         return isfinite(angle);
  3238.     }
  3239.  
  3240.     //midi func = start
  3241.     void PlayMidiInBackground(HWND hwnd, const TCHAR* midiPath) {
  3242.         while (isMusicPlaying) {
  3243.             MCI_OPEN_PARMS mciOpen = { 0 };
  3244.             mciOpen.lpstrDeviceType = TEXT("sequencer");
  3245.             mciOpen.lpstrElementName = midiPath;
  3246.  
  3247.             if (mciSendCommand(0, MCI_OPEN, MCI_OPEN_TYPE | MCI_OPEN_ELEMENT, (DWORD_PTR)&mciOpen) == 0) {
  3248.                 midiDeviceID = mciOpen.wDeviceID;
  3249.  
  3250.                 MCI_PLAY_PARMS mciPlay = { 0 };
  3251.                 mciSendCommand(midiDeviceID, MCI_PLAY, 0, (DWORD_PTR)&mciPlay);
  3252.  
  3253.                 // Wait for playback to complete
  3254.                 MCI_STATUS_PARMS mciStatus = { 0 };
  3255.                 mciStatus.dwItem = MCI_STATUS_MODE;
  3256.  
  3257.                 do {
  3258.                     mciSendCommand(midiDeviceID, MCI_STATUS, MCI_STATUS_ITEM, (DWORD_PTR)&mciStatus);
  3259.                     Sleep(100); // adjust as needed
  3260.                 } while (mciStatus.dwReturn == MCI_MODE_PLAY && isMusicPlaying);
  3261.  
  3262.                 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  3263.                 midiDeviceID = 0;
  3264.             }
  3265.         }
  3266.     }
  3267.  
  3268.     void StartMidi(HWND hwnd, const TCHAR* midiPath) {
  3269.         if (isMusicPlaying) {
  3270.             StopMidi();
  3271.         }
  3272.         isMusicPlaying = true;
  3273.         musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
  3274.     }
  3275.  
  3276.     void StopMidi() {
  3277.         if (isMusicPlaying) {
  3278.             isMusicPlaying = false;
  3279.             if (musicThread.joinable()) musicThread.join();
  3280.             if (midiDeviceID != 0) {
  3281.                 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  3282.                 midiDeviceID = 0;
  3283.             }
  3284.         }
  3285.     }
  3286.  
  3287.     /*void PlayGameMusic(HWND hwnd) {
  3288.         // Stop any existing playback
  3289.         if (isMusicPlaying) {
  3290.             isMusicPlaying = false;
  3291.             if (musicThread.joinable()) {
  3292.                 musicThread.join();
  3293.             }
  3294.             if (midiDeviceID != 0) {
  3295.                 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  3296.                 midiDeviceID = 0;
  3297.             }
  3298.         }
  3299.  
  3300.         // Get the path of the executable
  3301.         TCHAR exePath[MAX_PATH];
  3302.         GetModuleFileName(NULL, exePath, MAX_PATH);
  3303.  
  3304.         // Extract the directory path
  3305.         TCHAR* lastBackslash = _tcsrchr(exePath, '\\');
  3306.         if (lastBackslash != NULL) {
  3307.             *(lastBackslash + 1) = '\0';
  3308.         }
  3309.  
  3310.         // Construct the full path to the MIDI file
  3311.         static TCHAR midiPath[MAX_PATH];
  3312.         _tcscpy_s(midiPath, MAX_PATH, exePath);
  3313.         _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID"));
  3314.  
  3315.         // Start the background playback
  3316.         isMusicPlaying = true;
  3317.         musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
  3318.     }*/
  3319.     //midi func = end
  3320.  
  3321.     // --- Drawing Functions ---
  3322.  
  3323.     void OnPaint() {
  3324.         HRESULT hr = CreateDeviceResources(); // Ensure resources are valid
  3325.  
  3326.         if (SUCCEEDED(hr)) {
  3327.             pRenderTarget->BeginDraw();
  3328.             DrawScene(pRenderTarget); // Pass render target
  3329.             hr = pRenderTarget->EndDraw();
  3330.  
  3331.             if (hr == D2DERR_RECREATE_TARGET) {
  3332.                 DiscardDeviceResources();
  3333.                 // Optionally request another paint message: InvalidateRect(hwndMain, NULL, FALSE);
  3334.                 // But the timer loop will trigger redraw anyway.
  3335.             }
  3336.         }
  3337.         // If CreateDeviceResources failed, EndDraw might not be called.
  3338.         // Consider handling this more robustly if needed.
  3339.     }
  3340.  
  3341.     void DrawScene(ID2D1RenderTarget* pRT) {
  3342.         if (!pRT) return;
  3343.  
  3344.         //pRT->Clear(D2D1::ColorF(D2D1::ColorF::LightGray)); // Background color
  3345.         // Set background color to #ffffcd (RGB: 255, 255, 205)
  3346.         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)
  3347.         //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)
  3348.  
  3349.         DrawTable(pRT, pFactory);
  3350.         DrawPocketSelectionIndicator(pRT); // Draw arrow over selected/called pocket
  3351.         DrawBalls(pRT);
  3352.         DrawAimingAids(pRT); // Includes cue stick if aiming
  3353.         DrawUI(pRT);
  3354.         DrawPowerMeter(pRT);
  3355.         DrawSpinIndicator(pRT);
  3356.         DrawPocketedBallsIndicator(pRT);
  3357.         DrawBallInHandIndicator(pRT); // Draw cue ball ghost if placing
  3358.  
  3359.          // Draw Game Over Message
  3360.         if (currentGameState == GAME_OVER && pTextFormat) {
  3361.             ID2D1SolidColorBrush* pBrush = nullptr;
  3362.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pBrush);
  3363.             if (pBrush) {
  3364.                 D2D1_RECT_F layoutRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP + TABLE_HEIGHT / 2 - 30, TABLE_RIGHT, TABLE_TOP + TABLE_HEIGHT / 2 + 30);
  3365.                 pRT->DrawText(
  3366.                     gameOverMessage.c_str(),
  3367.                     (UINT32)gameOverMessage.length(),
  3368.                     pTextFormat, // Use large format maybe?
  3369.                     &layoutRect,
  3370.                     pBrush
  3371.                 );
  3372.                 SafeRelease(&pBrush);
  3373.             }
  3374.         }
  3375.  
  3376.     }
  3377.  
  3378.     void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory) {
  3379.         ID2D1SolidColorBrush* pBrush = nullptr;
  3380.  
  3381.         // === Draw Full Orange Frame (Table Border) ===
  3382.         ID2D1SolidColorBrush* pFrameBrush = nullptr;
  3383.         pRT->CreateSolidColorBrush(D2D1::ColorF(0.9157f, 0.6157f, 0.2000f), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
  3384.         //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
  3385.         if (pFrameBrush) {
  3386.             D2D1_RECT_F outerRect = D2D1::RectF(
  3387.                 TABLE_LEFT - CUSHION_THICKNESS,
  3388.                 TABLE_TOP - CUSHION_THICKNESS,
  3389.                 TABLE_RIGHT + CUSHION_THICKNESS,
  3390.                 TABLE_BOTTOM + CUSHION_THICKNESS
  3391.             );
  3392.             pRT->FillRectangle(&outerRect, pFrameBrush);
  3393.             SafeRelease(&pFrameBrush);
  3394.         }
  3395.  
  3396.         // Draw Table Bed (Green Felt)
  3397.         pRT->CreateSolidColorBrush(TABLE_COLOR, &pBrush);
  3398.         if (!pBrush) return;
  3399.         D2D1_RECT_F tableRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP, TABLE_RIGHT, TABLE_BOTTOM);
  3400.         pRT->FillRectangle(&tableRect, pBrush);
  3401.         SafeRelease(&pBrush);
  3402.  
  3403.         // ------------------------------------------------------------------
  3404. //  Spotlight overlay (soft radial inside a rounded rectangle)
  3405. // ------------------------------------------------------------------
  3406.         {
  3407.             // 2.1  Build a radial gradient brush (edge = base cloth, centre = lighter)
  3408.             ID2D1RadialGradientBrush* pSpot = nullptr;
  3409.             ID2D1GradientStopCollection* pStops = nullptr;
  3410.  
  3411.             D2D1_COLOR_F centreClr = D2D1::ColorF(
  3412.                 std::min(1.f, TABLE_COLOR.r * 1.60f),   // lighten ~60 %
  3413.                 std::min(1.f, TABLE_COLOR.g * 1.60f),
  3414.                 std::min(1.f, TABLE_COLOR.b * 1.60f));
  3415.  
  3416.             const D2D1_GRADIENT_STOP gs[3] =
  3417.             {
  3418.                 { 0.0f, D2D1::ColorF(centreClr.r, centreClr.g, centreClr.b, 0.95f) },
  3419.                 { 0.6f, D2D1::ColorF(TABLE_COLOR.r, TABLE_COLOR.g, TABLE_COLOR.b, 0.55f) },
  3420.                 { 1.0f, D2D1::ColorF(TABLE_COLOR.r, TABLE_COLOR.g, TABLE_COLOR.b, 0.0f) }
  3421.             };
  3422.             pRT->CreateGradientStopCollection(gs, 3, &pStops);
  3423.  
  3424.             if (pStops)
  3425.             {
  3426.                 D2D1_RECT_F rc = tableRect;
  3427.                 const float PAD = 18.0f;                   // inset so corners stay dark
  3428.                 rc.left += PAD;  rc.top += PAD;
  3429.                 rc.right -= PAD;  rc.bottom -= PAD;
  3430.  
  3431.                 // centre point & radii
  3432.                 D2D1_POINT_2F centre = D2D1::Point2F(
  3433.                     (rc.left + rc.right) / 2.0f,
  3434.                     (rc.top + rc.bottom) / 2.0f);
  3435.  
  3436.                 float rx = (rc.right - rc.left) * 0.55f;
  3437.                 float ry = (rc.bottom - rc.top) * 0.55f;
  3438.  
  3439.                 D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES props =
  3440.                     D2D1::RadialGradientBrushProperties(
  3441.                         centre,                       // origin
  3442.                         D2D1::Point2F(0, 0),          // offset
  3443.                         rx, ry);
  3444.  
  3445.                 pRT->CreateRadialGradientBrush(props, pStops, &pSpot);
  3446.                 pStops->Release();
  3447.             }
  3448.  
  3449.             if (pSpot)
  3450.             {
  3451.                 // Use the same rounded rectangle the pocket bar uses for subtle round corners
  3452.                 const float RADIUS = 20.0f;                       // corner radius
  3453.                 D2D1_ROUNDED_RECT spotlightRR =
  3454.                     D2D1::RoundedRect(tableRect, RADIUS, RADIUS);
  3455.  
  3456.                 pRT->FillRoundedRectangle(&spotlightRR, pSpot);
  3457.                 pSpot->Release();
  3458.             }
  3459.         }
  3460.  
  3461.         // Draw Cushions (Red Border)
  3462.         pRT->CreateSolidColorBrush(CUSHION_COLOR, &pBrush);
  3463.         if (!pBrush) return;
  3464.         // Top Cushion (split by middle pocket)
  3465.         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);
  3466.         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);
  3467.         // Bottom Cushion (split by middle pocket)
  3468.         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);
  3469.         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);
  3470.         // Left Cushion
  3471.         pRT->FillRectangle(D2D1::RectF(TABLE_LEFT - CUSHION_THICKNESS, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_LEFT, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
  3472.         // Right Cushion
  3473.         pRT->FillRectangle(D2D1::RectF(TABLE_RIGHT, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_RIGHT + CUSHION_THICKNESS, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
  3474.         SafeRelease(&pBrush);
  3475.  
  3476.  
  3477.         // Draw Pockets (Black Circles)
  3478.         pRT->CreateSolidColorBrush(POCKET_COLOR, &pBrush);
  3479.         if (!pBrush) return;
  3480.         for (int i = 0; i < 6; ++i) {
  3481.             D2D1_ELLIPSE ellipse = D2D1::Ellipse(pocketPositions[i], HOLE_VISUAL_RADIUS, HOLE_VISUAL_RADIUS);
  3482.             pRT->FillEllipse(&ellipse, pBrush);
  3483.         }
  3484.         SafeRelease(&pBrush);
  3485.  
  3486.         // Draw Headstring Line (White)
  3487.         pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
  3488.         //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
  3489.         if (!pBrush) return;
  3490.         pRT->DrawLine(
  3491.             D2D1::Point2F(HEADSTRING_X, TABLE_TOP),
  3492.             D2D1::Point2F(HEADSTRING_X, TABLE_BOTTOM),
  3493.             pBrush,
  3494.             1.0f // Line thickness
  3495.         );
  3496.         SafeRelease(&pBrush);
  3497.  
  3498.         // Draw Semicircle facing West (flat side East)
  3499.         // Draw Semicircle facing East (curved side on the East, flat side on the West)
  3500.         ID2D1PathGeometry* pGeometry = nullptr;
  3501.         HRESULT hr = pFactory->CreatePathGeometry(&pGeometry);
  3502.         if (SUCCEEDED(hr) && pGeometry)
  3503.         {
  3504.             ID2D1GeometrySink* pSink = nullptr;
  3505.             hr = pGeometry->Open(&pSink);
  3506.             if (SUCCEEDED(hr) && pSink)
  3507.             {
  3508.                 float radius = 60.0f; // Radius for the semicircle
  3509.                 D2D1_POINT_2F center = D2D1::Point2F(HEADSTRING_X, (TABLE_TOP + TABLE_BOTTOM) / 2.0f);
  3510.  
  3511.                 // For a semicircle facing East (curved side on the East), use the top and bottom points.
  3512.                 D2D1_POINT_2F startPoint = D2D1::Point2F(center.x, center.y - radius); // Top point
  3513.  
  3514.                 pSink->BeginFigure(startPoint, D2D1_FIGURE_BEGIN_HOLLOW);
  3515.  
  3516.                 D2D1_ARC_SEGMENT arc = {};
  3517.                 arc.point = D2D1::Point2F(center.x, center.y + radius); // Bottom point
  3518.                 arc.size = D2D1::SizeF(radius, radius);
  3519.                 arc.rotationAngle = 0.0f;
  3520.                 // Use the correct identifier with the extra underscore:
  3521.                 arc.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
  3522.                 arc.arcSize = D2D1_ARC_SIZE_SMALL;
  3523.  
  3524.                 pSink->AddArc(&arc);
  3525.                 pSink->EndFigure(D2D1_FIGURE_END_OPEN);
  3526.                 pSink->Close();
  3527.                 SafeRelease(&pSink);
  3528.  
  3529.                 ID2D1SolidColorBrush* pArcBrush = nullptr;
  3530.                 //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.3f), &pArcBrush);
  3531.                 pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pArcBrush);
  3532.                 if (pArcBrush)
  3533.                 {
  3534.                     pRT->DrawGeometry(pGeometry, pArcBrush, 1.5f);
  3535.                     SafeRelease(&pArcBrush);
  3536.                 }
  3537.             }
  3538.             SafeRelease(&pGeometry);
  3539.         }
  3540.  
  3541.  
  3542.  
  3543.  
  3544.     }
  3545.  
  3546.  
  3547.     // ----------------------------------------------
  3548.     //  Helper : clamp to [0,1] and lighten a colour
  3549.     // ----------------------------------------------
  3550.     static D2D1_COLOR_F Lighten(const D2D1_COLOR_F& c, float factor = 1.25f)
  3551.     {
  3552.         return D2D1::ColorF(
  3553.             std::min(1.0f, c.r * factor),
  3554.             std::min(1.0f, c.g * factor),
  3555.             std::min(1.0f, c.b * factor),
  3556.             c.a);
  3557.     }
  3558.  
  3559.     // ------------------------------------------------
  3560.     //  NEW  DrawBalls – radial-gradient “spot-light”
  3561.     // ------------------------------------------------
  3562.     void DrawBalls(ID2D1RenderTarget* pRT)
  3563.     {
  3564.         if (!pRT) return;
  3565.  
  3566.         ID2D1SolidColorBrush* pStripeBrush = nullptr;    // white stripe
  3567.         ID2D1SolidColorBrush* pBorderBrush = nullptr;    // black ring
  3568.         ID2D1SolidColorBrush * pNumWhite = nullptr; // NEW – white circle
  3569.         ID2D1SolidColorBrush * pNumBlack = nullptr; // NEW – digit colour
  3570.  
  3571.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  3572.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  3573.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pNumWhite);
  3574.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNumBlack);
  3575.  
  3576.         for (const Ball& b : balls)
  3577.         {
  3578.             if (b.isPocketed) continue;
  3579.  
  3580.             //------------------------------------------
  3581.             // Build the radial gradient for THIS ball
  3582.             //------------------------------------------
  3583.             ID2D1GradientStopCollection* pStops = nullptr;
  3584.             ID2D1RadialGradientBrush* pRad = nullptr;
  3585.  
  3586.             D2D1_GRADIENT_STOP gs[3];
  3587.             gs[0].position = 0.0f;  gs[0].color = D2D1::ColorF(1, 1, 1, 0.95f);     // bright spot
  3588.             gs[1].position = 0.35f; gs[1].color = Lighten(b.color);                 // transitional
  3589.             gs[2].position = 1.0f;  gs[2].color = b.color;                          // base colour
  3590.  
  3591.             pRT->CreateGradientStopCollection(gs, 3, &pStops);
  3592.  
  3593.             if (pStops)
  3594.             {
  3595.                 // Place the hot-spot slightly towards top-left to look more 3-D
  3596.                 D2D1_POINT_2F origin = D2D1::Point2F(b.x - BALL_RADIUS * 0.4f,
  3597.                     b.y - BALL_RADIUS * 0.4f);
  3598.  
  3599.                 D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES props =
  3600.                     D2D1::RadialGradientBrushProperties(
  3601.                         origin,                        // gradientOrigin
  3602.                         D2D1::Point2F(0, 0),           // offset (not used here)
  3603.                         BALL_RADIUS * 1.3f,            // radiusX
  3604.                         BALL_RADIUS * 1.3f);           // radiusY
  3605.  
  3606.                 pRT->CreateRadialGradientBrush(props, pStops, &pRad);
  3607.                 SafeRelease(&pStops);
  3608.             }
  3609.  
  3610.             //------------------------------------------
  3611.             //  Draw the solid or striped ball itself
  3612.             //------------------------------------------
  3613.             D2D1_ELLIPSE outer = D2D1::Ellipse(
  3614.                 D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
  3615.  
  3616.             if (pRad)  pRT->FillEllipse(&outer, pRad);
  3617.  
  3618.             // ----------  Stripe overlay  -------------
  3619.             if (b.type == BallType::STRIPE && pStripeBrush)
  3620.             {
  3621.                 // White band
  3622.                 D2D1_RECT_F stripe = D2D1::RectF(
  3623.                     b.x - BALL_RADIUS,
  3624.                     b.y - BALL_RADIUS * 0.40f,
  3625.                     b.x + BALL_RADIUS,
  3626.                     b.y + BALL_RADIUS * 0.40f);
  3627.                 pRT->FillRectangle(&stripe, pStripeBrush);
  3628.  
  3629.                 // Inner circle (give stripe area same glossy shading)
  3630.                 if (pRad)
  3631.                 {
  3632.                     D2D1_ELLIPSE inner = D2D1::Ellipse(
  3633.                         D2D1::Point2F(b.x, b.y),
  3634.                         BALL_RADIUS * 0.60f,
  3635.                         BALL_RADIUS * 0.60f);
  3636.                     pRT->FillEllipse(&inner, pRad);
  3637.                 }
  3638.             }
  3639.  
  3640.             // --------------------------------------------------------
  3641. //  Draw number decal (skip cue ball)
  3642. // --------------------------------------------------------
  3643.             if (b.id != 0 && pBallNumFormat && pNumWhite && pNumBlack)
  3644.             {
  3645.                 // 1) white circle – slightly smaller on stripes so it fits
  3646.                 const float decalR = (b.type == BallType::STRIPE) ?
  3647.                     BALL_RADIUS * 0.40f : BALL_RADIUS * 0.45f;
  3648.  
  3649.                 D2D1_ELLIPSE decal = D2D1::Ellipse(
  3650.                     D2D1::Point2F(b.x, b.y), decalR, decalR);
  3651.  
  3652.                 pRT->FillEllipse(&decal, pNumWhite);
  3653.                 pRT->DrawEllipse(&decal, pNumBlack, 0.8f);   // thin border
  3654.  
  3655.                 // 2) digit – convert id to printable number
  3656.                 wchar_t numText[3];
  3657.                 _snwprintf_s(numText, _TRUNCATE, L"%d", b.id);
  3658.  
  3659.                 // layout rectangle exactly the diameter of the decal
  3660.                 D2D1_RECT_F layout = D2D1::RectF(
  3661.                     b.x - decalR, b.y - decalR,
  3662.                     b.x + decalR, b.y + decalR);
  3663.  
  3664.                 pRT->DrawText(numText,
  3665.                     (UINT32)wcslen(numText),
  3666.                     pBallNumFormat,
  3667.                     &layout,
  3668.                     pNumBlack);
  3669.             }
  3670.  
  3671.             // Black border
  3672.             if (pBorderBrush)
  3673.                 pRT->DrawEllipse(&outer, pBorderBrush, 1.5f);
  3674.  
  3675.             SafeRelease(&pRad);
  3676.         }
  3677.  
  3678.         SafeRelease(&pStripeBrush);
  3679.         SafeRelease(&pBorderBrush);
  3680.         SafeRelease(&pNumWhite);   // NEW
  3681.         SafeRelease(&pNumBlack);   // NEW
  3682.     }
  3683.  
  3684.     /*void DrawBalls(ID2D1RenderTarget* pRT) {
  3685.         ID2D1SolidColorBrush* pBrush = nullptr;
  3686.         ID2D1SolidColorBrush* pStripeBrush = nullptr; // For stripe pattern
  3687.  
  3688.         pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBrush); // Placeholder
  3689.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  3690.  
  3691.         if (!pBrush || !pStripeBrush) {
  3692.             SafeRelease(&pBrush);
  3693.             SafeRelease(&pStripeBrush);
  3694.             return;
  3695.         }
  3696.  
  3697.  
  3698.         for (size_t i = 0; i < balls.size(); ++i) {
  3699.             const Ball& b = balls[i];
  3700.             if (!b.isPocketed) {
  3701.                 D2D1_ELLIPSE ellipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
  3702.  
  3703.                 // Set main ball color
  3704.                 pBrush->SetColor(b.color);
  3705.                 pRT->FillEllipse(&ellipse, pBrush);
  3706.  
  3707.                 // Draw Stripe if applicable
  3708.                 if (b.type == BallType::STRIPE) {
  3709.                     // Draw a white band across the middle (simplified stripe)
  3710.                     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);
  3711.                     // Need to clip this rectangle to the ellipse bounds - complex!
  3712.                     // Alternative: Draw two colored arcs leaving a white band.
  3713.                     // Simplest: Draw a white circle inside, slightly smaller.
  3714.                     D2D1_ELLIPSE innerEllipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS * 0.6f, BALL_RADIUS * 0.6f);
  3715.                     pRT->FillEllipse(innerEllipse, pStripeBrush); // White center part
  3716.                     pBrush->SetColor(b.color); // Set back to stripe color
  3717.                     pRT->FillEllipse(innerEllipse, pBrush); // Fill again, leaving a ring - No, this isn't right.
  3718.  
  3719.                     // Let's try drawing a thick white line across
  3720.                     // This doesn't look great. Just drawing solid red for stripes for now.
  3721.                 }
  3722.  
  3723.                 // Draw Number (Optional - requires more complex text layout or pre-rendered textures)
  3724.                 // if (b.id != 0 && pTextFormat) {
  3725.                 //     std::wstring numStr = std::to_wstring(b.id);
  3726.                 //     D2D1_RECT_F textRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS, b.x + BALL_RADIUS, b.y + BALL_RADIUS);
  3727.                 //     ID2D1SolidColorBrush* pNumBrush = nullptr;
  3728.                 //     D2D1_COLOR_F numCol = (b.type == BallType::SOLID || b.id == 8) ? D2D1::ColorF(D2D1::ColorF::Black) : D2D1::ColorF(D2D1::ColorF::White);
  3729.                 //     pRT->CreateSolidColorBrush(numCol, &pNumBrush);
  3730.                 //     // Create a smaller text format...
  3731.                 //     // pRT->DrawText(numStr.c_str(), numStr.length(), pSmallTextFormat, &textRect, pNumBrush);
  3732.                 //     SafeRelease(&pNumBrush);
  3733.                 // }
  3734.             }
  3735.         }
  3736.  
  3737.         SafeRelease(&pBrush);
  3738.         SafeRelease(&pStripeBrush);
  3739.     }*/
  3740.  
  3741.  
  3742.     /*void DrawAimingAids(ID2D1RenderTarget* pRT) {
  3743.         // Condition check at start (Unchanged)
  3744.         //if (currentGameState != PLAYER1_TURN && currentGameState != PLAYER2_TURN &&
  3745.             //currentGameState != BREAKING && currentGameState != AIMING)
  3746.         //{
  3747.             //return;
  3748.         //}
  3749.             // NEW Condition: Allow drawing if it's a human player's active turn/aiming/breaking,
  3750.         // OR if it's AI's turn and it's in AI_THINKING state (calculating) or BREAKING (aiming break).
  3751.         bool isHumanInteracting = (!isPlayer2AI || currentPlayer == 1) &&
  3752.             (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  3753.                 currentGameState == BREAKING || currentGameState == AIMING);
  3754.         // AI_THINKING state is when AI calculates shot. AIMakeDecision sets cueAngle/shotPower.
  3755.         // Also include BREAKING state if it's AI's turn and isOpeningBreakShot for break aim visualization.
  3756.             // NEW Condition: AI is displaying its aim
  3757.         bool isAiVisualizingShot = (isPlayer2AI && currentPlayer == 2 &&
  3758.             currentGameState == AI_THINKING && aiIsDisplayingAim);
  3759.  
  3760.         if (!isHumanInteracting && !(isAiVisualizingShot || (currentGameState == AI_THINKING && aiIsDisplayingAim))) {
  3761.             return;
  3762.         }
  3763.  
  3764.         Ball* cueBall = GetCueBall();
  3765.         if (!cueBall || cueBall->isPocketed) return; // Don't draw if cue ball is gone
  3766.  
  3767.         ID2D1SolidColorBrush* pBrush = nullptr;
  3768.         ID2D1SolidColorBrush* pGhostBrush = nullptr;
  3769.         ID2D1StrokeStyle* pDashedStyle = nullptr;
  3770.         ID2D1SolidColorBrush* pCueBrush = nullptr;
  3771.         ID2D1SolidColorBrush* pReflectBrush = nullptr; // Brush for reflection line
  3772.  
  3773.         // Ensure render target is valid
  3774.         if (!pRT) return;
  3775.  
  3776.         // Create Brushes and Styles (check for failures)
  3777.         HRESULT hr;
  3778.         hr = pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
  3779.         if FAILED(hr) { SafeRelease(&pBrush); return; }
  3780.         hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
  3781.         if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); return; }
  3782.         hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
  3783.         if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); return; }
  3784.         // Create reflection brush (e.g., lighter shade or different color)
  3785.         hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
  3786.         if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); SafeRelease(&pReflectBrush); return; }
  3787.         // Create a Cyan brush for primary and secondary lines //orig(75.0f / 255.0f, 0.0f, 130.0f / 255.0f);indigoColor
  3788.         D2D1::ColorF cyanColor(0.0, 255.0, 255.0, 255.0f);
  3789.         ID2D1SolidColorBrush* pCyanBrush = nullptr;
  3790.         hr = pRT->CreateSolidColorBrush(cyanColor, &pCyanBrush);
  3791.         if (FAILED(hr)) {
  3792.             SafeRelease(&pCyanBrush);
  3793.             // handle error if needed
  3794.         }
  3795.         // Create a Purple brush for primary and secondary lines
  3796.         D2D1::ColorF purpleColor(255.0f, 0.0f, 255.0f, 255.0f);
  3797.         ID2D1SolidColorBrush* pPurpleBrush = nullptr;
  3798.         hr = pRT->CreateSolidColorBrush(purpleColor, &pPurpleBrush);
  3799.         if (FAILED(hr)) {
  3800.             SafeRelease(&pPurpleBrush);
  3801.             // handle error if needed
  3802.         }
  3803.  
  3804.         if (pFactory) {
  3805.             D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
  3806.             strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
  3807.             hr = pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
  3808.             if FAILED(hr) { pDashedStyle = nullptr; }
  3809.         }
  3810.  
  3811.  
  3812.         // --- Cue Stick Drawing (Unchanged from previous fix) ---
  3813.         const float baseStickLength = 150.0f;
  3814.         const float baseStickThickness = 4.0f;
  3815.         float stickLength = baseStickLength * 1.4f;
  3816.         float stickThickness = baseStickThickness * 1.5f;
  3817.         float stickAngle = cueAngle + PI;
  3818.         float powerOffset = 0.0f;
  3819.         //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
  3820.             // Show power offset if human is aiming/dragging, or if AI is preparing its shot (AI_THINKING or AI Break)
  3821.         if ((isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) || isAiVisualizingShot) { // Use the new condition
  3822.             powerOffset = shotPower * 5.0f;
  3823.         }
  3824.         D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
  3825.         D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
  3826.         pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);
  3827.  
  3828.  
  3829.         // --- Projection Line Calculation ---
  3830.         float cosA = cosf(cueAngle);
  3831.         float sinA = sinf(cueAngle);
  3832.         float rayLength = TABLE_WIDTH + TABLE_HEIGHT; // Ensure ray is long enough
  3833.         D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
  3834.         D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);*/
  3835.  
  3836.     void DrawAimingAids(ID2D1RenderTarget* pRT) {
  3837.         // Determine if aiming aids should be drawn.
  3838.         bool isHumanInteracting = (!isPlayer2AI || currentPlayer == 1) &&
  3839.             (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  3840.                 currentGameState == BREAKING || currentGameState == AIMING ||
  3841.                 currentGameState == CHOOSING_POCKET_P1 || currentGameState == CHOOSING_POCKET_P2);
  3842.  
  3843.         // FOOLPROOF FIX: This is the new condition to show the AI's aim.
  3844.         bool isAiVisualizingShot = (isPlayer2AI && currentPlayer == 2 && aiIsDisplayingAim);
  3845.  
  3846.         if (!isHumanInteracting && !isAiVisualizingShot) {
  3847.             return;
  3848.         }
  3849.  
  3850.         Ball* cueBall = GetCueBall();
  3851.         if (!cueBall || cueBall->isPocketed) return;
  3852.  
  3853.         // --- Brush and Style Creation (No changes here) ---
  3854.         ID2D1SolidColorBrush* pBrush = nullptr;
  3855.         ID2D1SolidColorBrush* pGhostBrush = nullptr;
  3856.         ID2D1StrokeStyle* pDashedStyle = nullptr;
  3857.         ID2D1SolidColorBrush* pCueBrush = nullptr;
  3858.         ID2D1SolidColorBrush* pReflectBrush = nullptr;
  3859.         ID2D1SolidColorBrush* pCyanBrush = nullptr;
  3860.         ID2D1SolidColorBrush* pPurpleBrush = nullptr;
  3861.         pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
  3862.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
  3863.         pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
  3864.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
  3865.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Cyan), &pCyanBrush);
  3866.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Purple), &pPurpleBrush);
  3867.         if (pFactory) {
  3868.             D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
  3869.             strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
  3870.             pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
  3871.         }
  3872.         // --- End Brush Creation ---
  3873.  
  3874.         // --- FOOLPROOF FIX: Use the AI's planned angle and power for drawing ---
  3875.         float angleToDraw = cueAngle;
  3876.         float powerToDraw = shotPower;
  3877.  
  3878.         if (isAiVisualizingShot) {
  3879.             // When the AI is showing its aim, force the drawing to use its planned shot details.
  3880.             angleToDraw = aiPlannedShotDetails.angle;
  3881.             powerToDraw = aiPlannedShotDetails.power;
  3882.         }
  3883.         // --- End AI Aiming Fix ---
  3884.  
  3885.         // --- Cue Stick Drawing ---
  3886.         const float baseStickLength = 150.0f;
  3887.         const float baseStickThickness = 4.0f;
  3888.         float stickLength = baseStickLength * 1.4f;
  3889.         float stickThickness = baseStickThickness * 1.5f;
  3890.         float stickAngle = angleToDraw + PI; // Use the angle we determined
  3891.         float powerOffset = 0.0f;
  3892.         if ((isAiming || isDraggingStick) || isAiVisualizingShot) {
  3893.             powerOffset = powerToDraw * 5.0f; // Use the power we determined
  3894.         }
  3895.         D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
  3896.         D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
  3897.         pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);
  3898.  
  3899.         // --- Projection Line Calculation ---
  3900.         float cosA = cosf(angleToDraw); // Use the angle we determined
  3901.         float sinA = sinf(angleToDraw);
  3902.         float rayLength = TABLE_WIDTH + TABLE_HEIGHT;
  3903.         D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
  3904.         D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);
  3905.  
  3906.         // Find the first ball hit by the aiming ray
  3907.         Ball* hitBall = nullptr;
  3908.         float firstHitDistSq = -1.0f;
  3909.         D2D1_POINT_2F ballCollisionPoint = { 0, 0 }; // Point on target ball circumference
  3910.         D2D1_POINT_2F ghostBallPosForHit = { 0, 0 }; // Ghost ball pos for the hit ball
  3911.  
  3912.         hitBall = FindFirstHitBall(rayStart, cueAngle, firstHitDistSq);
  3913.         if (hitBall) {
  3914.             // Calculate the point on the target ball's circumference
  3915.             float collisionDist = sqrtf(firstHitDistSq);
  3916.             ballCollisionPoint = D2D1::Point2F(rayStart.x + cosA * collisionDist, rayStart.y + sinA * collisionDist);
  3917.             // Calculate ghost ball position for this specific hit (used for projection consistency)
  3918.             ghostBallPosForHit = D2D1::Point2F(hitBall->x - cosA * BALL_RADIUS, hitBall->y - sinA * BALL_RADIUS); // Approx.
  3919.         }
  3920.  
  3921.         // Find the first rail hit by the aiming ray
  3922.         D2D1_POINT_2F railHitPoint = rayEnd; // Default to far end if no rail hit
  3923.         float minRailDistSq = rayLength * rayLength;
  3924.         int hitRailIndex = -1; // 0:Left, 1:Right, 2:Top, 3:Bottom
  3925.  
  3926.         // Define table edge segments for intersection checks
  3927.         D2D1_POINT_2F topLeft = D2D1::Point2F(TABLE_LEFT, TABLE_TOP);
  3928.         D2D1_POINT_2F topRight = D2D1::Point2F(TABLE_RIGHT, TABLE_TOP);
  3929.         D2D1_POINT_2F bottomLeft = D2D1::Point2F(TABLE_LEFT, TABLE_BOTTOM);
  3930.         D2D1_POINT_2F bottomRight = D2D1::Point2F(TABLE_RIGHT, TABLE_BOTTOM);
  3931.  
  3932.         D2D1_POINT_2F currentIntersection;
  3933.  
  3934.         // Check Left Rail
  3935.         if (LineSegmentIntersection(rayStart, rayEnd, topLeft, bottomLeft, currentIntersection)) {
  3936.             float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3937.             if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 0; }
  3938.         }
  3939.         // Check Right Rail
  3940.         if (LineSegmentIntersection(rayStart, rayEnd, topRight, bottomRight, currentIntersection)) {
  3941.             float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3942.             if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 1; }
  3943.         }
  3944.         // Check Top Rail
  3945.         if (LineSegmentIntersection(rayStart, rayEnd, topLeft, topRight, currentIntersection)) {
  3946.             float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3947.             if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 2; }
  3948.         }
  3949.         // Check Bottom Rail
  3950.         if (LineSegmentIntersection(rayStart, rayEnd, bottomLeft, bottomRight, currentIntersection)) {
  3951.             float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3952.             if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 3; }
  3953.         }
  3954.  
  3955.  
  3956.         // --- Determine final aim line end point ---
  3957.         D2D1_POINT_2F finalLineEnd = railHitPoint; // Assume rail hit first
  3958.         bool aimingAtRail = true;
  3959.  
  3960.         if (hitBall && firstHitDistSq < minRailDistSq) {
  3961.             // Ball collision is closer than rail collision
  3962.             finalLineEnd = ballCollisionPoint; // End line at the point of contact on the ball
  3963.             aimingAtRail = false;
  3964.         }
  3965.  
  3966.         // --- Draw Primary Aiming Line ---
  3967.         pRT->DrawLine(rayStart, finalLineEnd, pBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3968.  
  3969.         // --- Draw Target Circle/Indicator ---
  3970.         D2D1_ELLIPSE targetCircle = D2D1::Ellipse(finalLineEnd, BALL_RADIUS / 2.0f, BALL_RADIUS / 2.0f);
  3971.         pRT->DrawEllipse(&targetCircle, pBrush, 1.0f);
  3972.  
  3973.         // --- Draw Projection/Reflection Lines ---
  3974.         if (!aimingAtRail && hitBall) {
  3975.             // Aiming at a ball: Draw Ghost Cue Ball and Target Ball Projection
  3976.             D2D1_ELLIPSE ghostCue = D2D1::Ellipse(ballCollisionPoint, BALL_RADIUS, BALL_RADIUS); // Ghost ball at contact point
  3977.             pRT->DrawEllipse(ghostCue, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3978.  
  3979.             // Calculate target ball projection based on impact line (cue collision point -> target center)
  3980.             float targetProjectionAngle = atan2f(hitBall->y - ballCollisionPoint.y, hitBall->x - ballCollisionPoint.x);
  3981.             // Clamp angle calculation if distance is tiny
  3982.             if (GetDistanceSq(hitBall->x, hitBall->y, ballCollisionPoint.x, ballCollisionPoint.y) < 1.0f) {
  3983.                 targetProjectionAngle = cueAngle; // Fallback if overlapping
  3984.             }
  3985.  
  3986.             D2D1_POINT_2F targetStartPoint = D2D1::Point2F(hitBall->x, hitBall->y);
  3987.             D2D1_POINT_2F targetProjectionEnd = D2D1::Point2F(
  3988.                 hitBall->x + cosf(targetProjectionAngle) * 50.0f, // Projection length 50 units
  3989.                 hitBall->y + sinf(targetProjectionAngle) * 50.0f
  3990.             );
  3991.             // Draw solid line for target projection
  3992.             //pRT->DrawLine(targetStartPoint, targetProjectionEnd, pBrush, 1.0f);
  3993.  
  3994.         //new code start
  3995.  
  3996.                     // Dual trajectory with edge-aware contact simulation
  3997.             D2D1_POINT_2F dir = {
  3998.                 targetProjectionEnd.x - targetStartPoint.x,
  3999.                 targetProjectionEnd.y - targetStartPoint.y
  4000.             };
  4001.             float dirLen = sqrtf(dir.x * dir.x + dir.y * dir.y);
  4002.             dir.x /= dirLen;
  4003.             dir.y /= dirLen;
  4004.  
  4005.             D2D1_POINT_2F perp = { -dir.y, dir.x };
  4006.  
  4007.             // Approximate cue ball center by reversing from tip
  4008.             D2D1_POINT_2F cueBallCenterForGhostHit = { // Renamed for clarity if you use it elsewhere
  4009.                 targetStartPoint.x - dir.x * BALL_RADIUS,
  4010.                 targetStartPoint.y - dir.y * BALL_RADIUS
  4011.             };
  4012.  
  4013.             // REAL contact-ball center - use your physics object's center:
  4014.             // (replace 'objectBallPos' with whatever you actually call it)
  4015.             // (targetStartPoint is already hitBall->x, hitBall->y)
  4016.             D2D1_POINT_2F contactBallCenter = targetStartPoint; // Corrected: Use the object ball's actual center
  4017.             //D2D1_POINT_2F contactBallCenter = D2D1::Point2F(hitBall->x, hitBall->y);
  4018.  
  4019.            // The 'offset' calculation below uses 'cueBallCenterForGhostHit' (originally 'cueBallCenter').
  4020.            // This will result in 'offset' being 0 because 'cueBallCenterForGhostHit' is defined
  4021.            // such that (targetStartPoint - cueBallCenterForGhostHit) is parallel to 'dir',
  4022.            // and 'perp' is perpendicular to 'dir'.
  4023.            // Consider Change 2 if this 'offset' is not behaving as intended for the secondary line.
  4024.             /*float offset = ((targetStartPoint.x - cueBallCenterForGhostHit.x) * perp.x +
  4025.                 (targetStartPoint.y - cueBallCenterForGhostHit.y) * perp.y);*/
  4026.                 /*float offset = ((targetStartPoint.x - cueBallCenter.x) * perp.x +
  4027.                     (targetStartPoint.y - cueBallCenter.y) * perp.y);
  4028.                 float absOffset = fabsf(offset);
  4029.                 float side = (offset >= 0 ? 1.0f : -1.0f);*/
  4030.  
  4031.                 // Use actual cue ball center for offset calculation if 'offset' is meant to quantify the cut
  4032.             D2D1_POINT_2F actualCueBallPhysicalCenter = D2D1::Point2F(cueBall->x, cueBall->y); // This is also rayStart
  4033.  
  4034.             // Offset calculation based on actual cue ball position relative to the 'dir' line through targetStartPoint
  4035.             float offset = ((targetStartPoint.x - actualCueBallPhysicalCenter.x) * perp.x +
  4036.                 (targetStartPoint.y - actualCueBallPhysicalCenter.y) * perp.y);
  4037.             float absOffset = fabsf(offset);
  4038.             float side = (offset >= 0 ? 1.0f : -1.0f);
  4039.  
  4040.  
  4041.             // Actual contact point on target ball edge
  4042.             D2D1_POINT_2F contactPoint = {
  4043.             contactBallCenter.x + perp.x * BALL_RADIUS * side,
  4044.             contactBallCenter.y + perp.y * BALL_RADIUS * side
  4045.             };
  4046.  
  4047.             // Tangent (cut shot) path from contact point
  4048.                 // Tangent (cut shot) path: from contact point to contact ball center
  4049.             D2D1_POINT_2F objectBallDir = {
  4050.                 contactBallCenter.x - contactPoint.x,
  4051.                 contactBallCenter.y - contactPoint.y
  4052.             };
  4053.             float oLen = sqrtf(objectBallDir.x * objectBallDir.x + objectBallDir.y * objectBallDir.y);
  4054.             if (oLen != 0.0f) {
  4055.                 objectBallDir.x /= oLen;
  4056.                 objectBallDir.y /= oLen;
  4057.             }
  4058.  
  4059.             const float PRIMARY_LEN = 150.0f; //default=150.0f
  4060.             const float SECONDARY_LEN = 150.0f; //default=150.0f
  4061.             const float STRAIGHT_EPSILON = BALL_RADIUS * 0.05f;
  4062.  
  4063.             D2D1_POINT_2F primaryEnd = {
  4064.                 targetStartPoint.x + dir.x * PRIMARY_LEN,
  4065.                 targetStartPoint.y + dir.y * PRIMARY_LEN
  4066.             };
  4067.  
  4068.             // Secondary line starts from the contact ball's center
  4069.             D2D1_POINT_2F secondaryStart = contactBallCenter;
  4070.             D2D1_POINT_2F secondaryEnd = {
  4071.                 secondaryStart.x + objectBallDir.x * SECONDARY_LEN,
  4072.                 secondaryStart.y + objectBallDir.y * SECONDARY_LEN
  4073.             };
  4074.  
  4075.             if (absOffset < STRAIGHT_EPSILON)  // straight shot?
  4076.             {
  4077.                 // Straight: secondary behind primary
  4078.                         // secondary behind primary {pDashedStyle param at end}
  4079.                 pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
  4080.                 //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
  4081.                 pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
  4082.                 //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
  4083.             }
  4084.             else
  4085.             {
  4086.                 // Cut shot: both visible
  4087.                         // both visible for cut shot
  4088.                 pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
  4089.                 //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
  4090.                 pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
  4091.                 //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
  4092.             }
  4093.             // End improved trajectory logic
  4094.  
  4095.         //new code end
  4096.  
  4097.             // -- Cue Ball Path after collision (Optional, requires physics) --
  4098.             // Very simplified: Assume cue deflects, angle depends on cut angle.
  4099.             // float cutAngle = acosf(cosf(cueAngle - targetProjectionAngle)); // Angle between paths
  4100.             // float cueDeflectionAngle = ? // Depends on cutAngle, spin, etc. Hard to predict accurately.
  4101.             // D2D1_POINT_2F cueProjectionEnd = ...
  4102.             // pRT->DrawLine(ballCollisionPoint, cueProjectionEnd, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  4103.  
  4104.             // --- Accuracy Comment ---
  4105.             // Note: The visual accuracy of this projection, especially for cut shots (hitting the ball off-center)
  4106.             // or shots with spin, is limited by the simplified physics model. Real pool physics involves
  4107.             // collision-induced throw, spin transfer, and cue ball deflection not fully simulated here.
  4108.             // The ghost ball method shows the *ideal* line for a center-cue hit without spin.
  4109.  
  4110.         }
  4111.         else if (aimingAtRail && hitRailIndex != -1) {
  4112.             // Aiming at a rail: Draw reflection line
  4113.             float reflectAngle = cueAngle;
  4114.             // Reflect angle based on which rail was hit
  4115.             if (hitRailIndex == 0 || hitRailIndex == 1) { // Left or Right rail
  4116.                 reflectAngle = PI - cueAngle; // Reflect horizontal component
  4117.             }
  4118.             else { // Top or Bottom rail
  4119.                 reflectAngle = -cueAngle; // Reflect vertical component
  4120.             }
  4121.             // Normalize angle if needed (atan2 usually handles this)
  4122.             while (reflectAngle > PI) reflectAngle -= 2 * PI;
  4123.             while (reflectAngle <= -PI) reflectAngle += 2 * PI;
  4124.  
  4125.  
  4126.             float reflectionLength = 60.0f; // Length of the reflection line
  4127.             D2D1_POINT_2F reflectionEnd = D2D1::Point2F(
  4128.                 finalLineEnd.x + cosf(reflectAngle) * reflectionLength,
  4129.                 finalLineEnd.y + sinf(reflectAngle) * reflectionLength
  4130.             );
  4131.  
  4132.             // Draw the reflection line (e.g., using a different color/style)
  4133.             pRT->DrawLine(finalLineEnd, reflectionEnd, pReflectBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  4134.         }
  4135.  
  4136.         // Release resources
  4137.         SafeRelease(&pBrush);
  4138.         SafeRelease(&pGhostBrush);
  4139.         SafeRelease(&pCueBrush);
  4140.         SafeRelease(&pReflectBrush); // Release new brush
  4141.         SafeRelease(&pCyanBrush);
  4142.         SafeRelease(&pPurpleBrush);
  4143.         SafeRelease(&pDashedStyle);
  4144.     }
  4145.  
  4146.  
  4147.     void DrawUI(ID2D1RenderTarget* pRT) {
  4148.         if (!pTextFormat || !pLargeTextFormat) return;
  4149.  
  4150.         ID2D1SolidColorBrush* pBrush = nullptr;
  4151.         pRT->CreateSolidColorBrush(UI_TEXT_COLOR, &pBrush);
  4152.         if (!pBrush) return;
  4153.  
  4154.         //new code
  4155.         // --- Always draw AI's 8?Ball call arrow when it's Player?2's turn and AI has called ---
  4156.         //if (isPlayer2AI && currentPlayer == 2 && calledPocketP2 >= 0) {
  4157.             // FIX: This condition correctly shows the AI's called pocket arrow.
  4158.         if (isPlayer2AI && IsPlayerOnEightBall(2) && calledPocketP2 >= 0) {
  4159.             // pocket index that AI called
  4160.             int idx = calledPocketP2;
  4161.             // draw large blue arrow
  4162.             ID2D1SolidColorBrush* pArrow = nullptr;
  4163.             pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
  4164.             if (pArrow) {
  4165.                 auto P = pocketPositions[idx];
  4166.                 D2D1_POINT_2F tri[3] = {
  4167.                     { P.x - 15.0f, P.y - 40.0f },
  4168.                     { P.x + 15.0f, P.y - 40.0f },
  4169.                     { P.x       , P.y - 10.0f }
  4170.                 };
  4171.                 ID2D1PathGeometry* geom = nullptr;
  4172.                 pFactory->CreatePathGeometry(&geom);
  4173.                 ID2D1GeometrySink* sink = nullptr;
  4174.                 geom->Open(&sink);
  4175.                 sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
  4176.                 sink->AddLines(&tri[1], 2);
  4177.                 sink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4178.                 sink->Close();
  4179.                 pRT->FillGeometry(geom, pArrow);
  4180.                 SafeRelease(&sink);
  4181.                 SafeRelease(&geom);
  4182.                 SafeRelease(&pArrow);
  4183.             }
  4184.             // draw “Choose a pocket...” prompt
  4185.             D2D1_RECT_F txt = D2D1::RectF(
  4186.                 TABLE_LEFT,
  4187.                 TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
  4188.                 TABLE_RIGHT,
  4189.                 TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
  4190.             );
  4191.             pRT->DrawText(
  4192.                 L"AI has called this pocket",
  4193.                 (UINT32)wcslen(L"AI has called this pocket"),
  4194.                 pTextFormat,
  4195.                 &txt,
  4196.                 pBrush
  4197.             );
  4198.             // note: no return here — we still draw fouls/turn text underneath
  4199.         }
  4200.         //end new code
  4201.  
  4202.         // --- Player Info Area (Top Left/Right) --- (Unchanged)
  4203.         float uiTop = TABLE_TOP - 80;
  4204.         float uiHeight = 60;
  4205.         float p1Left = TABLE_LEFT;
  4206.         float p1Width = 150;
  4207.         float p2Left = TABLE_RIGHT - p1Width;
  4208.         D2D1_RECT_F p1Rect = D2D1::RectF(p1Left, uiTop, p1Left + p1Width, uiTop + uiHeight);
  4209.         D2D1_RECT_F p2Rect = D2D1::RectF(p2Left, uiTop, p2Left + p1Width, uiTop + uiHeight);
  4210.  
  4211.         // Player 1 Info Text (Unchanged)
  4212.         std::wostringstream oss1;
  4213.         oss1 << player1Info.name.c_str() << L"\n";
  4214.         if (player1Info.assignedType != BallType::NONE) {
  4215.             oss1 << ((player1Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
  4216.             oss1 << L" [" << player1Info.ballsPocketedCount << L"/7]";
  4217.         }
  4218.         else {
  4219.             oss1 << L"(Undecided)";
  4220.         }
  4221.         pRT->DrawText(oss1.str().c_str(), (UINT32)oss1.str().length(), pTextFormat, &p1Rect, pBrush);
  4222.         // Draw Player 1 Side Ball
  4223.         if (player1Info.assignedType != BallType::NONE)
  4224.         {
  4225.             ID2D1SolidColorBrush* pBallBrush = nullptr;
  4226.             D2D1_COLOR_F ballColor = (player1Info.assignedType == BallType::SOLID) ?
  4227.                 D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
  4228.             pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
  4229.             if (pBallBrush)
  4230.             {
  4231.                 D2D1_POINT_2F ballCenter = D2D1::Point2F(p1Rect.right + 10.0f, p1Rect.top + 20.0f);
  4232.                 float radius = 10.0f;
  4233.                 D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
  4234.                 pRT->FillEllipse(&ball, pBallBrush);
  4235.                 SafeRelease(&pBallBrush);
  4236.                 // Draw border around the ball
  4237.                 ID2D1SolidColorBrush* pBorderBrush = nullptr;
  4238.                 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  4239.                 if (pBorderBrush)
  4240.                 {
  4241.                     pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
  4242.                     SafeRelease(&pBorderBrush);
  4243.                 }
  4244.  
  4245.                 // If stripes, draw a stripe band
  4246.                 if (player1Info.assignedType == BallType::STRIPE)
  4247.                 {
  4248.                     ID2D1SolidColorBrush* pStripeBrush = nullptr;
  4249.                     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  4250.                     if (pStripeBrush)
  4251.                     {
  4252.                         D2D1_RECT_F stripeRect = D2D1::RectF(
  4253.                             ballCenter.x - radius,
  4254.                             ballCenter.y - 3.0f,
  4255.                             ballCenter.x + radius,
  4256.                             ballCenter.y + 3.0f
  4257.                         );
  4258.                         pRT->FillRectangle(&stripeRect, pStripeBrush);
  4259.                         SafeRelease(&pStripeBrush);
  4260.                     }
  4261.                 }
  4262.             }
  4263.         }
  4264.  
  4265.  
  4266.         // Player 2 Info Text (Unchanged)
  4267.         std::wostringstream oss2;
  4268.         oss2 << player2Info.name.c_str() << L"\n";
  4269.         if (player2Info.assignedType != BallType::NONE) {
  4270.             oss2 << ((player2Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
  4271.             oss2 << L" [" << player2Info.ballsPocketedCount << L"/7]";
  4272.         }
  4273.         else {
  4274.             oss2 << L"(Undecided)";
  4275.         }
  4276.         pRT->DrawText(oss2.str().c_str(), (UINT32)oss2.str().length(), pTextFormat, &p2Rect, pBrush);
  4277.         // Draw Player 2 Side Ball
  4278.         if (player2Info.assignedType != BallType::NONE)
  4279.         {
  4280.             ID2D1SolidColorBrush* pBallBrush = nullptr;
  4281.             D2D1_COLOR_F ballColor = (player2Info.assignedType == BallType::SOLID) ?
  4282.                 D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
  4283.             pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
  4284.             if (pBallBrush)
  4285.             {
  4286.                 D2D1_POINT_2F ballCenter = D2D1::Point2F(p2Rect.right + 10.0f, p2Rect.top + 20.0f);
  4287.                 float radius = 10.0f;
  4288.                 D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
  4289.                 pRT->FillEllipse(&ball, pBallBrush);
  4290.                 SafeRelease(&pBallBrush);
  4291.                 // Draw border around the ball
  4292.                 ID2D1SolidColorBrush* pBorderBrush = nullptr;
  4293.                 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  4294.                 if (pBorderBrush)
  4295.                 {
  4296.                     pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
  4297.                     SafeRelease(&pBorderBrush);
  4298.                 }
  4299.  
  4300.                 // If stripes, draw a stripe band
  4301.                 if (player2Info.assignedType == BallType::STRIPE)
  4302.                 {
  4303.                     ID2D1SolidColorBrush* pStripeBrush = nullptr;
  4304.                     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  4305.                     if (pStripeBrush)
  4306.                     {
  4307.                         D2D1_RECT_F stripeRect = D2D1::RectF(
  4308.                             ballCenter.x - radius,
  4309.                             ballCenter.y - 3.0f,
  4310.                             ballCenter.x + radius,
  4311.                             ballCenter.y + 3.0f
  4312.                         );
  4313.                         pRT->FillRectangle(&stripeRect, pStripeBrush);
  4314.                         SafeRelease(&pStripeBrush);
  4315.                     }
  4316.                 }
  4317.             }
  4318.         }
  4319.  
  4320.         // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
  4321.         ID2D1SolidColorBrush* pArrowBrush = nullptr;
  4322.         pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  4323.         if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  4324.             float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
  4325.             float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
  4326.             float arrowTipX, arrowBackX;
  4327.  
  4328.             D2D1_RECT_F playerBox = (currentPlayer == 1) ? p1Rect : p2Rect;
  4329.             arrowBackX = playerBox.left - 25.0f;
  4330.             arrowTipX = arrowBackX + arrowSizeBase * 0.75f;
  4331.  
  4332.             float notchDepth = 12.0f;  // Increased from 6.0f to make the rectangle longer
  4333.             float notchWidth = 10.0f;
  4334.  
  4335.             float cx = arrowBackX;
  4336.             float cy = arrowCenterY;
  4337.  
  4338.             // Define triangle + rectangle tail shape
  4339.             D2D1_POINT_2F tip = D2D1::Point2F(arrowTipX, cy);                           // tip
  4340.             D2D1_POINT_2F baseTop = D2D1::Point2F(cx, cy - arrowSizeBase / 2.0f);          // triangle top
  4341.             D2D1_POINT_2F baseBot = D2D1::Point2F(cx, cy + arrowSizeBase / 2.0f);          // triangle bottom
  4342.  
  4343.             // Rectangle coordinates for the tail portion:
  4344.             D2D1_POINT_2F r1 = D2D1::Point2F(cx - notchDepth, cy - notchWidth / 2.0f);   // rect top-left
  4345.             D2D1_POINT_2F r2 = D2D1::Point2F(cx, cy - notchWidth / 2.0f);                 // rect top-right
  4346.             D2D1_POINT_2F r3 = D2D1::Point2F(cx, cy + notchWidth / 2.0f);                 // rect bottom-right
  4347.             D2D1_POINT_2F r4 = D2D1::Point2F(cx - notchDepth, cy + notchWidth / 2.0f);    // rect bottom-left
  4348.  
  4349.             ID2D1PathGeometry* pPath = nullptr;
  4350.             if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  4351.                 ID2D1GeometrySink* pSink = nullptr;
  4352.                 if (SUCCEEDED(pPath->Open(&pSink))) {
  4353.                     pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
  4354.                     pSink->AddLine(baseTop);
  4355.                     pSink->AddLine(r2); // transition from triangle into rectangle
  4356.                     pSink->AddLine(r1);
  4357.                     pSink->AddLine(r4);
  4358.                     pSink->AddLine(r3);
  4359.                     pSink->AddLine(baseBot);
  4360.                     pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4361.                     pSink->Close();
  4362.                     SafeRelease(&pSink);
  4363.                     pRT->FillGeometry(pPath, pArrowBrush);
  4364.                 }
  4365.                 SafeRelease(&pPath);
  4366.             }
  4367.  
  4368.  
  4369.             SafeRelease(&pArrowBrush);
  4370.         }
  4371.  
  4372.         //original
  4373.     /*
  4374.         // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
  4375.         ID2D1SolidColorBrush* pArrowBrush = nullptr;
  4376.         pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  4377.         if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  4378.             float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
  4379.             float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
  4380.             float arrowTipX, arrowBackX;
  4381.  
  4382.             if (currentPlayer == 1) {
  4383.     arrowBackX = p1Rect.left - 25.0f; // Position left of the box
  4384.                 arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
  4385.                 // Define points for right-pointing arrow
  4386.                 //D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  4387.                 //D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  4388.                 //D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  4389.                 // Enhanced arrow with base rectangle intersection
  4390.         float notchDepth = 6.0f; // Depth of square base "stem"
  4391.         float notchWidth = 4.0f; // Thickness of square part
  4392.  
  4393.         D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  4394.         D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  4395.         D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY - notchWidth / 2.0f); // Square Left-Top
  4396.         D2D1_POINT_2F pt4 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY + notchWidth / 2.0f); // Square Left-Bottom
  4397.         D2D1_POINT_2F pt5 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  4398.  
  4399.  
  4400.         ID2D1PathGeometry* pPath = nullptr;
  4401.         if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  4402.             ID2D1GeometrySink* pSink = nullptr;
  4403.             if (SUCCEEDED(pPath->Open(&pSink))) {
  4404.                 pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
  4405.                 pSink->AddLine(pt2);
  4406.                 pSink->AddLine(pt3);
  4407.                 pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4408.                 pSink->Close();
  4409.                 SafeRelease(&pSink);
  4410.                 pRT->FillGeometry(pPath, pArrowBrush);
  4411.             }
  4412.             SafeRelease(&pPath);
  4413.         }
  4414.             }
  4415.  
  4416.  
  4417.             //==================else player 2
  4418.             else { // Player 2
  4419.              // Player 2: Arrow left of P2 box, pointing right (or right of P2 box pointing left?)
  4420.              // Let's keep it consistent: Arrow left of the active player's box, pointing right.
  4421.     // Let's keep it consistent: Arrow left of the active player's box, pointing right.
  4422.     arrowBackX = p2Rect.left - 25.0f; // Position left of the box
  4423.     arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
  4424.     // Define points for right-pointing arrow
  4425.     D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  4426.     D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  4427.     D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  4428.  
  4429.     ID2D1PathGeometry* pPath = nullptr;
  4430.     if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  4431.         ID2D1GeometrySink* pSink = nullptr;
  4432.         if (SUCCEEDED(pPath->Open(&pSink))) {
  4433.             pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
  4434.             pSink->AddLine(pt2);
  4435.             pSink->AddLine(pt3);
  4436.             pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4437.             pSink->Close();
  4438.             SafeRelease(&pSink);
  4439.             pRT->FillGeometry(pPath, pArrowBrush);
  4440.         }
  4441.         SafeRelease(&pPath);
  4442.     }
  4443.             }
  4444.             */
  4445.  
  4446.  
  4447.             // --- Persistent Blue 8?Ball Call Arrow & Prompt ---
  4448.         /*if (calledPocketP1 >= 0 || calledPocketP2 >= 0)
  4449.         {
  4450.             // determine index (default top?right)
  4451.             int idx = (currentPlayer == 1 ? calledPocketP1 : calledPocketP2);
  4452.             if (idx < 0) idx = (currentPlayer == 1 ? calledPocketP2 : calledPocketP1);
  4453.             if (idx < 0) idx = 2;
  4454.  
  4455.             // draw large blue arrow
  4456.             ID2D1SolidColorBrush* pArrow = nullptr;
  4457.             pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
  4458.             if (pArrow) {
  4459.                 auto P = pocketPositions[idx];
  4460.                 D2D1_POINT_2F tri[3] = {
  4461.                     {P.x - 15.0f, P.y - 40.0f},
  4462.                     {P.x + 15.0f, P.y - 40.0f},
  4463.                     {P.x       , P.y - 10.0f}
  4464.                 };
  4465.                 ID2D1PathGeometry* geom = nullptr;
  4466.                 pFactory->CreatePathGeometry(&geom);
  4467.                 ID2D1GeometrySink* sink = nullptr;
  4468.                 geom->Open(&sink);
  4469.                 sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
  4470.                 sink->AddLines(&tri[1], 2);
  4471.                 sink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4472.                 sink->Close();
  4473.                 pRT->FillGeometry(geom, pArrow);
  4474.                 SafeRelease(&sink); SafeRelease(&geom); SafeRelease(&pArrow);
  4475.             }
  4476.  
  4477.             // draw prompt
  4478.             D2D1_RECT_F txt = D2D1::RectF(
  4479.                 TABLE_LEFT,
  4480.                 TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
  4481.                 TABLE_RIGHT,
  4482.                 TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
  4483.             );
  4484.             pRT->DrawText(
  4485.                 L"Choose a pocket...",
  4486.                 (UINT32)wcslen(L"Choose a pocket..."),
  4487.                 pTextFormat,
  4488.                 &txt,
  4489.                 pBrush
  4490.             );
  4491.         }*/
  4492.  
  4493.         // --- Persistent Blue 8?Ball Pocket Arrow & Prompt (once called) ---
  4494.     /* if (calledPocketP1 >= 0 || calledPocketP2 >= 0)
  4495.     {
  4496.         // 1) Determine pocket index
  4497.         int idx = (currentPlayer == 1 ? calledPocketP1 : calledPocketP2);
  4498.         // If the other player had called but it's now your turn, still show that call
  4499.         if (idx < 0) idx = (currentPlayer == 1 ? calledPocketP2 : calledPocketP1);
  4500.         if (idx < 0) idx = 2; // default to top?right if somehow still unset
  4501.  
  4502.         // 2) Draw large blue arrow
  4503.         ID2D1SolidColorBrush* pArrow = nullptr;
  4504.         pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
  4505.         if (pArrow) {
  4506.             auto P = pocketPositions[idx];
  4507.             D2D1_POINT_2F tri[3] = {
  4508.                 { P.x - 15.0f, P.y - 40.0f },
  4509.                 { P.x + 15.0f, P.y - 40.0f },
  4510.                 { P.x       , P.y - 10.0f }
  4511.             };
  4512.             ID2D1PathGeometry* geom = nullptr;
  4513.             pFactory->CreatePathGeometry(&geom);
  4514.             ID2D1GeometrySink* sink = nullptr;
  4515.             geom->Open(&sink);
  4516.             sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
  4517.             sink->AddLines(&tri[1], 2);
  4518.             sink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4519.             sink->Close();
  4520.             pRT->FillGeometry(geom, pArrow);
  4521.             SafeRelease(&sink);
  4522.             SafeRelease(&geom);
  4523.             SafeRelease(&pArrow);
  4524.         }
  4525.  
  4526.         // 3) Draw persistent prompt text
  4527.         D2D1_RECT_F txt = D2D1::RectF(
  4528.             TABLE_LEFT,
  4529.             TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
  4530.             TABLE_RIGHT,
  4531.             TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
  4532.         );
  4533.         pRT->DrawText(
  4534.             L"Choose a pocket...",
  4535.             (UINT32)wcslen(L"Choose a pocket..."),
  4536.             pTextFormat,
  4537.             &txt,
  4538.             pBrush
  4539.         );
  4540.         // Note: no 'return'; allow foul/turn text to draw beneath if needed
  4541.     } */
  4542.  
  4543.     // new code ends here
  4544.  
  4545.         // --- MODIFIED: Foul Text (Large Red, Bottom Center) ---
  4546.         if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) {
  4547.             ID2D1SolidColorBrush* pFoulBrush = nullptr;
  4548.             pRT->CreateSolidColorBrush(FOUL_TEXT_COLOR, &pFoulBrush);
  4549.             if (pFoulBrush && pLargeTextFormat) {
  4550.                 // Calculate Rect for bottom-middle area
  4551.                 float foulWidth = 200.0f; // Adjust width as needed
  4552.                 float foulHeight = 60.0f;
  4553.                 float foulLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (foulWidth / 2.0f);
  4554.                 // Position below the pocketed balls bar
  4555.                 float foulTop = pocketedBallsBarRect.bottom + 10.0f;
  4556.                 D2D1_RECT_F foulRect = D2D1::RectF(foulLeft, foulTop, foulLeft + foulWidth, foulTop + foulHeight);
  4557.  
  4558.                 // --- Set text alignment to center for foul text ---
  4559.                 pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  4560.                 pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  4561.  
  4562.                 pRT->DrawText(L"FOUL!", 5, pLargeTextFormat, &foulRect, pFoulBrush);
  4563.  
  4564.                 // --- Restore default alignment for large text if needed elsewhere ---
  4565.                 // pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
  4566.                 // pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  4567.  
  4568.                 SafeRelease(&pFoulBrush);
  4569.             }
  4570.         }
  4571.  
  4572.         // --- Blue Arrow & Prompt for 8?Ball Call (while choosing or after called) ---
  4573.         if ((currentGameState == CHOOSING_POCKET_P1
  4574.             || currentGameState == CHOOSING_POCKET_P2)
  4575.             || (calledPocketP1 >= 0 || calledPocketP2 >= 0))
  4576.         {
  4577.             // determine index:
  4578.             //  - if a call exists, use it
  4579.             //  - if still choosing, use hover if any
  4580.             // determine index: use only the clicked call; default to top?right if unset
  4581.             int idx = (currentPlayer == 1 ? calledPocketP1 : calledPocketP2);
  4582.             if (idx < 0) idx = 2;
  4583.  
  4584.             // draw large blue arrow
  4585.             ID2D1SolidColorBrush* pArrow = nullptr;
  4586.             pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
  4587.             if (pArrow) {
  4588.                 auto P = pocketPositions[idx];
  4589.                 D2D1_POINT_2F tri[3] = {
  4590.                     {P.x - 15.0f, P.y - 40.0f},
  4591.                     {P.x + 15.0f, P.y - 40.0f},
  4592.                     {P.x       , P.y - 10.0f}
  4593.                 };
  4594.                 ID2D1PathGeometry* geom = nullptr;
  4595.                 pFactory->CreatePathGeometry(&geom);
  4596.                 ID2D1GeometrySink* sink = nullptr;
  4597.                 geom->Open(&sink);
  4598.                 sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
  4599.                 sink->AddLines(&tri[1], 2);
  4600.                 sink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4601.                 sink->Close();
  4602.                 pRT->FillGeometry(geom, pArrow);
  4603.                 SafeRelease(&sink); SafeRelease(&geom); SafeRelease(&pArrow);
  4604.             }
  4605.  
  4606.             // draw prompt below pockets
  4607.             D2D1_RECT_F txt = D2D1::RectF(
  4608.                 TABLE_LEFT,
  4609.                 TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
  4610.                 TABLE_RIGHT,
  4611.                 TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
  4612.             );
  4613.             pRT->DrawText(
  4614.                 L"Choose a pocket...",
  4615.                 (UINT32)wcslen(L"Choose a pocket..."),
  4616.                 pTextFormat,
  4617.                 &txt,
  4618.                 pBrush
  4619.             );
  4620.             // do NOT return here; allow foul/turn text to display under the arrow
  4621.         }
  4622.  
  4623.         // Removed Obsolete
  4624.         /*
  4625.         // --- 8-Ball Pocket Selection Arrow & Prompt ---
  4626.         if (currentGameState == CHOOSING_POCKET_P1 || currentGameState == CHOOSING_POCKET_P2) {
  4627.             // Determine which pocket to highlight (default to Top-Right if unset)
  4628.             int idx = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  4629.             if (idx < 0) idx = 2;
  4630.  
  4631.             // Draw the downward arrow
  4632.             ID2D1SolidColorBrush* pArrowBrush = nullptr;
  4633.             pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  4634.             if (pArrowBrush) {
  4635.                 D2D1_POINT_2F P = pocketPositions[idx];
  4636.                 D2D1_POINT_2F tri[3] = {
  4637.                     {P.x - 10.0f, P.y - 30.0f},
  4638.                     {P.x + 10.0f, P.y - 30.0f},
  4639.                     {P.x        , P.y - 10.0f}
  4640.                 };
  4641.                 ID2D1PathGeometry* geom = nullptr;
  4642.                 pFactory->CreatePathGeometry(&geom);
  4643.                 ID2D1GeometrySink* sink = nullptr;
  4644.                 geom->Open(&sink);
  4645.                 sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
  4646.                 sink->AddLines(&tri[1], 2);
  4647.                 sink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4648.                 sink->Close();
  4649.                 pRT->FillGeometry(geom, pArrowBrush);
  4650.                 SafeRelease(&sink);
  4651.                 SafeRelease(&geom);
  4652.                 SafeRelease(&pArrowBrush);
  4653.             }
  4654.  
  4655.             // Draw “Choose a pocket...” text under the table
  4656.             D2D1_RECT_F prompt = D2D1::RectF(
  4657.                 TABLE_LEFT,
  4658.                 TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
  4659.                 TABLE_RIGHT,
  4660.                 TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
  4661.             );
  4662.             pRT->DrawText(
  4663.                 L"Choose a pocket...",
  4664.                 (UINT32)wcslen(L"Choose a pocket..."),
  4665.                 pTextFormat,
  4666.                 &prompt,
  4667.                 pBrush
  4668.             );
  4669.  
  4670.             return; // Skip normal turn/foul text
  4671.         }
  4672.         */
  4673.  
  4674.  
  4675.         // Show AI Thinking State (Unchanged from previous step)
  4676.         if (currentGameState == AI_THINKING && pTextFormat) {
  4677.             ID2D1SolidColorBrush* pThinkingBrush = nullptr;
  4678.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pThinkingBrush);
  4679.             if (pThinkingBrush) {
  4680.                 D2D1_RECT_F thinkingRect = p2Rect;
  4681.                 thinkingRect.top += 20; // Offset within P2 box
  4682.                 // Ensure default text alignment for this
  4683.                 pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  4684.                 pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  4685.                 pRT->DrawText(L"Thinking...", 11, pTextFormat, &thinkingRect, pThinkingBrush);
  4686.                 SafeRelease(&pThinkingBrush);
  4687.             }
  4688.         }
  4689.  
  4690.         SafeRelease(&pBrush);
  4691.  
  4692.         // --- Draw CHEAT MODE label if active ---
  4693.         if (cheatModeEnabled) {
  4694.             ID2D1SolidColorBrush* pCheatBrush = nullptr;
  4695.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red), &pCheatBrush);
  4696.             if (pCheatBrush && pTextFormat) {
  4697.                 D2D1_RECT_F cheatTextRect = D2D1::RectF(
  4698.                     TABLE_LEFT + 10.0f,
  4699.                     TABLE_TOP + 10.0f,
  4700.                     TABLE_LEFT + 200.0f,
  4701.                     TABLE_TOP + 40.0f
  4702.                 );
  4703.                 pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
  4704.                 pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
  4705.                 pRT->DrawText(L"CHEAT MODE ON", wcslen(L"CHEAT MODE ON"), pTextFormat, &cheatTextRect, pCheatBrush);
  4706.             }
  4707.             SafeRelease(&pCheatBrush);
  4708.         }
  4709.     }
  4710.  
  4711.     void DrawPowerMeter(ID2D1RenderTarget* pRT) {
  4712.         // Draw Border
  4713.         ID2D1SolidColorBrush* pBorderBrush = nullptr;
  4714.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  4715.         if (!pBorderBrush) return;
  4716.         pRT->DrawRectangle(&powerMeterRect, pBorderBrush, 2.0f);
  4717.         SafeRelease(&pBorderBrush);
  4718.  
  4719.         // Create Gradient Fill
  4720.         ID2D1GradientStopCollection* pGradientStops = nullptr;
  4721.         ID2D1LinearGradientBrush* pGradientBrush = nullptr;
  4722.         D2D1_GRADIENT_STOP gradientStops[4];
  4723.         gradientStops[0].position = 0.0f;
  4724.         gradientStops[0].color = D2D1::ColorF(D2D1::ColorF::Green);
  4725.         gradientStops[1].position = 0.45f;
  4726.         gradientStops[1].color = D2D1::ColorF(D2D1::ColorF::Yellow);
  4727.         gradientStops[2].position = 0.7f;
  4728.         gradientStops[2].color = D2D1::ColorF(D2D1::ColorF::Orange);
  4729.         gradientStops[3].position = 1.0f;
  4730.         gradientStops[3].color = D2D1::ColorF(D2D1::ColorF::Red);
  4731.  
  4732.         pRT->CreateGradientStopCollection(gradientStops, 4, &pGradientStops);
  4733.         if (pGradientStops) {
  4734.             D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES props = {};
  4735.             props.startPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.bottom);
  4736.             props.endPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.top);
  4737.             pRT->CreateLinearGradientBrush(props, pGradientStops, &pGradientBrush);
  4738.             SafeRelease(&pGradientStops);
  4739.         }
  4740.  
  4741.         // Calculate Fill Height
  4742.         float fillRatio = 0;
  4743.         //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
  4744.             // Determine if power meter should reflect shot power (human aiming or AI preparing)
  4745.         bool humanIsAimingPower = isAiming && (currentGameState == AIMING || currentGameState == BREAKING);
  4746.         // NEW Condition: AI is displaying its aim, so show its chosen power
  4747.         bool aiIsVisualizingPower = (isPlayer2AI && currentPlayer == 2 &&
  4748.             currentGameState == AI_THINKING && aiIsDisplayingAim);
  4749.  
  4750.         if (humanIsAimingPower || aiIsVisualizingPower) { // Use the new condition
  4751.             fillRatio = shotPower / MAX_SHOT_POWER;
  4752.         }
  4753.         float fillHeight = (powerMeterRect.bottom - powerMeterRect.top) * fillRatio;
  4754.         D2D1_RECT_F fillRect = D2D1::RectF(
  4755.             powerMeterRect.left,
  4756.             powerMeterRect.bottom - fillHeight,
  4757.             powerMeterRect.right,
  4758.             powerMeterRect.bottom
  4759.         );
  4760.  
  4761.         if (pGradientBrush) {
  4762.             pRT->FillRectangle(&fillRect, pGradientBrush);
  4763.             SafeRelease(&pGradientBrush);
  4764.         }
  4765.  
  4766.         // Draw scale notches
  4767.         ID2D1SolidColorBrush* pNotchBrush = nullptr;
  4768.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNotchBrush);
  4769.         if (pNotchBrush) {
  4770.             for (int i = 0; i <= 8; ++i) {
  4771.                 float y = powerMeterRect.top + (powerMeterRect.bottom - powerMeterRect.top) * (i / 8.0f);
  4772.                 pRT->DrawLine(
  4773.                     D2D1::Point2F(powerMeterRect.right + 2.0f, y),
  4774.                     D2D1::Point2F(powerMeterRect.right + 8.0f, y),
  4775.                     pNotchBrush,
  4776.                     1.5f
  4777.                 );
  4778.             }
  4779.             SafeRelease(&pNotchBrush);
  4780.         }
  4781.  
  4782.         // Draw "Power" Label Below Meter
  4783.         if (pTextFormat) {
  4784.             ID2D1SolidColorBrush* pTextBrush = nullptr;
  4785.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pTextBrush);
  4786.             if (pTextBrush) {
  4787.                 D2D1_RECT_F textRect = D2D1::RectF(
  4788.                     powerMeterRect.left - 20.0f,
  4789.                     powerMeterRect.bottom + 8.0f,
  4790.                     powerMeterRect.right + 20.0f,
  4791.                     powerMeterRect.bottom + 38.0f
  4792.                 );
  4793.                 pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  4794.                 pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
  4795.                 pRT->DrawText(L"Power", 5, pTextFormat, &textRect, pTextBrush);
  4796.                 SafeRelease(&pTextBrush);
  4797.             }
  4798.         }
  4799.  
  4800.         // Draw Glow Effect if fully charged or fading out
  4801.         static float glowPulse = 0.0f;
  4802.         static bool glowIncreasing = true;
  4803.         static float glowFadeOut = 0.0f; // NEW: tracks fading out
  4804.  
  4805.         if (shotPower >= MAX_SHOT_POWER * 0.99f) {
  4806.             // While fully charged, keep pulsing normally
  4807.             if (glowIncreasing) {
  4808.                 glowPulse += 0.02f;
  4809.                 if (glowPulse >= 1.0f) glowIncreasing = false;
  4810.             }
  4811.             else {
  4812.                 glowPulse -= 0.02f;
  4813.                 if (glowPulse <= 0.0f) glowIncreasing = true;
  4814.             }
  4815.             glowFadeOut = 1.0f; // Reset fade out to full
  4816.         }
  4817.         else if (glowFadeOut > 0.0f) {
  4818.             // If shot fired, gradually fade out
  4819.             glowFadeOut -= 0.02f;
  4820.             if (glowFadeOut < 0.0f) glowFadeOut = 0.0f;
  4821.         }
  4822.  
  4823.         if (glowFadeOut > 0.0f) {
  4824.             ID2D1SolidColorBrush* pGlowBrush = nullptr;
  4825.             float effectiveOpacity = (0.3f + 0.7f * glowPulse) * glowFadeOut;
  4826.             pRT->CreateSolidColorBrush(
  4827.                 D2D1::ColorF(D2D1::ColorF::Red, effectiveOpacity),
  4828.                 &pGlowBrush
  4829.             );
  4830.             if (pGlowBrush) {
  4831.                 float glowCenterX = (powerMeterRect.left + powerMeterRect.right) / 2.0f;
  4832.                 float glowCenterY = powerMeterRect.top;
  4833.                 D2D1_ELLIPSE glowEllipse = D2D1::Ellipse(
  4834.                     D2D1::Point2F(glowCenterX, glowCenterY - 10.0f),
  4835.                     12.0f + 3.0f * glowPulse,
  4836.                     6.0f + 2.0f * glowPulse
  4837.                 );
  4838.                 pRT->FillEllipse(&glowEllipse, pGlowBrush);
  4839.                 SafeRelease(&pGlowBrush);
  4840.             }
  4841.         }
  4842.     }
  4843.  
  4844.     void DrawSpinIndicator(ID2D1RenderTarget* pRT) {
  4845.         ID2D1SolidColorBrush* pWhiteBrush = nullptr;
  4846.         ID2D1SolidColorBrush* pRedBrush = nullptr;
  4847.  
  4848.         pRT->CreateSolidColorBrush(CUE_BALL_COLOR, &pWhiteBrush);
  4849.         pRT->CreateSolidColorBrush(ENGLISH_DOT_COLOR, &pRedBrush);
  4850.  
  4851.         if (!pWhiteBrush || !pRedBrush) {
  4852.             SafeRelease(&pWhiteBrush);
  4853.             SafeRelease(&pRedBrush);
  4854.             return;
  4855.         }
  4856.  
  4857.         // Draw White Ball Background
  4858.         D2D1_ELLIPSE bgEllipse = D2D1::Ellipse(spinIndicatorCenter, spinIndicatorRadius, spinIndicatorRadius);
  4859.         pRT->FillEllipse(&bgEllipse, pWhiteBrush);
  4860.         pRT->DrawEllipse(&bgEllipse, pRedBrush, 0.5f); // Thin red border
  4861.  
  4862.  
  4863.         // Draw Red Dot for Spin Position
  4864.         float dotRadius = 4.0f;
  4865.         float dotX = spinIndicatorCenter.x + cueSpinX * (spinIndicatorRadius - dotRadius); // Keep dot inside edge
  4866.         float dotY = spinIndicatorCenter.y + cueSpinY * (spinIndicatorRadius - dotRadius);
  4867.         D2D1_ELLIPSE dotEllipse = D2D1::Ellipse(D2D1::Point2F(dotX, dotY), dotRadius, dotRadius);
  4868.         pRT->FillEllipse(&dotEllipse, pRedBrush);
  4869.  
  4870.         SafeRelease(&pWhiteBrush);
  4871.         SafeRelease(&pRedBrush);
  4872.     }
  4873.  
  4874.  
  4875.     void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT) {
  4876.         ID2D1SolidColorBrush* pBgBrush = nullptr;
  4877.         ID2D1SolidColorBrush* pBallBrush = nullptr;
  4878.  
  4879.         // Ensure render target is valid before proceeding
  4880.         if (!pRT) return;
  4881.  
  4882.         HRESULT hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, 0.8f), &pBgBrush); // Semi-transparent black
  4883.         if (FAILED(hr)) { SafeRelease(&pBgBrush); return; } // Exit if brush creation fails
  4884.  
  4885.         hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBallBrush); // Placeholder, color will be set per ball
  4886.         if (FAILED(hr)) {
  4887.             SafeRelease(&pBgBrush);
  4888.             SafeRelease(&pBallBrush);
  4889.             return; // Exit if brush creation fails
  4890.         }
  4891.  
  4892.         // Draw the background bar (rounded rect)
  4893.         D2D1_ROUNDED_RECT roundedRect = D2D1::RoundedRect(pocketedBallsBarRect, 10.0f, 10.0f); // Corner radius 10
  4894.         float baseAlpha = 0.8f;
  4895.         float flashBoost = pocketFlashTimer * 0.5f; // Make flash effect boost alpha slightly
  4896.         float finalAlpha = std::min(1.0f, baseAlpha + flashBoost);
  4897.         pBgBrush->SetOpacity(finalAlpha);
  4898.         pRT->FillRoundedRectangle(&roundedRect, pBgBrush);
  4899.         pBgBrush->SetOpacity(1.0f); // Reset opacity after drawing
  4900.  
  4901.         // --- Draw small circles for pocketed balls inside the bar ---
  4902.  
  4903.         // Calculate dimensions based on the bar's height for better scaling
  4904.         float barHeight = pocketedBallsBarRect.bottom - pocketedBallsBarRect.top;
  4905.         float ballDisplayRadius = barHeight * 0.30f; // Make balls slightly smaller relative to bar height
  4906.         float spacing = ballDisplayRadius * 2.2f; // Adjust spacing slightly
  4907.         float padding = spacing * 0.75f; // Add padding from the edges
  4908.         float center_Y = pocketedBallsBarRect.top + barHeight / 2.0f; // Vertical center
  4909.  
  4910.         // Starting X positions with padding
  4911.         float currentX_P1 = pocketedBallsBarRect.left + padding;
  4912.         float currentX_P2 = pocketedBallsBarRect.right - padding; // Start from right edge minus padding
  4913.  
  4914.         int p1DrawnCount = 0;
  4915.         int p2DrawnCount = 0;
  4916.         const int maxBallsToShow = 7; // Max balls per player in the bar
  4917.  
  4918.         for (const auto& b : balls) {
  4919.             if (b.isPocketed) {
  4920.                 // Skip cue ball and 8-ball in this indicator
  4921.                 if (b.id == 0 || b.id == 8) continue;
  4922.  
  4923.                 bool isPlayer1Ball = (player1Info.assignedType != BallType::NONE && b.type == player1Info.assignedType);
  4924.                 bool isPlayer2Ball = (player2Info.assignedType != BallType::NONE && b.type == player2Info.assignedType);
  4925.  
  4926.                 if (isPlayer1Ball && p1DrawnCount < maxBallsToShow) {
  4927.                     pBallBrush->SetColor(b.color);
  4928.                     // Draw P1 balls from left to right
  4929.                     D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P1 + p1DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
  4930.                     pRT->FillEllipse(&ballEllipse, pBallBrush);
  4931.                     p1DrawnCount++;
  4932.                 }
  4933.                 else if (isPlayer2Ball && p2DrawnCount < maxBallsToShow) {
  4934.                     pBallBrush->SetColor(b.color);
  4935.                     // Draw P2 balls from right to left
  4936.                     D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P2 - p2DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
  4937.                     pRT->FillEllipse(&ballEllipse, pBallBrush);
  4938.                     p2DrawnCount++;
  4939.                 }
  4940.                 // Note: Balls pocketed before assignment or opponent balls are intentionally not shown here.
  4941.                 // You could add logic here to display them differently if needed (e.g., smaller, grayed out).
  4942.             }
  4943.         }
  4944.  
  4945.         SafeRelease(&pBgBrush);
  4946.         SafeRelease(&pBallBrush);
  4947.     }
  4948.  
  4949.     void DrawBallInHandIndicator(ID2D1RenderTarget* pRT) {
  4950.         if (!isDraggingCueBall && (currentGameState != BALL_IN_HAND_P1 && currentGameState != BALL_IN_HAND_P2 && currentGameState != PRE_BREAK_PLACEMENT)) {
  4951.             return; // Only show when placing/dragging
  4952.         }
  4953.  
  4954.         Ball* cueBall = GetCueBall();
  4955.         if (!cueBall) return;
  4956.  
  4957.         ID2D1SolidColorBrush* pGhostBrush = nullptr;
  4958.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.6f), &pGhostBrush); // Semi-transparent white
  4959.  
  4960.         if (pGhostBrush) {
  4961.             D2D1_POINT_2F drawPos;
  4962.             if (isDraggingCueBall) {
  4963.                 drawPos = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  4964.             }
  4965.             else {
  4966.                 // If not dragging but in placement state, show at current ball pos
  4967.                 drawPos = D2D1::Point2F(cueBall->x, cueBall->y);
  4968.             }
  4969.  
  4970.             // Check if the placement is valid before drawing differently?
  4971.             bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  4972.             bool isValid = IsValidCueBallPosition(drawPos.x, drawPos.y, behindHeadstring);
  4973.  
  4974.             if (!isValid) {
  4975.                 // Maybe draw red outline if invalid placement?
  4976.                 pGhostBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
  4977.             }
  4978.  
  4979.  
  4980.             D2D1_ELLIPSE ghostEllipse = D2D1::Ellipse(drawPos, BALL_RADIUS, BALL_RADIUS);
  4981.             pRT->FillEllipse(&ghostEllipse, pGhostBrush);
  4982.             pRT->DrawEllipse(&ghostEllipse, pGhostBrush, 1.0f); // Outline
  4983.  
  4984.             SafeRelease(&pGhostBrush);
  4985.         }
  4986.     }
  4987.  
  4988.     void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT) {
  4989.         /*  Never show the arrow while the player is still placing the
  4990.         cue-ball (ball-in-hand) – it otherwise hides behind the
  4991.         ghost-ball and can lock the UI.                               */
  4992.  
  4993.         /* Still skip the opening-break placement,
  4994.        but show the arrow during BALL-IN-HAND */
  4995.        // ? skip when no active call for the CURRENT shooter
  4996.         if ((currentPlayer == 1 && calledPocketP1 < 0) ||
  4997.             (currentPlayer == 2 && calledPocketP2 < 0))    return;
  4998.         /*if (currentGameState == PRE_BREAK_PLACEMENT)
  4999.             return;*/ //new ai-asked-to-disable
  5000.             /*if (currentGameState == BALL_IN_HAND_P1 ||
  5001.                 currentGameState == BALL_IN_HAND_P2 ||
  5002.                 currentGameState == PRE_BREAK_PLACEMENT)
  5003.             {
  5004.                 return;
  5005.             }*/
  5006.  
  5007.         int pocketToIndicate = -1;
  5008.         // Whenever EITHER player has pocketed their first 7 and has called (human or AI),
  5009.         // we forcibly show their arrow—regardless of currentGameState.
  5010.         if ((currentPlayer == 1 && player1Info.ballsPocketedCount >= 7 && calledPocketP1 >= 0) ||
  5011.             (currentPlayer == 2 && player2Info.ballsPocketedCount >= 7 && calledPocketP2 >= 0))
  5012.         {
  5013.             pocketToIndicate = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  5014.         }
  5015.         /*// A human player is actively choosing if they are in the CHOOSING_POCKET state.
  5016.         bool isHumanChoosing = (currentGameState == CHOOSING_POCKET_P1 || (currentGameState == CHOOSING_POCKET_P2 && !isPlayer2AI));
  5017.  
  5018.         if (isHumanChoosing) {
  5019.             // When choosing, show the currently selected pocket (which has a default).
  5020.             pocketToIndicate = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  5021.         }
  5022.         else if (IsPlayerOnEightBall(currentPlayer)) {
  5023.             // If it's a normal turn but the player is on the 8-ball, show their called pocket as a reminder.
  5024.             pocketToIndicate = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  5025.         }*/
  5026.  
  5027.         if (pocketToIndicate < 0 || pocketToIndicate > 5) {
  5028.             return; // Don't draw if no pocket is selected or relevant.
  5029.         }
  5030.  
  5031.         ID2D1SolidColorBrush* pArrowBrush = nullptr;
  5032.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Yellow, 0.9f), &pArrowBrush);
  5033.         if (!pArrowBrush) return;
  5034.  
  5035.         // ... The rest of your arrow drawing geometry logic remains exactly the same ...
  5036.         // (No changes needed to the points/path drawing, only the logic above)
  5037.         D2D1_POINT_2F targetPocketCenter = pocketPositions[pocketToIndicate];
  5038.         float arrowHeadSize = HOLE_VISUAL_RADIUS * 0.5f;
  5039.         float arrowShaftLength = HOLE_VISUAL_RADIUS * 0.3f;
  5040.         float arrowShaftWidth = arrowHeadSize * 0.4f;
  5041.         float verticalOffsetFromPocketCenter = HOLE_VISUAL_RADIUS * 1.6f;
  5042.         D2D1_POINT_2F tip, baseLeft, baseRight, shaftTopLeft, shaftTopRight, shaftBottomLeft, shaftBottomRight;
  5043.  
  5044.         if (targetPocketCenter.y == TABLE_TOP) {
  5045.             tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y + verticalOffsetFromPocketCenter + arrowHeadSize);
  5046.             baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
  5047.             baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
  5048.             shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
  5049.             shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
  5050.             shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y - arrowShaftLength);
  5051.             shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y - arrowShaftLength);
  5052.         }
  5053.         else {
  5054.             tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y - verticalOffsetFromPocketCenter - arrowHeadSize);
  5055.             baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
  5056.             baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
  5057.             shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y + arrowShaftLength);
  5058.             shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y + arrowShaftLength);
  5059.             shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
  5060.             shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
  5061.         }
  5062.  
  5063.         ID2D1PathGeometry* pPath = nullptr;
  5064.         if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  5065.             ID2D1GeometrySink* pSink = nullptr;
  5066.             if (SUCCEEDED(pPath->Open(&pSink))) {
  5067.                 pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
  5068.                 pSink->AddLine(baseLeft); pSink->AddLine(shaftBottomLeft); pSink->AddLine(shaftTopLeft);
  5069.                 pSink->AddLine(shaftTopRight); pSink->AddLine(shaftBottomRight); pSink->AddLine(baseRight);
  5070.                 pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  5071.                 pSink->Close();
  5072.                 SafeRelease(&pSink);
  5073.                 pRT->FillGeometry(pPath, pArrowBrush);
  5074.             }
  5075.             SafeRelease(&pPath);
  5076.         }
  5077.         SafeRelease(&pArrowBrush);
  5078.     }
  5079. ```
  5080.  
  5081. ==++ Here's the full source for (file 2/3 (No OOP-based)) "resource.h"::: ++==
  5082. ```resource.h
  5083. //{{NO_DEPENDENCIES}}
  5084. // Microsoft Visual C++ generated include file.
  5085. // Used by Yahoo-8Ball-Pool-Clone.rc
  5086. //
  5087. #define IDI_ICON1                       101
  5088. // --- NEW Resource IDs (Define these in your .rc file / resource.h) ---
  5089. #define IDD_NEWGAMEDLG 106
  5090. #define IDC_RADIO_2P   1003
  5091. #define IDC_RADIO_CPU  1005
  5092. #define IDC_GROUP_AI   1006
  5093. #define IDC_RADIO_EASY 1007
  5094. #define IDC_RADIO_MEDIUM 1008
  5095. #define IDC_RADIO_HARD 1009
  5096. // --- NEW Resource IDs for Opening Break ---
  5097. #define IDC_GROUP_BREAK_MODE 1010
  5098. #define IDC_RADIO_CPU_BREAK  1011
  5099. #define IDC_RADIO_P1_BREAK   1012
  5100. #define IDC_RADIO_FLIP_BREAK 1013
  5101. // Standard IDOK is usually defined, otherwise define it (e.g., #define IDOK 1)
  5102.  
  5103. // Next default values for new objects
  5104. //
  5105. #ifdef APSTUDIO_INVOKED
  5106. #ifndef APSTUDIO_READONLY_SYMBOLS
  5107. #define _APS_NEXT_RESOURCE_VALUE        102
  5108. #define _APS_NEXT_COMMAND_VALUE         40002 // Incremented
  5109. #define _APS_NEXT_CONTROL_VALUE         1014 // Incremented
  5110. #define _APS_NEXT_SYMED_VALUE           101
  5111. #endif
  5112. #endif
  5113. ```
  5114.  
  5115. ==++ Here's the full source for (file 3/3 (No OOP-based)) "Yahoo-8Ball-Pool-Clone.rc"::: ++==
  5116. ```Yahoo-8Ball-Pool-Clone.rc
  5117. // Microsoft Visual C++ generated resource script.
  5118. //
  5119. #include "resource.h"
  5120.  
  5121. #define APSTUDIO_READONLY_SYMBOLS
  5122. /////////////////////////////////////////////////////////////////////////////
  5123. //
  5124. // Generated from the TEXTINCLUDE 2 resource.
  5125. //
  5126. #include "winres.h"
  5127.  
  5128. /////////////////////////////////////////////////////////////////////////////
  5129. #undef APSTUDIO_READONLY_SYMBOLS
  5130.  
  5131. /////////////////////////////////////////////////////////////////////////////
  5132. // English (United States) resources
  5133.  
  5134. #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
  5135. LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
  5136. #pragma code_page(1252)
  5137.  
  5138. #ifdef APSTUDIO_INVOKED
  5139. /////////////////////////////////////////////////////////////////////////////
  5140. //
  5141. // TEXTINCLUDE
  5142. //
  5143.  
  5144. 1 TEXTINCLUDE
  5145. BEGIN
  5146. "resource.h\0"
  5147. END
  5148.  
  5149. 2 TEXTINCLUDE
  5150. BEGIN
  5151. "#include ""winres.h""\r\n"
  5152. "\0"
  5153. END
  5154.  
  5155. 3 TEXTINCLUDE
  5156. BEGIN
  5157. "\r\n"
  5158. "\0"
  5159. END
  5160.  
  5161. #endif    // APSTUDIO_INVOKED
  5162.  
  5163.  
  5164. /////////////////////////////////////////////////////////////////////////////
  5165. //
  5166. // Icon
  5167. //
  5168.  
  5169. // Icon with lowest ID value placed first to ensure application icon
  5170. // remains consistent on all systems.
  5171. IDI_ICON1               ICON                    "D:\\Download\\8Ball_Colored.ico"
  5172.  
  5173. #endif    // English (United States) resources
  5174. /////////////////////////////////////////////////////////////////////////////
  5175.  
  5176.  
  5177.  
  5178. #ifndef APSTUDIO_INVOKED
  5179. /////////////////////////////////////////////////////////////////////////////
  5180. //
  5181. // Generated from the TEXTINCLUDE 3 resource.
  5182. //
  5183.  
  5184.  
  5185. /////////////////////////////////////////////////////////////////////////////
  5186. #endif    // not APSTUDIO_INVOKED
  5187.  
  5188. #include <windows.h> // Needed for control styles like WS_GROUP, BS_AUTORADIOBUTTON etc.
  5189.  
  5190. /////////////////////////////////////////////////////////////////////////////
  5191. //
  5192. // Dialog
  5193. //
  5194.  
  5195. IDD_NEWGAMEDLG DIALOGEX 0, 0, 220, 185 // Dialog position (x, y) and size (width, height) in Dialog Units (DLUs) - Increased Height
  5196. STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU
  5197. CAPTION "New 8-Ball Game"
  5198. FONT 8, "MS Shell Dlg", 400, 0, 0x1 // Standard dialog font
  5199. BEGIN
  5200. // --- Game Mode Selection ---
  5201. // Group Box for Game Mode (Optional visually, but helps structure)
  5202. GROUPBOX        "Game Mode", IDC_STATIC, 7, 7, 90, 50
  5203.  
  5204. // "2 Player" Radio Button (First in this group)
  5205. CONTROL         "&2 Player (Human vs Human)", IDC_RADIO_2P, "Button",
  5206. BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 14, 20, 80, 10
  5207.  
  5208. // "Human vs CPU" Radio Button
  5209. CONTROL         "Human vs &CPU", IDC_RADIO_CPU, "Button",
  5210. BS_AUTORADIOBUTTON | WS_TABSTOP, 14, 35, 70, 10
  5211.  
  5212.  
  5213. // --- AI Difficulty Selection (Inside its own Group Box) ---
  5214. GROUPBOX        "AI Difficulty", IDC_GROUP_AI, 118, 7, 95, 70
  5215.  
  5216. // "Easy" Radio Button (First in the AI group)
  5217. CONTROL         "&Easy", IDC_RADIO_EASY, "Button",
  5218. BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 125, 20, 60, 10
  5219.  
  5220. // "Medium" Radio Button
  5221. CONTROL         "&Medium", IDC_RADIO_MEDIUM, "Button",
  5222. BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 35, 60, 10
  5223.  
  5224. // "Hard" Radio Button
  5225. CONTROL         "&Hard", IDC_RADIO_HARD, "Button",
  5226. BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 50, 60, 10
  5227.  
  5228. // --- Opening Break Modes (For Versus CPU Only) ---
  5229. GROUPBOX        "Opening Break Modes:", IDC_GROUP_BREAK_MODE, 118, 82, 95, 60
  5230.  
  5231. // "CPU Break" Radio Button (Default for this group)
  5232. CONTROL         "&CPU Break", IDC_RADIO_CPU_BREAK, "Button",
  5233. BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 125, 95, 70, 10
  5234.  
  5235. // "P1 Break" Radio Button
  5236. CONTROL         "&P1 Break", IDC_RADIO_P1_BREAK, "Button",
  5237. BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 110, 70, 10
  5238.  
  5239. // "FlipCoin Break" Radio Button
  5240. CONTROL         "&FlipCoin Break", IDC_RADIO_FLIP_BREAK, "Button",
  5241. BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 125, 70, 10
  5242.  
  5243.  
  5244. // --- Standard Buttons ---
  5245. DEFPUSHBUTTON   "Start", IDOK, 55, 160, 50, 14 // Default button (Enter key) - Adjusted Y position
  5246. PUSHBUTTON      "Cancel", IDCANCEL, 115, 160, 50, 14 // Adjusted Y position
  5247. END
  5248. ```
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