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- ==++ Here's the full source for (file 1/3 (No OOP-based)) "Pool-Game-Clone.cpp"::: ++==
- ```Pool-Game-Clone.cpp
- #define WIN32_LEAN_AND_MEAN
- #define NOMINMAX
- #include <windows.h>
- #include <d2d1.h>
- #include <dwrite.h>
- #include <vector>
- #include <cmath>
- #include <string>
- #include <sstream> // Required for wostringstream
- #include <algorithm> // Required for std::max, std::min
- #include <ctime> // Required for srand, time
- #include <cstdlib> // Required for srand, rand (often included by others, but good practice)
- #include <commctrl.h> // Needed for radio buttons etc. in dialog (if using native controls)
- #include "resource.h"
- #pragma comment(lib, "Comctl32.lib") // Link against common controls library
- #pragma comment(lib, "d2d1.lib")
- #pragma comment(lib, "dwrite.lib")
- // --- Constants ---
- const float PI = 3.1415926535f;
- const float BALL_RADIUS = 10.0f;
- const float TABLE_LEFT = 100.0f;
- const float TABLE_TOP = 100.0f;
- const float TABLE_WIDTH = 700.0f;
- const float TABLE_HEIGHT = 350.0f;
- const float TABLE_RIGHT = TABLE_LEFT + TABLE_WIDTH;
- const float TABLE_BOTTOM = TABLE_TOP + TABLE_HEIGHT;
- const float CUSHION_THICKNESS = 20.0f;
- const float HOLE_VISUAL_RADIUS = 22.0f; // Visual size of the hole
- const float POCKET_RADIUS = HOLE_VISUAL_RADIUS; // Make detection radius match visual size (or slightly larger)
- const float MAX_SHOT_POWER = 15.0f;
- const float FRICTION = 0.985f; // Friction factor per frame
- const float MIN_VELOCITY_SQ = 0.01f * 0.01f; // Stop balls below this squared velocity
- const float HEADSTRING_X = TABLE_LEFT + TABLE_WIDTH * 0.30f; // 30% line
- const float RACK_POS_X = TABLE_LEFT + TABLE_WIDTH * 0.65f; // 65% line for rack apex
- const float RACK_POS_Y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
- const UINT ID_TIMER = 1;
- const int TARGET_FPS = 60; // Target frames per second for timer
- // --- Enums ---
- // --- MODIFIED/NEW Enums ---
- enum GameState {
- SHOWING_DIALOG, // NEW: Game is waiting for initial dialog input
- PRE_BREAK_PLACEMENT,// Player placing cue ball for break
- BREAKING, // Player is aiming/shooting the break shot
- AIMING, // Player is aiming
- AI_THINKING, // NEW: AI is calculating its move
- SHOT_IN_PROGRESS, // Balls are moving
- ASSIGNING_BALLS, // Turn after break where ball types are assigned
- PLAYER1_TURN,
- PLAYER2_TURN,
- BALL_IN_HAND_P1,
- BALL_IN_HAND_P2,
- GAME_OVER
- };
- enum BallType {
- NONE,
- SOLID, // Yellow (1-7)
- STRIPE, // Red (9-15)
- EIGHT_BALL, // Black (8)
- CUE_BALL // White (0)
- };
- // NEW Enums for Game Mode and AI Difficulty
- enum GameMode {
- HUMAN_VS_HUMAN,
- HUMAN_VS_AI
- };
- enum AIDifficulty {
- EASY,
- MEDIUM,
- HARD
- };
- // --- Structs ---
- struct Ball {
- int id; // 0=Cue, 1-7=Solid, 8=Eight, 9-15=Stripe
- BallType type;
- float x, y;
- float vx, vy;
- D2D1_COLOR_F color;
- bool isPocketed;
- };
- struct PlayerInfo {
- BallType assignedType;
- int ballsPocketedCount;
- std::wstring name;
- };
- // --- Global Variables ---
- // Direct2D & DirectWrite
- ID2D1Factory* pFactory = nullptr;
- ID2D1HwndRenderTarget* pRenderTarget = nullptr;
- IDWriteFactory* pDWriteFactory = nullptr;
- IDWriteTextFormat* pTextFormat = nullptr;
- IDWriteTextFormat* pLargeTextFormat = nullptr; // For "Foul!"
- // Game State
- HWND hwndMain = nullptr;
- GameState currentGameState = SHOWING_DIALOG; // Start by showing dialog
- std::vector<Ball> balls;
- int currentPlayer = 1; // 1 or 2
- PlayerInfo player1Info = { BallType::NONE, 0, L"Player 1" };
- PlayerInfo player2Info = { BallType::NONE, 0, L"CPU" }; // Default P2 name
- bool foulCommitted = false;
- std::wstring gameOverMessage = L"";
- bool firstBallPocketedAfterBreak = false;
- std::vector<int> pocketedThisTurn;
- // NEW Game Mode/AI Globals
- GameMode gameMode = HUMAN_VS_HUMAN; // Default mode
- AIDifficulty aiDifficulty = MEDIUM; // Default difficulty
- bool isPlayer2AI = false; // Is Player 2 controlled by AI?
- bool aiTurnPending = false; // Flag: AI needs to take its turn when possible
- // bool aiIsThinking = false; // Replaced by AI_THINKING game state
- // Input & Aiming
- POINT ptMouse = { 0, 0 };
- bool isAiming = false;
- bool isDraggingCueBall = false;
- bool isSettingEnglish = false;
- D2D1_POINT_2F aimStartPoint = { 0, 0 };
- float cueAngle = 0.0f;
- float shotPower = 0.0f;
- float cueSpinX = 0.0f; // Range -1 to 1
- float cueSpinY = 0.0f; // Range -1 to 1
- // UI Element Positions
- D2D1_RECT_F powerMeterRect = { TABLE_RIGHT + CUSHION_THICKNESS + 10, TABLE_TOP, TABLE_RIGHT + CUSHION_THICKNESS + 40, TABLE_BOTTOM };
- D2D1_RECT_F spinIndicatorRect = { TABLE_LEFT - CUSHION_THICKNESS - 60, TABLE_TOP + 20, TABLE_LEFT - CUSHION_THICKNESS - 20, TABLE_TOP + 60 }; // Circle area
- D2D1_POINT_2F spinIndicatorCenter = { spinIndicatorRect.left + (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f, spinIndicatorRect.top + (spinIndicatorRect.bottom - spinIndicatorRect.top) / 2.0f };
- float spinIndicatorRadius = (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f;
- D2D1_RECT_F pocketedBallsBarRect = { TABLE_LEFT, TABLE_BOTTOM + CUSHION_THICKNESS + 30, TABLE_RIGHT, TABLE_BOTTOM + CUSHION_THICKNESS + 70 };
- // Corrected Pocket Center Positions (aligned with table corners/edges)
- const D2D1_POINT_2F pocketPositions[6] = {
- {TABLE_LEFT, TABLE_TOP}, // Top-Left
- {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP}, // Top-Middle
- {TABLE_RIGHT, TABLE_TOP}, // Top-Right
- {TABLE_LEFT, TABLE_BOTTOM}, // Bottom-Left
- {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_BOTTOM}, // Bottom-Middle
- {TABLE_RIGHT, TABLE_BOTTOM} // Bottom-Right
- };
- // Colors
- const D2D1_COLOR_F TABLE_COLOR = D2D1::ColorF(0.0f, 0.5f, 0.1f); // Darker Green
- const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
- const D2D1_COLOR_F POCKET_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
- const D2D1_COLOR_F CUE_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::White);
- const D2D1_COLOR_F EIGHT_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
- const D2D1_COLOR_F SOLID_COLOR = D2D1::ColorF(D2D1::ColorF::Yellow); // Solids = Yellow
- const D2D1_COLOR_F STRIPE_COLOR = D2D1::ColorF(D2D1::ColorF::Red); // Stripes = Red
- const D2D1_COLOR_F AIM_LINE_COLOR = D2D1::ColorF(D2D1::ColorF::White, 0.7f); // Semi-transparent white
- const D2D1_COLOR_F FOUL_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
- const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(D2D1::ColorF::Blue);
- const D2D1_COLOR_F ENGLISH_DOT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
- const D2D1_COLOR_F UI_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
- // --- Forward Declarations ---
- HRESULT CreateDeviceResources();
- void DiscardDeviceResources();
- void OnPaint();
- void OnResize(UINT width, UINT height);
- void InitGame();
- void GameUpdate();
- void UpdatePhysics();
- void CheckCollisions();
- bool CheckPockets(); // Returns true if any ball was pocketed
- void ProcessShotResults();
- void ApplyShot(float power, float angle, float spinX, float spinY);
- void RespawnCueBall(bool behindHeadstring);
- bool AreBallsMoving();
- void SwitchTurns();
- void AssignPlayerBallTypes(BallType firstPocketedType);
- void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed);
- Ball* GetBallById(int id);
- Ball* GetCueBall();
- // Drawing Functions
- void DrawScene(ID2D1RenderTarget* pRT);
- void DrawTable(ID2D1RenderTarget* pRT);
- void DrawBalls(ID2D1RenderTarget* pRT);
- void DrawCueStick(ID2D1RenderTarget* pRT);
- void DrawAimingAids(ID2D1RenderTarget* pRT);
- void DrawUI(ID2D1RenderTarget* pRT);
- void DrawPowerMeter(ID2D1RenderTarget* pRT);
- void DrawSpinIndicator(ID2D1RenderTarget* pRT);
- void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT);
- void DrawBallInHandIndicator(ID2D1RenderTarget* pRT);
- // Helper Functions
- float GetDistance(float x1, float y1, float x2, float y2);
- float GetDistanceSq(float x1, float y1, float x2, float y2);
- bool IsValidCueBallPosition(float x, float y, bool checkHeadstring);
- template <typename T> void SafeRelease(T** ppT);
- // --- NEW Forward Declarations ---
- // AI Related
- struct AIShotInfo; // Define below
- void TriggerAIMove();
- void AIMakeDecision();
- void AIPlaceCueBall();
- AIShotInfo AIFindBestShot();
- AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex);
- bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2);
- Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq); // Added hitDistSq output
- float CalculateShotPower(float cueToGhostDist, float targetToPocketDist);
- D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex);
- bool IsValidAIAimAngle(float angle); // Basic check
- // Dialog Related
- INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
- void ShowNewGameDialog(HINSTANCE hInstance);
- void ResetGame(HINSTANCE hInstance); // Function to handle F2 reset
- // --- Forward Declaration for Window Procedure --- <<< Add this line HERE
- LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
- // --- NEW Struct for AI Shot Evaluation ---
- struct AIShotInfo {
- bool possible = false; // Is this shot considered viable?
- Ball* targetBall = nullptr; // Which ball to hit
- int pocketIndex = -1; // Which pocket to aim for (0-5)
- D2D1_POINT_2F ghostBallPos = { 0,0 }; // Where cue ball needs to hit target ball
- float angle = 0.0f; // Calculated shot angle
- float power = 0.0f; // Calculated shot power
- float score = -1.0f; // Score for this shot (higher is better)
- bool involves8Ball = false; // Is the target the 8-ball?
- };
- // --- NEW Dialog Procedure ---
- INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) {
- switch (message) {
- case WM_INITDIALOG:
- {
- // --- ACTION 4: Center Dialog Box ---
- // Optional: Force centering if default isn't working
- RECT rcDlg, rcOwner, rcScreen;
- HWND hwndOwner = GetParent(hDlg); // GetParent(hDlg) might be better if hwndMain is passed
- if (hwndOwner == NULL) hwndOwner = GetDesktopWindow();
- GetWindowRect(hwndOwner, &rcOwner);
- GetWindowRect(hDlg, &rcDlg);
- CopyRect(&rcScreen, &rcOwner); // Use owner rect as reference bounds
- // Offset the owner rect relative to the screen if it's not the desktop
- if (GetParent(hDlg) != NULL) { // If parented to main window (passed to DialogBoxParam)
- OffsetRect(&rcOwner, -rcScreen.left, -rcScreen.top);
- OffsetRect(&rcDlg, -rcScreen.left, -rcScreen.top);
- OffsetRect(&rcScreen, -rcScreen.left, -rcScreen.top);
- }
- // Calculate centered position
- int x = rcOwner.left + (rcOwner.right - rcOwner.left - (rcDlg.right - rcDlg.left)) / 2;
- int y = rcOwner.top + (rcOwner.bottom - rcOwner.top - (rcDlg.bottom - rcDlg.top)) / 2;
- // Ensure it stays within screen bounds (optional safety)
- x = std::max(static_cast<int>(rcScreen.left), x);
- y = std::max(static_cast<int>(rcScreen.top), y);
- if (x + (rcDlg.right - rcDlg.left) > rcScreen.right)
- x = rcScreen.right - (rcDlg.right - rcDlg.left);
- if (y + (rcDlg.bottom - rcDlg.top) > rcScreen.bottom)
- y = rcScreen.bottom - (rcDlg.bottom - rcDlg.top);
- // Set the dialog position
- SetWindowPos(hDlg, HWND_TOP, x, y, 0, 0, SWP_NOSIZE);
- // --- End Centering Code ---
- // Set initial state based on current global settings (or defaults)
- CheckRadioButton(hDlg, IDC_RADIO_2P, IDC_RADIO_CPU, (gameMode == HUMAN_VS_HUMAN) ? IDC_RADIO_2P : IDC_RADIO_CPU);
- CheckRadioButton(hDlg, IDC_RADIO_EASY, IDC_RADIO_HARD,
- (aiDifficulty == EASY) ? IDC_RADIO_EASY : ((aiDifficulty == MEDIUM) ? IDC_RADIO_MEDIUM : IDC_RADIO_HARD));
- // Enable/Disable AI group based on initial mode
- EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), gameMode == HUMAN_VS_AI);
- }
- return (INT_PTR)TRUE;
- case WM_COMMAND:
- switch (LOWORD(wParam)) {
- case IDC_RADIO_2P:
- case IDC_RADIO_CPU:
- {
- bool isCPU = IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED;
- // Enable/Disable AI group controls based on selection
- EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), isCPU);
- }
- return (INT_PTR)TRUE;
- case IDOK:
- // Retrieve selected options and store in global variables
- if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED) {
- gameMode = HUMAN_VS_AI;
- if (IsDlgButtonChecked(hDlg, IDC_RADIO_EASY) == BST_CHECKED) aiDifficulty = EASY;
- else if (IsDlgButtonChecked(hDlg, IDC_RADIO_MEDIUM) == BST_CHECKED) aiDifficulty = MEDIUM;
- else if (IsDlgButtonChecked(hDlg, IDC_RADIO_HARD) == BST_CHECKED) aiDifficulty = HARD;
- }
- else {
- gameMode = HUMAN_VS_HUMAN;
- }
- EndDialog(hDlg, IDOK); // Close dialog, return IDOK
- return (INT_PTR)TRUE;
- case IDCANCEL: // Handle Cancel or closing the dialog
- EndDialog(hDlg, IDCANCEL);
- return (INT_PTR)TRUE;
- }
- break; // End WM_COMMAND
- }
- return (INT_PTR)FALSE; // Default processing
- }
- // --- NEW Helper to Show Dialog ---
- void ShowNewGameDialog(HINSTANCE hInstance) {
- if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), hwndMain, NewGameDialogProc, 0) == IDOK) {
- // User clicked Start, reset game with new settings
- isPlayer2AI = (gameMode == HUMAN_VS_AI); // Update AI flag
- if (isPlayer2AI) {
- switch (aiDifficulty) {
- case EASY: player2Info.name = L"CPU (Easy)"; break;
- case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
- case HARD: player2Info.name = L"CPU (Hard)"; break;
- }
- }
- else {
- player2Info.name = L"Player 2";
- }
- // Update window title
- std::wstring windowTitle = L"Direct2D 8-Ball Pool";
- if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
- else windowTitle += L" (Human vs " + player2Info.name + L")";
- SetWindowText(hwndMain, windowTitle.c_str());
- InitGame(); // Re-initialize game logic & board
- InvalidateRect(hwndMain, NULL, TRUE); // Force redraw
- }
- else {
- // User cancelled dialog - maybe just resume game? Or exit?
- // For simplicity, we do nothing, game continues as it was.
- // To exit on cancel from F2, would need more complex state management.
- }
- }
- // --- NEW Reset Game Function ---
- void ResetGame(HINSTANCE hInstance) {
- // Call the helper function to show the dialog and re-init if OK clicked
- ShowNewGameDialog(hInstance);
- }
- // --- WinMain ---
- int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR, int nCmdShow) {
- if (FAILED(CoInitialize(NULL))) {
- MessageBox(NULL, L"COM Initialization Failed.", L"Error", MB_OK | MB_ICONERROR);
- return -1;
- }
- // --- NEW: Show configuration dialog FIRST ---
- if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), NULL, NewGameDialogProc, 0) != IDOK) {
- // User cancelled the dialog
- CoUninitialize();
- return 0; // Exit gracefully if dialog cancelled
- }
- // Global gameMode and aiDifficulty are now set by the DialogProc
- // Set AI flag based on game mode
- isPlayer2AI = (gameMode == HUMAN_VS_AI);
- if (isPlayer2AI) {
- switch (aiDifficulty) {
- case EASY: player2Info.name = L"CPU (Easy)"; break;
- case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
- case HARD: player2Info.name = L"CPU (Hard)"; break;
- }
- }
- else {
- player2Info.name = L"Player 2";
- }
- // --- End of Dialog Logic ---
- WNDCLASS wc = { };
- wc.lpfnWndProc = WndProc;
- wc.hInstance = hInstance;
- wc.lpszClassName = L"Direct2D_8BallPool";
- wc.hCursor = LoadCursor(NULL, IDC_ARROW);
- wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
- wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1)); // Use your actual icon ID here
- if (!RegisterClass(&wc)) {
- MessageBox(NULL, L"Window Registration Failed.", L"Error", MB_OK | MB_ICONERROR);
- CoUninitialize();
- return -1;
- }
- // --- ACTION 4: Calculate Centered Window Position ---
- const int WINDOW_WIDTH = 1000; // Define desired width
- const int WINDOW_HEIGHT = 700; // Define desired height
- int screenWidth = GetSystemMetrics(SM_CXSCREEN);
- int screenHeight = GetSystemMetrics(SM_CYSCREEN);
- int windowX = (screenWidth - WINDOW_WIDTH) / 2;
- int windowY = (screenHeight - WINDOW_HEIGHT) / 2;
- // --- Change Window Title based on mode ---
- std::wstring windowTitle = L"Direct2D 8-Ball Pool";
- if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
- else windowTitle += L" (Human vs " + player2Info.name + L")";
- DWORD dwStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; // No WS_THICKFRAME, No WS_MAXIMIZEBOX
- hwndMain = CreateWindowEx(
- 0, L"Direct2D_8BallPool", windowTitle.c_str(), dwStyle,
- windowX, windowY, WINDOW_WIDTH, WINDOW_HEIGHT,
- NULL, NULL, hInstance, NULL
- );
- if (!hwndMain) {
- MessageBox(NULL, L"Window Creation Failed.", L"Error", MB_OK | MB_ICONERROR);
- CoUninitialize();
- return -1;
- }
- // Initialize Direct2D Resources AFTER window creation
- if (FAILED(CreateDeviceResources())) {
- MessageBox(NULL, L"Failed to create Direct2D resources.", L"Error", MB_OK | MB_ICONERROR);
- DestroyWindow(hwndMain);
- CoUninitialize();
- return -1;
- }
- InitGame(); // Initialize game state AFTER resources are ready & mode is set
- ShowWindow(hwndMain, nCmdShow);
- UpdateWindow(hwndMain);
- if (!SetTimer(hwndMain, ID_TIMER, 1000 / TARGET_FPS, NULL)) {
- MessageBox(NULL, L"Could not SetTimer().", L"Error", MB_OK | MB_ICONERROR);
- DestroyWindow(hwndMain);
- CoUninitialize();
- return -1;
- }
- MSG msg = { };
- // --- Modified Main Loop ---
- // Handles the case where the game starts in SHOWING_DIALOG state (handled now before loop)
- // or gets reset to it via F2. The main loop runs normally once game starts.
- while (GetMessage(&msg, NULL, 0, 0)) {
- // We might need modeless dialog handling here if F2 shows dialog
- // while window is active, but DialogBoxParam is modal.
- // Let's assume F2 hides main window, shows dialog, then restarts game loop.
- // Simpler: F2 calls ResetGame which calls DialogBoxParam (modal) then InitGame.
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
- KillTimer(hwndMain, ID_TIMER);
- DiscardDeviceResources();
- CoUninitialize();
- return (int)msg.wParam;
- }
- // --- WndProc ---
- LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
- switch (msg) {
- case WM_CREATE:
- // Resources are now created in WinMain after CreateWindowEx
- return 0;
- case WM_PAINT:
- OnPaint();
- // Validate the entire window region after painting
- ValidateRect(hwnd, NULL);
- return 0;
- case WM_SIZE: {
- UINT width = LOWORD(lParam);
- UINT height = HIWORD(lParam);
- OnResize(width, height);
- return 0;
- }
- case WM_TIMER:
- if (wParam == ID_TIMER) {
- GameUpdate(); // Update game logic and physics
- InvalidateRect(hwnd, NULL, FALSE); // Request redraw
- }
- return 0;
- // --- NEW: Handle F2 Key for Reset ---
- case WM_KEYDOWN:
- if (wParam == VK_F2) {
- // Get HINSTANCE from the window handle
- HINSTANCE hInstance = (HINSTANCE)GetWindowLongPtr(hwnd, GWLP_HINSTANCE);
- ResetGame(hInstance); // Call reset function
- }
- return 0; // Indicate key was processed
- case WM_MOUSEMOVE: {
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam);
- Ball* cueBall = GetCueBall();
- if (!cueBall) return 0;
- // Logic for dragging cue ball during ball-in-hand (unchanged)
- if (isDraggingCueBall && (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT)) {
- bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
- if (IsValidCueBallPosition((float)ptMouse.x, (float)ptMouse.y, behindHeadstring)) {
- cueBall->x = (float)ptMouse.x;
- cueBall->y = (float)ptMouse.y;
- cueBall->vx = cueBall->vy = 0; // Ensure it's stopped
- }
- }
- // Logic for aiming drag (unchanged math, just context)
- else if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
- float dx = (float)ptMouse.x - cueBall->x;
- float dy = (float)ptMouse.y - cueBall->y;
- // Prevent setting angle if mouse is exactly on cue ball center
- if (dx != 0 || dy != 0) {
- cueAngle = atan2f(dy, dx);
- }
- // Calculate power based on distance pulled back from the initial click point (aimStartPoint)
- float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
- // Scale power more aggressively, maybe? Or keep scale factor 10.0
- shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER); // Scale power, clamp to max
- }
- // Logic for setting english (unchanged)
- else if (isSettingEnglish) {
- float dx = (float)ptMouse.x - spinIndicatorCenter.x;
- float dy = (float)ptMouse.y - spinIndicatorCenter.y;
- float dist = GetDistance(dx, dy, 0, 0);
- if (dist > spinIndicatorRadius) { // Clamp to edge
- dx *= spinIndicatorRadius / dist;
- dy *= spinIndicatorRadius / dist;
- }
- cueSpinX = dx / spinIndicatorRadius; // Normalize to -1 to 1
- cueSpinY = dy / spinIndicatorRadius;
- }
- // InvalidateRect is handled by WM_TIMER
- return 0;
- }
- case WM_LBUTTONDOWN: {
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam);
- // Check if clicking on Spin Indicator (unchanged)
- float spinDistSq = GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, spinIndicatorCenter.x, spinIndicatorCenter.y);
- if (spinDistSq < spinIndicatorRadius * spinIndicatorRadius) {
- isSettingEnglish = true;
- // Update spin immediately on click
- float dx = (float)ptMouse.x - spinIndicatorCenter.x;
- float dy = (float)ptMouse.y - spinIndicatorCenter.y;
- cueSpinX = dx / spinIndicatorRadius;
- cueSpinY = dy / spinIndicatorRadius;
- return 0; // Don't process other clicks if setting english
- }
- Ball* cueBall = GetCueBall();
- if (!cueBall) return 0;
- // Logic for Ball-in-Hand placement click (unchanged)
- if (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT) {
- float distSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
- if (distSq < BALL_RADIUS * BALL_RADIUS * 4) { // Allow clicking near the ball to start drag
- isDraggingCueBall = true;
- }
- else { // If clicking elsewhere on the table (and valid), place the ball
- bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
- if (IsValidCueBallPosition((float)ptMouse.x, (float)ptMouse.y, behindHeadstring)) {
- cueBall->x = (float)ptMouse.x;
- cueBall->y = (float)ptMouse.y;
- cueBall->vx = cueBall->vy = 0;
- isDraggingCueBall = false;
- // Transition state appropriate to ending placement
- if (currentGameState == PRE_BREAK_PLACEMENT) {
- // Depends on who is breaking
- currentGameState = BREAKING;
- // If AI was breaking, aiTurnPending should still be true
- }
- else if (currentGameState == BALL_IN_HAND_P1) {
- currentGameState = PLAYER1_TURN;
- }
- else if (currentGameState == BALL_IN_HAND_P2) {
- // If AI placed ball, AIMakeDecision should have been called? Or trigger now?
- // Assuming SwitchTurns/Respawn set aiTurnPending correctly earlier
- currentGameState = PLAYER2_TURN; // Ready for AI/Human P2 to aim
- }
- }
- }
- }
- // --- MODIFIED: Logic for starting aim ---
- else if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN || currentGameState == BREAKING) {
- // Allow initiating aim by clicking in a larger radius around the cue ball
- float distSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
- // Increased radius check (e.g., 5x ball radius squared)
- if (distSq < BALL_RADIUS * BALL_RADIUS * 25) { // Click somewhat close to cue ball
- isAiming = true;
- aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y); // Store where aiming drag started
- shotPower = 0; // Reset power
- // Transition to AIMING state (if not already BREAKING)
- if (currentGameState != BREAKING) {
- currentGameState = AIMING;
- }
- // Set initial cueAngle based on click relative to ball, for immediate feedback
- float dx = (float)ptMouse.x - cueBall->x;
- float dy = (float)ptMouse.y - cueBall->y;
- if (dx != 0 || dy != 0) {
- cueAngle = atan2f(dy, dx);
- // If starting aim by clicking, maybe point stick towards mouse initially?
- // Current logic updates angle on MOUSEMOVE anyway.
- }
- }
- }
- return 0;
- }
- case WM_LBUTTONUP: {
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam);
- if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
- isAiming = false; // Stop the aiming drag visual state
- // --- MODIFIED: Increased threshold for taking shot ---
- if (shotPower > 0.15f) { // Only shoot if power is significant enough
- // Prevent player from shooting if it's AI's turn calculation phase
- if (currentGameState != AI_THINKING) {
- ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
- currentGameState = SHOT_IN_PROGRESS;
- foulCommitted = false; // Reset foul flag for the new shot
- pocketedThisTurn.clear();
- }
- }
- // If shotPower is too low, reset state back to player's turn
- else if (currentGameState != AI_THINKING) {
- // If no power, revert state back without shooting
- if (currentGameState == BREAKING) {
- // Still breaking state if power was too low
- }
- else {
- // Revert to appropriate player turn state
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- // Clear pending AI turn flag if it somehow got set during a zero-power human shot attempt
- if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = false;
- }
- }
- shotPower = 0; // Reset power indicator regardless of shot taken
- }
- // Logic for releasing cue ball after dragging (unchanged)
- if (isDraggingCueBall) {
- isDraggingCueBall = false;
- // After placing the ball, transition state if needed (state might already be set by click placement)
- if (currentGameState == PRE_BREAK_PLACEMENT) {
- currentGameState = BREAKING;
- }
- else if (currentGameState == BALL_IN_HAND_P1) {
- currentGameState = PLAYER1_TURN;
- }
- else if (currentGameState == BALL_IN_HAND_P2) {
- currentGameState = PLAYER2_TURN;
- // If AI placed, aiTurnPending should trigger AI on next GameUpdate
- }
- }
- // Logic for releasing english setting (unchanged)
- if (isSettingEnglish) {
- isSettingEnglish = false;
- }
- return 0;
- }
- case WM_DESTROY:
- PostQuitMessage(0);
- return 0;
- default:
- return DefWindowProc(hwnd, msg, wParam, lParam);
- }
- return 0;
- }
- // --- Direct2D Resource Management ---
- HRESULT CreateDeviceResources() {
- HRESULT hr = S_OK;
- // Create Direct2D Factory
- if (!pFactory) {
- hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pFactory);
- if (FAILED(hr)) return hr;
- }
- // Create DirectWrite Factory
- if (!pDWriteFactory) {
- hr = DWriteCreateFactory(
- DWRITE_FACTORY_TYPE_SHARED,
- __uuidof(IDWriteFactory),
- reinterpret_cast<IUnknown**>(&pDWriteFactory)
- );
- if (FAILED(hr)) return hr;
- }
- // Create Text Formats
- if (!pTextFormat && pDWriteFactory) {
- hr = pDWriteFactory->CreateTextFormat(
- L"Segoe UI", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
- 16.0f, L"en-us", &pTextFormat
- );
- if (FAILED(hr)) return hr;
- // Center align text
- pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- }
- if (!pLargeTextFormat && pDWriteFactory) {
- hr = pDWriteFactory->CreateTextFormat(
- L"Impact", NULL, DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
- 48.0f, L"en-us", &pLargeTextFormat
- );
- if (FAILED(hr)) return hr;
- pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); // Align left
- pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- }
- // Create Render Target (needs valid hwnd)
- if (!pRenderTarget && hwndMain) {
- RECT rc;
- GetClientRect(hwndMain, &rc);
- D2D1_SIZE_U size = D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top);
- hr = pFactory->CreateHwndRenderTarget(
- D2D1::RenderTargetProperties(),
- D2D1::HwndRenderTargetProperties(hwndMain, size),
- &pRenderTarget
- );
- if (FAILED(hr)) {
- // If failed, release factories if they were created in this call
- SafeRelease(&pTextFormat);
- SafeRelease(&pLargeTextFormat);
- SafeRelease(&pDWriteFactory);
- SafeRelease(&pFactory);
- pRenderTarget = nullptr; // Ensure it's null on failure
- return hr;
- }
- }
- return hr;
- }
- void DiscardDeviceResources() {
- SafeRelease(&pRenderTarget);
- SafeRelease(&pTextFormat);
- SafeRelease(&pLargeTextFormat);
- SafeRelease(&pDWriteFactory);
- // Keep pFactory until application exit? Or release here too? Let's release.
- SafeRelease(&pFactory);
- }
- void OnResize(UINT width, UINT height) {
- if (pRenderTarget) {
- D2D1_SIZE_U size = D2D1::SizeU(width, height);
- pRenderTarget->Resize(size); // Ignore HRESULT for simplicity here
- }
- }
- // --- Game Initialization ---
- void InitGame() {
- srand((unsigned int)time(NULL)); // Seed random number generator
- // --- Ensure pocketed list is clear from the absolute start ---
- pocketedThisTurn.clear();
- balls.clear(); // Clear existing balls
- // Reset Player Info (Names should be set by Dialog/wWinMain/ResetGame)
- player1Info.assignedType = BallType::NONE;
- player1Info.ballsPocketedCount = 0;
- // Player 1 Name usually remains "Player 1"
- player2Info.assignedType = BallType::NONE;
- player2Info.ballsPocketedCount = 0;
- // Player 2 Name is set based on gameMode in ShowNewGameDialog
- // Create Cue Ball (ID 0)
- // Initial position will be set during PRE_BREAK_PLACEMENT state
- balls.push_back({ 0, BallType::CUE_BALL, TABLE_LEFT + TABLE_WIDTH * 0.15f, RACK_POS_Y, 0, 0, CUE_BALL_COLOR, false });
- // --- Create Object Balls (Temporary List) ---
- std::vector<Ball> objectBalls;
- // Solids (1-7, Yellow)
- for (int i = 1; i <= 7; ++i) {
- objectBalls.push_back({ i, BallType::SOLID, 0, 0, 0, 0, SOLID_COLOR, false });
- }
- // Stripes (9-15, Red)
- for (int i = 9; i <= 15; ++i) {
- objectBalls.push_back({ i, BallType::STRIPE, 0, 0, 0, 0, STRIPE_COLOR, false });
- }
- // 8-Ball (ID 8) - Add it to the list to be placed
- objectBalls.push_back({ 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false });
- // --- Racking Logic (Improved) ---
- float spacingX = BALL_RADIUS * 2.0f * 0.866f; // cos(30) for horizontal spacing
- float spacingY = BALL_RADIUS * 2.0f * 1.0f; // Vertical spacing
- // Define rack positions (0-14 indices corresponding to triangle spots)
- D2D1_POINT_2F rackPositions[15];
- int rackIndex = 0;
- for (int row = 0; row < 5; ++row) {
- for (int col = 0; col <= row; ++col) {
- if (rackIndex >= 15) break;
- float x = RACK_POS_X + row * spacingX;
- float y = RACK_POS_Y + (col - row / 2.0f) * spacingY;
- rackPositions[rackIndex++] = D2D1::Point2F(x, y);
- }
- }
- // Separate 8-ball
- Ball eightBall;
- std::vector<Ball> otherBalls; // Solids and Stripes
- bool eightBallFound = false;
- for (const auto& ball : objectBalls) {
- if (ball.id == 8) {
- eightBall = ball;
- eightBallFound = true;
- }
- else {
- otherBalls.push_back(ball);
- }
- }
- // Ensure 8 ball was actually created (should always be true)
- if (!eightBallFound) {
- // Handle error - perhaps recreate it? For now, proceed.
- eightBall = { 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false };
- }
- // Shuffle the other 14 balls
- // Use std::shuffle if available (C++11 and later) for better randomness
- // std::random_device rd;
- // std::mt19937 g(rd());
- // std::shuffle(otherBalls.begin(), otherBalls.end(), g);
- std::random_shuffle(otherBalls.begin(), otherBalls.end()); // Using deprecated for now
- // --- Place balls into the main 'balls' vector in rack order ---
- // Important: Add the cue ball (already created) first.
- // (Cue ball added at the start of the function now)
- // 1. Place the 8-ball in its fixed position (index 4 for the 3rd row center)
- int eightBallRackIndex = 4;
- eightBall.x = rackPositions[eightBallRackIndex].x;
- eightBall.y = rackPositions[eightBallRackIndex].y;
- eightBall.vx = 0;
- eightBall.vy = 0;
- eightBall.isPocketed = false;
- balls.push_back(eightBall); // Add 8 ball to the main vector
- // 2. Place the shuffled Solids and Stripes in the remaining spots
- int otherBallIdx = 0;
- for (int i = 0; i < 15; ++i) {
- if (i == eightBallRackIndex) continue; // Skip the 8-ball spot
- if (otherBallIdx < otherBalls.size()) {
- Ball& ballToPlace = otherBalls[otherBallIdx++];
- ballToPlace.x = rackPositions[i].x;
- ballToPlace.y = rackPositions[i].y;
- ballToPlace.vx = 0;
- ballToPlace.vy = 0;
- ballToPlace.isPocketed = false;
- balls.push_back(ballToPlace); // Add to the main game vector
- }
- }
- // --- End Racking Logic ---
- // --- Determine Who Breaks and Initial State ---
- if (isPlayer2AI) {
- // AI Mode: Randomly decide who breaks
- if ((rand() % 2) == 0) {
- // AI (Player 2) breaks
- currentPlayer = 2;
- currentGameState = PRE_BREAK_PLACEMENT; // AI needs to place ball first
- aiTurnPending = true; // Trigger AI logic
- }
- else {
- // Player 1 (Human) breaks
- currentPlayer = 1;
- currentGameState = PRE_BREAK_PLACEMENT; // Human places cue ball
- aiTurnPending = false;
- }
- }
- else {
- // Human vs Human, Player 1 breaks
- currentPlayer = 1;
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = false; // No AI involved
- }
- // Reset other relevant game state variables
- foulCommitted = false;
- gameOverMessage = L"";
- firstBallPocketedAfterBreak = false;
- // pocketedThisTurn cleared at start
- // Reset shot parameters and input flags
- shotPower = 0.0f;
- cueSpinX = 0.0f;
- cueSpinY = 0.0f;
- isAiming = false;
- isDraggingCueBall = false;
- isSettingEnglish = false;
- cueAngle = 0.0f; // Reset aim angle
- }
- // --- Game Loop ---
- void GameUpdate() {
- if (currentGameState == SHOT_IN_PROGRESS) {
- UpdatePhysics();
- CheckCollisions();
- bool pocketed = CheckPockets(); // Store if any ball was pocketed
- if (!AreBallsMoving()) {
- ProcessShotResults(); // Determine next state based on what happened
- }
- }
- // --- NEW: Check if AI needs to act ---
- else if (aiTurnPending && !AreBallsMoving()) {
- // Check if it's genuinely AI's turn state and not mid-shot etc.
- if (currentGameState == PLAYER2_TURN || currentGameState == BREAKING || currentGameState == PRE_BREAK_PLACEMENT) {
- // Only trigger if AI is P2, it's their turn/break, and balls stopped
- if (isPlayer2AI && currentPlayer == 2) {
- // Transition state to show AI is thinking
- currentGameState = AI_THINKING;
- aiTurnPending = false; // Acknowledge the pending flag
- // --- Trigger AI Decision Making ---
- // In a real game loop, you might start a timer here or background thread.
- // For simplicity here, we call it directly. This might pause rendering
- // briefly if AI calculation is slow.
- AIMakeDecision(); // AI calculates and applies shot
- // AIMakeDecision should end by calling ApplyShot, which sets
- // currentGameState = SHOT_IN_PROGRESS
- // If AI fails to find a shot, need to handle that (e.g., pass turn - should be rare)
- }
- else {
- aiTurnPending = false; // Clear flag if conditions not met (e.g. P1's turn somehow)
- }
- }
- else {
- aiTurnPending = false; // Clear flag if not in a state where AI should shoot
- }
- }
- // Other states (AIMING, BALL_IN_HAND, etc.) are handled by input messages
- }
- // --- Physics and Collision ---
- void UpdatePhysics() {
- for (size_t i = 0; i < balls.size(); ++i) {
- Ball& b = balls[i];
- if (!b.isPocketed) {
- b.x += b.vx;
- b.y += b.vy;
- // Apply friction
- b.vx *= FRICTION;
- b.vy *= FRICTION;
- // Stop balls if velocity is very low
- if (GetDistanceSq(b.vx, b.vy, 0, 0) < MIN_VELOCITY_SQ) {
- b.vx = 0;
- b.vy = 0;
- }
- }
- }
- }
- void CheckCollisions() {
- // --- Corrected Collision Boundaries ---
- // These now represent the actual edges of the playable table surface
- float left = TABLE_LEFT;
- float right = TABLE_RIGHT;
- float top = TABLE_TOP;
- float bottom = TABLE_BOTTOM;
- // Define a radius around pocket centers to check if a ball is near a pocket mouth
- // Use a value slightly larger than the pocket radius to prevent clipping the edge
- const float pocketMouthCheckRadiusSq = (POCKET_RADIUS + BALL_RADIUS) * (POCKET_RADIUS + BALL_RADIUS) * 1.1f; // Check slightly larger area
- for (size_t i = 0; i < balls.size(); ++i) {
- Ball& b1 = balls[i];
- if (b1.isPocketed) continue; // Skip balls already pocketed
- // --- Pre-calculate proximity to pocket centers ---
- // This avoids recalculating distances multiple times for wall checks
- bool nearPocket[6];
- for (int p = 0; p < 6; ++p) {
- nearPocket[p] = GetDistanceSq(b1.x, b1.y, pocketPositions[p].x, pocketPositions[p].y) < pocketMouthCheckRadiusSq;
- }
- // Individual pocket proximity flags for clarity in wall checks
- bool nearTopLeftPocket = nearPocket[0];
- bool nearTopMidPocket = nearPocket[1];
- bool nearTopRightPocket = nearPocket[2];
- bool nearBottomLeftPocket = nearPocket[3];
- bool nearBottomMidPocket = nearPocket[4];
- bool nearBottomRightPocket = nearPocket[5];
- // --- Ball-Wall Collisions (with Pocket Avoidance) ---
- bool collidedWall = false; // Track if any wall collision happened for spin effects
- // Left Wall
- if (b1.x - BALL_RADIUS < left) {
- // Don't bounce if near top-left or bottom-left pocket mouths
- if (!nearTopLeftPocket && !nearBottomLeftPocket) {
- b1.x = left + BALL_RADIUS;
- b1.vx *= -1.0f;
- collidedWall = true;
- } // else: Allow ball to continue towards pocket
- }
- // Right Wall
- if (b1.x + BALL_RADIUS > right) {
- // Don't bounce if near top-right or bottom-right pocket mouths
- if (!nearTopRightPocket && !nearBottomRightPocket) {
- b1.x = right - BALL_RADIUS;
- b1.vx *= -1.0f;
- collidedWall = true;
- } // else: Allow ball to continue towards pocket
- }
- // Top Wall
- if (b1.y - BALL_RADIUS < top) {
- // Don't bounce if near top-left, top-mid, or top-right pocket mouths
- if (!nearTopLeftPocket && !nearTopMidPocket && !nearTopRightPocket) {
- b1.y = top + BALL_RADIUS;
- b1.vy *= -1.0f;
- collidedWall = true;
- } // else: Allow ball to continue towards pocket
- }
- // Bottom Wall
- if (b1.y + BALL_RADIUS > bottom) {
- // Don't bounce if near bottom-left, bottom-mid, or bottom-right pocket mouths
- if (!nearBottomLeftPocket && !nearBottomMidPocket && !nearBottomRightPocket) {
- b1.y = bottom - BALL_RADIUS;
- b1.vy *= -1.0f;
- collidedWall = true;
- } // else: Allow ball to continue towards pocket
- }
- // Optional: Apply simplified spin effect on wall collision IF a bounce occurred
- if (collidedWall) {
- // Simple spin damping/effect (can be refined)
- // Side spin affects vertical velocity on horizontal collision & vice-versa
- if (b1.x <= left + BALL_RADIUS || b1.x >= right - BALL_RADIUS) { // Hit L/R wall
- b1.vy += cueSpinX * b1.vx * 0.05f; // Apply small vertical impulse based on side spin and horizontal velocity
- }
- if (b1.y <= top + BALL_RADIUS || b1.y >= bottom - BALL_RADIUS) { // Hit T/B wall
- b1.vx -= cueSpinY * b1.vy * 0.05f; // Apply small horizontal impulse based on top/bottom spin and vertical velocity
- }
- // Dampen spin after wall hit
- cueSpinX *= 0.7f; // Increase damping maybe
- cueSpinY *= 0.7f;
- }
- // --- Ball-Ball Collisions ---
- for (size_t j = i + 1; j < balls.size(); ++j) {
- Ball& b2 = balls[j];
- if (b2.isPocketed) continue; // Skip pocketed balls
- float dx = b2.x - b1.x;
- float dy = b2.y - b1.y;
- float distSq = dx * dx + dy * dy;
- float minDist = BALL_RADIUS * 2.0f;
- if (distSq > 0 && distSq < minDist * minDist) { // Check distance squared first
- float dist = sqrtf(distSq);
- float overlap = minDist - dist;
- // Normalize collision vector
- float nx = dx / dist;
- float ny = dy / dist;
- // Separate balls to prevent sticking
- // Move each ball half the overlap distance along the collision normal
- b1.x -= overlap * 0.5f * nx;
- b1.y -= overlap * 0.5f * ny;
- b2.x += overlap * 0.5f * nx;
- b2.y += overlap * 0.5f * ny;
- // Relative velocity
- float rvx = b1.vx - b2.vx;
- float rvy = b1.vy - b2.vy;
- // Dot product of relative velocity and collision normal
- // This represents the component of relative velocity along the collision line
- float velAlongNormal = rvx * nx + rvy * ny;
- // Only resolve collision if balls are moving towards each other (dot product > 0)
- if (velAlongNormal > 0) {
- // Calculate impulse scalar (simplified - assumes equal mass, perfect elasticity=1.0)
- // For perfect elastic collision, the impulse magnitude needed is velAlongNormal.
- // Each ball gets half the impulse if masses are equal, but since we apply to both in opposite directions along the normal,
- // the change in velocity for each along the normal is 'velAlongNormal'.
- float impulse = velAlongNormal; // Simplified impulse magnitude along normal
- // Apply impulse to velocities along the collision normal
- b1.vx -= impulse * nx;
- b1.vy -= impulse * ny;
- b2.vx += impulse * nx;
- b2.vy += impulse * ny;
- // Apply spin transfer/effect (Very simplified)
- if (b1.id == 0 || b2.id == 0) { // If cue ball involved
- float spinEffectFactor = 0.08f; // Reduced factor maybe
- // Simple model: Apply a small velocity change perpendicular to the normal based on spin
- b1.vx += (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor; // Spin effect
- b1.vy += (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor; // Spin effect (check signs/logic)
- b2.vx -= (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
- b2.vy -= (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
- // Dampen spin after transfer
- cueSpinX *= 0.85f;
- cueSpinY *= 0.85f;
- }
- }
- }
- } // End ball-ball collision loop
- } // End loop through balls
- } // End CheckCollisions
- bool CheckPockets() {
- bool ballPocketed = false;
- for (size_t i = 0; i < balls.size(); ++i) {
- Ball& b = balls[i];
- if (!b.isPocketed) {
- for (int p = 0; p < 6; ++p) {
- float distSq = GetDistanceSq(b.x, b.y, pocketPositions[p].x, pocketPositions[p].y);
- if (distSq < POCKET_RADIUS * POCKET_RADIUS) {
- b.isPocketed = true;
- b.vx = b.vy = 0;
- pocketedThisTurn.push_back(b.id); // Record pocketed ball ID
- ballPocketed = true;
- break; // No need to check other pockets for this ball
- }
- }
- }
- }
- return ballPocketed;
- }
- bool AreBallsMoving() {
- for (size_t i = 0; i < balls.size(); ++i) {
- if (!balls[i].isPocketed && (balls[i].vx != 0 || balls[i].vy != 0)) {
- return true;
- }
- }
- return false;
- }
- void RespawnCueBall(bool behindHeadstring) { // 'behindHeadstring' only relevant for initial break placement
- Ball* cueBall = GetCueBall();
- if (cueBall) {
- // Reset position to a default (AI/Human might move it)
- cueBall->x = HEADSTRING_X * 0.5f;
- cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
- cueBall->vx = 0;
- cueBall->vy = 0;
- cueBall->isPocketed = false;
- // Set state based on who gets ball-in-hand
- if (currentPlayer == 1) { // Player 1 caused foul, Player 2 gets ball-in-hand
- if (isPlayer2AI) {
- // AI gets ball-in-hand. Set state and trigger AI.
- currentGameState = PLAYER2_TURN; // State remains P2 Turn
- aiTurnPending = true; // AI will handle placement in its logic
- }
- else {
- // Human Player 2 gets ball-in-hand
- currentGameState = BALL_IN_HAND_P2;
- }
- }
- else { // Player 2 caused foul, Player 1 gets ball-in-hand
- currentGameState = BALL_IN_HAND_P1;
- aiTurnPending = false; // Ensure AI flag off if P1 gets ball-in-hand
- }
- }
- }
- // --- Game Logic ---
- void ApplyShot(float power, float angle, float spinX, float spinY) {
- Ball* cueBall = GetCueBall();
- if (cueBall) {
- cueBall->vx = cosf(angle) * power;
- cueBall->vy = sinf(angle) * power;
- // Apply English (Spin) - Simplified effect
- // Top/Bottom spin affects initial roll slightly
- cueBall->vx += sinf(angle) * spinY * 0.5f; // Small effect perpendicular to shot dir
- cueBall->vy -= cosf(angle) * spinY * 0.5f;
- // Side spin affects initial direction slightly
- cueBall->vx -= cosf(angle) * spinX * 0.5f;
- cueBall->vy -= sinf(angle) * spinX * 0.5f;
- // Store spin for later use in collisions/cushions (could decay over time too)
- cueSpinX = spinX;
- cueSpinY = spinY;
- }
- }
- void ProcessShotResults() {
- bool cueBallPocketed = false;
- bool eightBallPocketed = false;
- bool legalBallPocketed = false; // Player's own ball type
- bool opponentBallPocketed = false; // Opponent's ball type
- bool anyNonCueBallPocketed = false;
- BallType firstPocketedType = BallType::NONE; // Type of the first object ball pocketed
- int firstPocketedId = -1; // ID of the first object ball pocketed
- PlayerInfo& currentPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
- PlayerInfo& opponentPlayerInfo = (currentPlayer == 1) ? player2Info : player1Info;
- // Analyze pocketed balls from this shot sequence
- for (int pocketedId : pocketedThisTurn) {
- Ball* b = GetBallById(pocketedId);
- if (!b) continue; // Should not happen
- if (b->id == 0) {
- cueBallPocketed = true;
- }
- else if (b->id == 8) {
- eightBallPocketed = true;
- }
- else {
- anyNonCueBallPocketed = true;
- // Record the FIRST object ball pocketed in this turn
- if (firstPocketedId == -1) {
- firstPocketedId = b->id;
- firstPocketedType = b->type;
- }
- // Check if ball matches player's assigned type (if already assigned)
- if (currentPlayerInfo.assignedType != BallType::NONE) {
- if (b->type == currentPlayerInfo.assignedType) {
- legalBallPocketed = true;
- }
- else if (b->type == opponentPlayerInfo.assignedType) {
- opponentBallPocketed = true; // Pocketed opponent's ball
- }
- }
- }
- }
- // --- Game Over Checks --- (Unchanged)
- if (eightBallPocketed) {
- CheckGameOverConditions(eightBallPocketed, cueBallPocketed);
- if (currentGameState == GAME_OVER) return; // Stop processing if game ended
- }
- // --- Foul Checks --- (Unchanged)
- bool turnFoul = false;
- if (cueBallPocketed) {
- foulCommitted = true;
- turnFoul = true;
- }
- // (Other foul checks like wrong ball first, no rail after contact, etc. could be added here)
- // --- State Transitions ---
- // 1. Break Shot Results (Assigning Colors)
- // Condition: Colors not assigned AND at least one object ball pocketed AND no scratch
- if (player1Info.assignedType == BallType::NONE && anyNonCueBallPocketed && !cueBallPocketed)
- {
- // --- Added Safeguard ---
- // Ensure the recorded 'firstPocketedType' corresponds to an actual pocketed ball ID this turn.
- bool firstTypeVerified = false;
- for (int id : pocketedThisTurn) {
- if (id == firstPocketedId) {
- firstTypeVerified = true;
- break;
- }
- }
- // Only assign types if the first recorded pocketed ball type is valid and verified
- if (firstTypeVerified && (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE))
- {
- AssignPlayerBallTypes(firstPocketedType);
- // Update ball counts based on ALL balls pocketed this turn after assignment
- player1Info.ballsPocketedCount = 0;
- player2Info.ballsPocketedCount = 0;
- for (int id : pocketedThisTurn) {
- Ball* b = GetBallById(id);
- if (b && b->id != 0 && b->id != 8) { // Ignore cue and 8-ball for counts
- if (b->type == player1Info.assignedType) player1Info.ballsPocketedCount++;
- else if (b->type == player2Info.assignedType) player2Info.ballsPocketedCount++;
- }
- }
- // Determine if player continues turn: Did they pocket their *newly assigned* type?
- bool pocketedOwnAssignedType = false;
- for (int id : pocketedThisTurn) {
- Ball* b = GetBallById(id);
- if (b && b->id != 0 && b->id != 8 && b->type == currentPlayerInfo.assignedType) {
- pocketedOwnAssignedType = true;
- break;
- }
- }
- if (pocketedOwnAssignedType) {
- // Continue turn
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- // If AI's turn, ensure flag is set to trigger next move
- if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = true;
- }
- else {
- // Switch turns if they didn't pocket their assigned type on the assigning shot
- SwitchTurns();
- }
- }
- else {
- // If only 8-ball was pocketed on break (and no scratch), or something went wrong.
- // Re-spot 8-ball was handled in CheckGameOverConditions.
- // Treat as end of turn, switch players.
- SwitchTurns();
- }
- }
- // 2. Normal Play Results (Colors already assigned)
- else {
- // Update pocketed counts for assigned types
- // (Do this even if foul, as balls are off the table)
- int p1NewlyPocketed = 0;
- int p2NewlyPocketed = 0;
- for (int id : pocketedThisTurn) {
- Ball* b = GetBallById(id);
- if (!b || b->id == 0 || b->id == 8) continue;
- if (b->type == player1Info.assignedType) p1NewlyPocketed++;
- else if (b->type == player2Info.assignedType) p2NewlyPocketed++;
- }
- // Only update counts if not already game over state (prevents double counting on winning 8ball shot)
- if (currentGameState != GAME_OVER) {
- player1Info.ballsPocketedCount += p1NewlyPocketed;
- player2Info.ballsPocketedCount += p2NewlyPocketed;
- }
- // Decide next turn based on foul or legal pocket
- if (turnFoul) {
- // Pass turn, give opponent ball-in-hand
- SwitchTurns();
- RespawnCueBall(false); // Ball in hand for opponent
- }
- else if (legalBallPocketed) {
- // Player legally pocketed their own ball, continue turn
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- // If AI's turn, make sure it knows to go again
- if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = true;
- }
- else {
- // No legal ball pocketed or only opponent ball pocketed without foul.
- SwitchTurns();
- }
- }
- // --- Cleanup for next shot ---
- // Clear the list of balls pocketed *in this specific shot sequence*
- pocketedThisTurn.clear();
- }
- void AssignPlayerBallTypes(BallType firstPocketedType) {
- if (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE) {
- if (currentPlayer == 1) {
- player1Info.assignedType = firstPocketedType;
- player2Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
- }
- else {
- player2Info.assignedType = firstPocketedType;
- player1Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
- }
- }
- // If 8-ball was first (illegal on break generally), rules vary.
- // Here, we might ignore assignment until a solid/stripe is pocketed legally.
- // Or assign based on what *else* was pocketed, if anything.
- // Simplification: Assignment only happens on SOLID or STRIPE first pocket.
- }
- void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
- if (!eightBallPocketed) return; // Only proceed if 8-ball was pocketed
- PlayerInfo& currentPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
- bool playerClearedBalls = (currentPlayerInfo.assignedType != BallType::NONE && currentPlayerInfo.ballsPocketedCount >= 7);
- // Loss Conditions:
- // 1. Pocket 8-ball AND scratch (pocket cue ball)
- // 2. Pocket 8-ball before clearing own color group
- if (cueBallPocketed || (!playerClearedBalls && currentPlayerInfo.assignedType != BallType::NONE)) {
- gameOverMessage = (currentPlayer == 1) ? L"Player 2 Wins! (Player 1 fouled on 8-ball)" : L"Player 1 Wins! (Player 2 fouled on 8-ball)";
- currentGameState = GAME_OVER;
- }
- // Win Condition:
- // 1. Pocket 8-ball legally after clearing own color group
- else if (playerClearedBalls) {
- gameOverMessage = (currentPlayer == 1) ? L"Player 1 Wins!" : L"Player 2 Wins!";
- currentGameState = GAME_OVER;
- }
- // Special case: 8 ball pocketed on break. Usually re-spot or re-rack.
- // Simple: If it happens during assignment phase, treat as foul, respawn 8ball.
- else if (player1Info.assignedType == BallType::NONE) {
- Ball* eightBall = GetBallById(8);
- if (eightBall) {
- eightBall->isPocketed = false;
- // Place 8-ball on foot spot (approx RACK_POS_X) or center if occupied
- eightBall->x = RACK_POS_X;
- eightBall->y = RACK_POS_Y;
- eightBall->vx = eightBall->vy = 0;
- // Check overlap and nudge if necessary (simplified)
- }
- // Apply foul rules if cue ball was also pocketed
- if (cueBallPocketed) {
- foulCommitted = true;
- // Don't switch turns on break scratch + 8ball pocket? Rules vary.
- // Let's make it a foul, switch turns, ball in hand.
- SwitchTurns();
- RespawnCueBall(false); // Ball in hand for opponent
- }
- else {
- // Just respawned 8ball, continue turn or switch based on other balls pocketed.
- // Let ProcessShotResults handle turn logic based on other pocketed balls.
- }
- // Prevent immediate game over message by returning here
- return;
- }
- }
- void SwitchTurns() {
- currentPlayer = (currentPlayer == 1) ? 2 : 1;
- // Reset aiming state for the new player
- isAiming = false;
- shotPower = 0;
- // Reset foul flag before new turn *really* starts (AI might take over)
- // Foul flag is mainly for display, gets cleared before human/AI shot
- // foulCommitted = false; // Probably better to clear before ApplyShot
- // Set the correct state based on who's turn it is
- if (currentPlayer == 1) {
- currentGameState = PLAYER1_TURN;
- aiTurnPending = false; // Ensure AI flag is off for P1
- }
- else { // Player 2's turn
- if (isPlayer2AI) {
- currentGameState = PLAYER2_TURN; // State indicates it's P2's turn
- aiTurnPending = true; // Set flag for GameUpdate to trigger AI
- // AI will handle Ball-in-Hand logic if necessary within its decision making
- }
- else {
- currentGameState = PLAYER2_TURN; // Human P2
- aiTurnPending = false;
- }
- }
- }
- // --- Helper Functions ---
- Ball* GetBallById(int id) {
- for (size_t i = 0; i < balls.size(); ++i) {
- if (balls[i].id == id) {
- return &balls[i];
- }
- }
- return nullptr;
- }
- Ball* GetCueBall() {
- return GetBallById(0);
- }
- float GetDistance(float x1, float y1, float x2, float y2) {
- return sqrtf(GetDistanceSq(x1, y1, x2, y2));
- }
- float GetDistanceSq(float x1, float y1, float x2, float y2) {
- float dx = x2 - x1;
- float dy = y2 - y1;
- return dx * dx + dy * dy;
- }
- bool IsValidCueBallPosition(float x, float y, bool checkHeadstring) {
- // Basic bounds check (inside cushions)
- float left = TABLE_LEFT + CUSHION_THICKNESS + BALL_RADIUS;
- float right = TABLE_RIGHT - CUSHION_THICKNESS - BALL_RADIUS;
- float top = TABLE_TOP + CUSHION_THICKNESS + BALL_RADIUS;
- float bottom = TABLE_BOTTOM - CUSHION_THICKNESS - BALL_RADIUS;
- if (x < left || x > right || y < top || y > bottom) {
- return false;
- }
- // Check headstring restriction if needed
- if (checkHeadstring && x >= HEADSTRING_X) {
- return false;
- }
- // Check overlap with other balls
- for (size_t i = 0; i < balls.size(); ++i) {
- if (balls[i].id != 0 && !balls[i].isPocketed) { // Don't check against itself or pocketed balls
- if (GetDistanceSq(x, y, balls[i].x, balls[i].y) < (BALL_RADIUS * 2.0f) * (BALL_RADIUS * 2.0f)) {
- return false; // Overlapping another ball
- }
- }
- }
- return true;
- }
- template <typename T>
- void SafeRelease(T** ppT) {
- if (*ppT) {
- (*ppT)->Release();
- *ppT = nullptr;
- }
- }
- // --- Helper Function for Line Segment Intersection ---
- // Finds intersection point of line segment P1->P2 and line segment P3->P4
- // Returns true if they intersect, false otherwise. Stores intersection point in 'intersection'.
- bool LineSegmentIntersection(D2D1_POINT_2F p1, D2D1_POINT_2F p2, D2D1_POINT_2F p3, D2D1_POINT_2F p4, D2D1_POINT_2F& intersection)
- {
- float denominator = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
- // Check if lines are parallel or collinear
- if (fabs(denominator) < 1e-6) {
- return false;
- }
- float ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denominator;
- float ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denominator;
- // Check if intersection point lies on both segments
- if (ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f) {
- intersection.x = p1.x + ua * (p2.x - p1.x);
- intersection.y = p1.y + ua * (p2.y - p1.y);
- return true;
- }
- return false;
- }
- // --- NEW AI Implementation Functions ---
- // Main entry point for AI turn
- void AIMakeDecision() {
- Ball* cueBall = GetCueBall();
- if (!cueBall || !isPlayer2AI || currentPlayer != 2) return; // Safety checks
- // Handle Ball-in-Hand placement first if necessary
- if (currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BALL_IN_HAND_P2) {
- AIPlaceCueBall();
- // After placement, state should transition to PLAYER2_TURN or BREAKING
- currentGameState = (player1Info.assignedType == BallType::NONE) ? BREAKING : PLAYER2_TURN;
- }
- // Now find the best shot from the current position
- AIShotInfo bestShot = AIFindBestShot();
- if (bestShot.possible) {
- // Add slight delay maybe? For now, shoot immediately.
- // Apply calculated shot
- ApplyShot(bestShot.power, bestShot.angle, 0.0f, 0.0f); // AI doesn't use spin yet
- // Set state to shot in progress (ApplyShot might do this already)
- currentGameState = SHOT_IN_PROGRESS;
- foulCommitted = false; // Reset foul flag for AI shot
- pocketedThisTurn.clear(); // Clear previous pockets
- }
- else {
- // AI couldn't find any shot (highly unlikely with simple logic, but possible)
- // Safety shot? Push cue ball gently? Forfeit turn?
- // Simplest: Just tap the cue ball gently forward as a safety/pass.
- ApplyShot(MAX_SHOT_POWER * 0.1f, 0.0f, 0.0f, 0.0f); // Gentle tap forward
- currentGameState = SHOT_IN_PROGRESS;
- foulCommitted = false;
- pocketedThisTurn.clear();
- // NOTE: This might cause a foul if no ball is hit. Harder AI would handle this better.
- }
- aiTurnPending = false; // Ensure flag is off after decision
- }
- // AI logic for placing cue ball during ball-in-hand
- void AIPlaceCueBall() {
- Ball* cueBall = GetCueBall();
- if (!cueBall) return;
- // Simple Strategy: Find the easiest possible shot for the AI's ball type
- // Place the cue ball directly behind that target ball, aiming straight at a pocket.
- // (More advanced: find spot offering multiple options or safety)
- AIShotInfo bestPlacementShot = { false };
- D2D1_POINT_2F bestPlacePos = D2D1::Point2F(HEADSTRING_X * 0.5f, RACK_POS_Y); // Default placement
- BallType targetType = player2Info.assignedType;
- bool canTargetAnyPlacement = false; // Local scope variable for placement logic
- if (targetType == BallType::NONE) {
- canTargetAnyPlacement = true;
- }
- bool target8Ball = (!canTargetAnyPlacement && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
- if (target8Ball) targetType = BallType::EIGHT_BALL;
- for (auto& targetBall : balls) {
- if (targetBall.isPocketed || targetBall.id == 0) continue;
- // Determine if current ball is a valid target for placement consideration
- bool currentBallIsValidTarget = false;
- if (target8Ball && targetBall.id == 8) currentBallIsValidTarget = true;
- else if (canTargetAnyPlacement && targetBall.id != 8) currentBallIsValidTarget = true;
- else if (!canTargetAnyPlacement && !target8Ball && targetBall.type == targetType) currentBallIsValidTarget = true;
- if (!currentBallIsValidTarget) continue; // Skip if not a valid target
- for (int p = 0; p < 6; ++p) {
- // Calculate ideal cue ball position: straight line behind target ball aiming at pocket p
- float targetToPocketX = pocketPositions[p].x - targetBall.x;
- float targetToPocketY = pocketPositions[p].y - targetBall.y;
- float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
- if (dist < 1.0f) continue; // Avoid division by zero
- float idealAngle = atan2f(targetToPocketY, targetToPocketX);
- // Place cue ball slightly behind target ball along this line
- float placeDist = BALL_RADIUS * 3.0f; // Place a bit behind
- D2D1_POINT_2F potentialPlacePos = D2D1::Point2F( // Use factory function
- targetBall.x - cosf(idealAngle) * placeDist,
- targetBall.y - sinf(idealAngle) * placeDist
- );
- // Check if this placement is valid (on table, behind headstring if break, not overlapping)
- bool behindHeadstringRule = (currentGameState == PRE_BREAK_PLACEMENT);
- if (IsValidCueBallPosition(potentialPlacePos.x, potentialPlacePos.y, behindHeadstringRule)) {
- // Is path from potentialPlacePos to targetBall clear?
- // Use D2D1::Point2F() factory function here
- if (IsPathClear(potentialPlacePos, D2D1::Point2F(targetBall.x, targetBall.y), 0, targetBall.id)) {
- // Is path from targetBall to pocket clear?
- // Use D2D1::Point2F() factory function here
- if (IsPathClear(D2D1::Point2F(targetBall.x, targetBall.y), pocketPositions[p], targetBall.id, -1)) {
- // This seems like a good potential placement. Score it?
- // Easy AI: Just take the first valid one found.
- bestPlacePos = potentialPlacePos;
- goto placement_found; // Use goto for simplicity in non-OOP structure
- }
- }
- }
- }
- }
- placement_found:
- // Place the cue ball at the best found position (or default if none found)
- cueBall->x = bestPlacePos.x;
- cueBall->y = bestPlacePos.y;
- cueBall->vx = 0;
- cueBall->vy = 0;
- }
- // AI finds the best shot available on the table
- AIShotInfo AIFindBestShot() {
- AIShotInfo bestShotOverall = { false };
- Ball* cueBall = GetCueBall();
- if (!cueBall) return bestShotOverall;
- // Determine target ball type for AI (Player 2)
- BallType targetType = player2Info.assignedType;
- bool canTargetAny = false; // Can AI hit any ball (e.g., after break, before assignment)?
- if (targetType == BallType::NONE) {
- // If colors not assigned, AI aims to pocket *something* (usually lowest numbered ball legally)
- // Or, more simply, treat any ball as a potential target to make *a* pocket
- canTargetAny = true; // Simplification: allow targeting any non-8 ball.
- // A better rule is hit lowest numbered ball first on break follow-up.
- }
- // Check if AI needs to shoot the 8-ball
- bool target8Ball = (!canTargetAny && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
- // Iterate through all potential target balls
- for (auto& potentialTarget : balls) {
- if (potentialTarget.isPocketed || potentialTarget.id == 0) continue; // Skip pocketed and cue ball
- // Check if this ball is a valid target
- bool isValidTarget = false;
- if (target8Ball) {
- isValidTarget = (potentialTarget.id == 8);
- }
- else if (canTargetAny) {
- isValidTarget = (potentialTarget.id != 8); // Can hit any non-8 ball
- }
- else { // Colors assigned, not yet shooting 8-ball
- isValidTarget = (potentialTarget.type == targetType);
- }
- if (!isValidTarget) continue; // Skip if not a valid target for this turn
- // Now, check all pockets for this target ball
- for (int p = 0; p < 6; ++p) {
- AIShotInfo currentShot = EvaluateShot(&potentialTarget, p);
- currentShot.involves8Ball = (potentialTarget.id == 8);
- if (currentShot.possible) {
- // Compare scores to find the best shot
- if (!bestShotOverall.possible || currentShot.score > bestShotOverall.score) {
- bestShotOverall = currentShot;
- }
- }
- }
- } // End loop through potential target balls
- // If targeting 8-ball and no shot found, or targeting own balls and no shot found,
- // need a safety strategy. Current simple AI just takes best found or taps cue ball.
- return bestShotOverall;
- }
- // Evaluate a potential shot at a specific target ball towards a specific pocket
- AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex) {
- AIShotInfo shotInfo;
- shotInfo.possible = false; // Assume not possible initially
- shotInfo.targetBall = targetBall;
- shotInfo.pocketIndex = pocketIndex;
- Ball* cueBall = GetCueBall();
- if (!cueBall || !targetBall) return shotInfo;
- // --- Define local state variables needed for legality checks ---
- BallType aiAssignedType = player2Info.assignedType;
- bool canTargetAny = (aiAssignedType == BallType::NONE); // Can AI hit any ball?
- bool mustTarget8Ball = (!canTargetAny && aiAssignedType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
- // ---
- // 1. Calculate Ghost Ball position
- shotInfo.ghostBallPos = CalculateGhostBallPos(targetBall, pocketIndex);
- // 2. Calculate Angle from Cue Ball to Ghost Ball
- float dx = shotInfo.ghostBallPos.x - cueBall->x;
- float dy = shotInfo.ghostBallPos.y - cueBall->y;
- if (fabs(dx) < 0.01f && fabs(dy) < 0.01f) return shotInfo; // Avoid aiming at same spot
- shotInfo.angle = atan2f(dy, dx);
- // Basic angle validity check (optional)
- if (!IsValidAIAimAngle(shotInfo.angle)) {
- // Maybe log this or handle edge cases
- }
- // 3. Check Path: Cue Ball -> Ghost Ball Position
- // Use D2D1::Point2F() factory function here
- if (!IsPathClear(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.ghostBallPos, cueBall->id, targetBall->id)) {
- return shotInfo; // Path blocked
- }
- // 4. Check Path: Target Ball -> Pocket
- // Use D2D1::Point2F() factory function here
- if (!IsPathClear(D2D1::Point2F(targetBall->x, targetBall->y), pocketPositions[pocketIndex], targetBall->id, -1)) {
- return shotInfo; // Path blocked
- }
- // 5. Check First Ball Hit Legality
- float firstHitDistSq = -1.0f;
- // Use D2D1::Point2F() factory function here
- Ball* firstHit = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.angle, firstHitDistSq);
- if (!firstHit) {
- return shotInfo; // AI aims but doesn't hit anything? Impossible shot.
- }
- // Check if the first ball hit is the intended target ball
- if (firstHit->id != targetBall->id) {
- // Allow hitting slightly off target if it's very close to ghost ball pos
- float ghostDistSq = GetDistanceSq(shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y, firstHit->x, firstHit->y);
- // Allow a tolerance roughly half the ball radius squared
- if (ghostDistSq > (BALL_RADIUS * 0.7f) * (BALL_RADIUS * 0.7f)) {
- // First hit is significantly different from the target point.
- // This shot path leads to hitting the wrong ball first.
- return shotInfo; // Foul or unintended shot
- }
- // If first hit is not target, but very close, allow it for now (might still be foul based on type).
- }
- // Check legality of the *first ball actually hit* based on game rules
- if (!canTargetAny) { // Colors are assigned (or should be)
- if (mustTarget8Ball) { // Must hit 8-ball first
- if (firstHit->id != 8) {
- // return shotInfo; // FOUL - Hitting wrong ball when aiming for 8-ball
- // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
- }
- }
- else { // Must hit own ball type first
- if (firstHit->type != aiAssignedType && firstHit->id != 8) { // Allow hitting 8-ball if own type blocked? No, standard rules usually require hitting own first.
- // return shotInfo; // FOUL - Hitting opponent ball or 8-ball when shouldn't
- // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
- }
- else if (firstHit->id == 8) {
- // return shotInfo; // FOUL - Hitting 8-ball when shouldn't
- // Keep shot possible for now
- }
- }
- }
- // (If canTargetAny is true, hitting any ball except 8 first is legal - assuming not scratching)
- // 6. Calculate Score & Power (Difficulty affects this)
- shotInfo.possible = true; // If we got here, the shot is geometrically possible and likely legal enough for AI to consider
- float cueToGhostDist = GetDistance(cueBall->x, cueBall->y, shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y);
- float targetToPocketDist = GetDistance(targetBall->x, targetBall->y, pocketPositions[pocketIndex].x, pocketPositions[pocketIndex].y);
- // Simple Score: Shorter shots are better, straighter shots are slightly better.
- float distanceScore = 1000.0f / (1.0f + cueToGhostDist + targetToPocketDist);
- // Angle Score: Calculate cut angle
- // Vector Cue -> Ghost
- float v1x = shotInfo.ghostBallPos.x - cueBall->x;
- float v1y = shotInfo.ghostBallPos.y - cueBall->y;
- // Vector Target -> Pocket
- float v2x = pocketPositions[pocketIndex].x - targetBall->x;
- float v2y = pocketPositions[pocketIndex].y - targetBall->y;
- // Normalize vectors
- float mag1 = sqrtf(v1x * v1x + v1y * v1y);
- float mag2 = sqrtf(v2x * v2x + v2y * v2y);
- float angleScoreFactor = 0.5f; // Default if vectors are zero len
- if (mag1 > 0.1f && mag2 > 0.1f) {
- v1x /= mag1; v1y /= mag1;
- v2x /= mag2; v2y /= mag2;
- // Dot product gives cosine of angle between cue ball path and target ball path
- float dotProduct = v1x * v2x + v1y * v2y;
- // Straighter shot (dot product closer to 1) gets higher score
- angleScoreFactor = (1.0f + dotProduct) / 2.0f; // Map [-1, 1] to [0, 1]
- }
- angleScoreFactor = std::max(0.1f, angleScoreFactor); // Ensure some minimum score factor
- shotInfo.score = distanceScore * angleScoreFactor;
- // Bonus for pocketing 8-ball legally
- if (mustTarget8Ball && targetBall->id == 8) {
- shotInfo.score *= 10.0; // Strongly prefer the winning shot
- }
- // Penalty for difficult cuts? Already partially handled by angleScoreFactor.
- // 7. Calculate Power
- shotInfo.power = CalculateShotPower(cueToGhostDist, targetToPocketDist);
- // 8. Add Inaccuracy based on Difficulty (same as before)
- float angleError = 0.0f;
- float powerErrorFactor = 1.0f;
- switch (aiDifficulty) {
- case EASY:
- angleError = (float)(rand() % 100 - 50) / 1000.0f; // +/- ~3 deg
- powerErrorFactor = 0.8f + (float)(rand() % 40) / 100.0f; // 80-120%
- shotInfo.power *= 0.8f;
- break;
- case MEDIUM:
- angleError = (float)(rand() % 60 - 30) / 1000.0f; // +/- ~1.7 deg
- powerErrorFactor = 0.9f + (float)(rand() % 20) / 100.0f; // 90-110%
- break;
- case HARD:
- angleError = (float)(rand() % 10 - 5) / 1000.0f; // +/- ~0.3 deg
- powerErrorFactor = 0.98f + (float)(rand() % 4) / 100.0f; // 98-102%
- break;
- }
- shotInfo.angle += angleError;
- shotInfo.power *= powerErrorFactor;
- shotInfo.power = std::max(1.0f, std::min(shotInfo.power, MAX_SHOT_POWER)); // Clamp power
- return shotInfo;
- }
- // Calculates required power (simplified)
- float CalculateShotPower(float cueToGhostDist, float targetToPocketDist) {
- // Basic model: Power needed increases with total distance the balls need to travel.
- // Need enough power for cue ball to reach target AND target to reach pocket.
- float totalDist = cueToGhostDist + targetToPocketDist;
- // Map distance to power (needs tuning)
- // Let's say max power is needed for longest possible shot (e.g., corner to corner ~ 1000 units)
- float powerRatio = std::min(1.0f, totalDist / 800.0f); // Normalize based on estimated max distance
- float basePower = MAX_SHOT_POWER * 0.2f; // Minimum power to move balls reliably
- float variablePower = (MAX_SHOT_POWER * 0.8f) * powerRatio; // Scale remaining power range
- // Harder AI could adjust based on desired cue ball travel (more power for draw/follow)
- return std::min(MAX_SHOT_POWER, basePower + variablePower);
- }
- // Calculate the position the cue ball needs to hit for the target ball to go towards the pocket
- D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex) {
- float targetToPocketX = pocketPositions[pocketIndex].x - targetBall->x;
- float targetToPocketY = pocketPositions[pocketIndex].y - targetBall->y;
- float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
- if (dist < 1.0f) { // Target is basically in the pocket
- // Aim slightly off-center to avoid weird physics? Or directly at center?
- // For simplicity, return a point slightly behind center along the reverse line.
- return D2D1::Point2F(targetBall->x - targetToPocketX * 0.1f, targetBall->y - targetToPocketY * 0.1f);
- }
- // Normalize direction vector from target to pocket
- float nx = targetToPocketX / dist;
- float ny = targetToPocketY / dist;
- // Ghost ball position is diameter distance *behind* the target ball along this line
- float ghostX = targetBall->x - nx * (BALL_RADIUS * 2.0f);
- float ghostY = targetBall->y - ny * (BALL_RADIUS * 2.0f);
- return D2D1::Point2F(ghostX, ghostY);
- }
- // Checks if line segment is clear of obstructing balls
- bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2) {
- float dx = end.x - start.x;
- float dy = end.y - start.y;
- float segmentLenSq = dx * dx + dy * dy;
- if (segmentLenSq < 0.01f) return true; // Start and end are same point
- for (const auto& ball : balls) {
- if (ball.isPocketed) continue;
- if (ball.id == ignoredBallId1) continue;
- if (ball.id == ignoredBallId2) continue;
- // Check distance from ball center to the line segment
- float ballToStartX = ball.x - start.x;
- float ballToStartY = ball.y - start.y;
- // Project ball center onto the line defined by the segment
- float dot = (ballToStartX * dx + ballToStartY * dy) / segmentLenSq;
- D2D1_POINT_2F closestPointOnLine;
- if (dot < 0) { // Closest point is start point
- closestPointOnLine = start;
- }
- else if (dot > 1) { // Closest point is end point
- closestPointOnLine = end;
- }
- else { // Closest point is along the segment
- closestPointOnLine = D2D1::Point2F(start.x + dot * dx, start.y + dot * dy);
- }
- // Check if the closest point is within collision distance (ball radius + path radius)
- if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * BALL_RADIUS)) {
- // Consider slightly wider path check? Maybe BALL_RADIUS * 1.1f?
- // if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * 1.1f)*(BALL_RADIUS*1.1f)) {
- return false; // Path is blocked
- }
- }
- return true; // No obstructions found
- }
- // Finds the first ball hit along a path (simplified)
- Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq) {
- Ball* hitBall = nullptr;
- hitDistSq = -1.0f; // Initialize hit distance squared
- float minCollisionDistSq = -1.0f;
- float cosA = cosf(angle);
- float sinA = sinf(angle);
- for (auto& ball : balls) {
- if (ball.isPocketed || ball.id == 0) continue; // Skip cue ball and pocketed
- float dx = ball.x - start.x;
- float dy = ball.y - start.y;
- // Project vector from start->ball onto the aim direction vector
- float dot = dx * cosA + dy * sinA;
- if (dot > 0) { // Ball is generally in front
- // Find closest point on aim line to the ball's center
- float closestPointX = start.x + dot * cosA;
- float closestPointY = start.y + dot * sinA;
- float distSq = GetDistanceSq(ball.x, ball.y, closestPointX, closestPointY);
- // Check if the aim line passes within the ball's radius
- if (distSq < (BALL_RADIUS * BALL_RADIUS)) {
- // Calculate distance from start to the collision point on the ball's circumference
- float backDist = sqrtf(std::max(0.f, BALL_RADIUS * BALL_RADIUS - distSq));
- float collisionDist = dot - backDist; // Distance along aim line to collision
- if (collisionDist > 0) { // Ensure collision is in front
- float collisionDistSq = collisionDist * collisionDist;
- if (hitBall == nullptr || collisionDistSq < minCollisionDistSq) {
- minCollisionDistSq = collisionDistSq;
- hitBall = &ball; // Found a closer hit ball
- }
- }
- }
- }
- }
- hitDistSq = minCollisionDistSq; // Return distance squared to the first hit
- return hitBall;
- }
- // Basic check for reasonable AI aim angles (optional)
- bool IsValidAIAimAngle(float angle) {
- // Placeholder - could check for NaN or infinity if calculations go wrong
- return isfinite(angle);
- }
- // --- Drawing Functions ---
- void OnPaint() {
- HRESULT hr = CreateDeviceResources(); // Ensure resources are valid
- if (SUCCEEDED(hr)) {
- pRenderTarget->BeginDraw();
- DrawScene(pRenderTarget); // Pass render target
- hr = pRenderTarget->EndDraw();
- if (hr == D2DERR_RECREATE_TARGET) {
- DiscardDeviceResources();
- // Optionally request another paint message: InvalidateRect(hwndMain, NULL, FALSE);
- // But the timer loop will trigger redraw anyway.
- }
- }
- // If CreateDeviceResources failed, EndDraw might not be called.
- // Consider handling this more robustly if needed.
- }
- void DrawScene(ID2D1RenderTarget* pRT) {
- if (!pRT) return;
- pRT->Clear(D2D1::ColorF(D2D1::ColorF::LightGray)); // Background color
- DrawTable(pRT);
- DrawBalls(pRT);
- DrawAimingAids(pRT); // Includes cue stick if aiming
- DrawUI(pRT);
- DrawPowerMeter(pRT);
- DrawSpinIndicator(pRT);
- DrawPocketedBallsIndicator(pRT);
- DrawBallInHandIndicator(pRT); // Draw cue ball ghost if placing
- // Draw Game Over Message
- if (currentGameState == GAME_OVER && pTextFormat) {
- ID2D1SolidColorBrush* pBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pBrush);
- if (pBrush) {
- D2D1_RECT_F layoutRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP + TABLE_HEIGHT / 2 - 30, TABLE_RIGHT, TABLE_TOP + TABLE_HEIGHT / 2 + 30);
- pRT->DrawText(
- gameOverMessage.c_str(),
- (UINT32)gameOverMessage.length(),
- pTextFormat, // Use large format maybe?
- &layoutRect,
- pBrush
- );
- SafeRelease(&pBrush);
- }
- }
- }
- void DrawTable(ID2D1RenderTarget* pRT) {
- ID2D1SolidColorBrush* pBrush = nullptr;
- // Draw Table Bed (Green Felt)
- pRT->CreateSolidColorBrush(TABLE_COLOR, &pBrush);
- if (!pBrush) return;
- D2D1_RECT_F tableRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP, TABLE_RIGHT, TABLE_BOTTOM);
- pRT->FillRectangle(&tableRect, pBrush);
- SafeRelease(&pBrush);
- // Draw Cushions (Red Border)
- pRT->CreateSolidColorBrush(CUSHION_COLOR, &pBrush);
- if (!pBrush) return;
- // Top Cushion (split by middle pocket)
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + HOLE_VISUAL_RADIUS, TABLE_TOP - CUSHION_THICKNESS, TABLE_LEFT + TABLE_WIDTH / 2.f - HOLE_VISUAL_RADIUS, TABLE_TOP), pBrush);
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + TABLE_WIDTH / 2.f + HOLE_VISUAL_RADIUS, TABLE_TOP - CUSHION_THICKNESS, TABLE_RIGHT - HOLE_VISUAL_RADIUS, TABLE_TOP), pBrush);
- // Bottom Cushion (split by middle pocket)
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + HOLE_VISUAL_RADIUS, TABLE_BOTTOM, TABLE_LEFT + TABLE_WIDTH / 2.f - HOLE_VISUAL_RADIUS, TABLE_BOTTOM + CUSHION_THICKNESS), pBrush);
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + TABLE_WIDTH / 2.f + HOLE_VISUAL_RADIUS, TABLE_BOTTOM, TABLE_RIGHT - HOLE_VISUAL_RADIUS, TABLE_BOTTOM + CUSHION_THICKNESS), pBrush);
- // Left Cushion
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT - CUSHION_THICKNESS, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_LEFT, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
- // Right Cushion
- pRT->FillRectangle(D2D1::RectF(TABLE_RIGHT, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_RIGHT + CUSHION_THICKNESS, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
- SafeRelease(&pBrush);
- // Draw Pockets (Black Circles)
- pRT->CreateSolidColorBrush(POCKET_COLOR, &pBrush);
- if (!pBrush) return;
- for (int i = 0; i < 6; ++i) {
- D2D1_ELLIPSE ellipse = D2D1::Ellipse(pocketPositions[i], HOLE_VISUAL_RADIUS, HOLE_VISUAL_RADIUS);
- pRT->FillEllipse(&ellipse, pBrush);
- }
- SafeRelease(&pBrush);
- // Draw Headstring Line (White)
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pBrush);
- if (!pBrush) return;
- pRT->DrawLine(
- D2D1::Point2F(HEADSTRING_X, TABLE_TOP),
- D2D1::Point2F(HEADSTRING_X, TABLE_BOTTOM),
- pBrush,
- 1.0f // Line thickness
- );
- SafeRelease(&pBrush);
- }
- void DrawBalls(ID2D1RenderTarget* pRT) {
- ID2D1SolidColorBrush* pBrush = nullptr;
- ID2D1SolidColorBrush* pStripeBrush = nullptr; // For stripe pattern
- pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBrush); // Placeholder
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
- if (!pBrush || !pStripeBrush) {
- SafeRelease(&pBrush);
- SafeRelease(&pStripeBrush);
- return;
- }
- for (size_t i = 0; i < balls.size(); ++i) {
- const Ball& b = balls[i];
- if (!b.isPocketed) {
- D2D1_ELLIPSE ellipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
- // Set main ball color
- pBrush->SetColor(b.color);
- pRT->FillEllipse(&ellipse, pBrush);
- // Draw Stripe if applicable
- if (b.type == BallType::STRIPE) {
- // Draw a white band across the middle (simplified stripe)
- D2D1_RECT_F stripeRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS * 0.4f, b.x + BALL_RADIUS, b.y + BALL_RADIUS * 0.4f);
- // Need to clip this rectangle to the ellipse bounds - complex!
- // Alternative: Draw two colored arcs leaving a white band.
- // Simplest: Draw a white circle inside, slightly smaller.
- D2D1_ELLIPSE innerEllipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS * 0.6f, BALL_RADIUS * 0.6f);
- pRT->FillEllipse(innerEllipse, pStripeBrush); // White center part
- pBrush->SetColor(b.color); // Set back to stripe color
- pRT->FillEllipse(innerEllipse, pBrush); // Fill again, leaving a ring - No, this isn't right.
- // Let's try drawing a thick white line across
- // This doesn't look great. Just drawing solid red for stripes for now.
- }
- // Draw Number (Optional - requires more complex text layout or pre-rendered textures)
- // if (b.id != 0 && pTextFormat) {
- // std::wstring numStr = std::to_wstring(b.id);
- // D2D1_RECT_F textRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS, b.x + BALL_RADIUS, b.y + BALL_RADIUS);
- // ID2D1SolidColorBrush* pNumBrush = nullptr;
- // D2D1_COLOR_F numCol = (b.type == BallType::SOLID || b.id == 8) ? D2D1::ColorF(D2D1::ColorF::Black) : D2D1::ColorF(D2D1::ColorF::White);
- // pRT->CreateSolidColorBrush(numCol, &pNumBrush);
- // // Create a smaller text format...
- // // pRT->DrawText(numStr.c_str(), numStr.length(), pSmallTextFormat, &textRect, pNumBrush);
- // SafeRelease(&pNumBrush);
- // }
- }
- }
- SafeRelease(&pBrush);
- SafeRelease(&pStripeBrush);
- }
- void DrawAimingAids(ID2D1RenderTarget* pRT) {
- // Condition check at start (Unchanged)
- if (currentGameState != PLAYER1_TURN && currentGameState != PLAYER2_TURN &&
- currentGameState != BREAKING && currentGameState != AIMING)
- {
- return;
- }
- Ball* cueBall = GetCueBall();
- if (!cueBall || cueBall->isPocketed) return; // Don't draw if cue ball is gone
- ID2D1SolidColorBrush* pBrush = nullptr;
- ID2D1SolidColorBrush* pGhostBrush = nullptr;
- ID2D1StrokeStyle* pDashedStyle = nullptr;
- ID2D1SolidColorBrush* pCueBrush = nullptr;
- ID2D1SolidColorBrush* pReflectBrush = nullptr; // Brush for reflection line
- // Ensure render target is valid
- if (!pRT) return;
- // Create Brushes and Styles (check for failures)
- HRESULT hr;
- hr = pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
- if FAILED(hr) { SafeRelease(&pBrush); return; }
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
- if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); return; }
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
- if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); return; }
- // Create reflection brush (e.g., lighter shade or different color)
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
- if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); SafeRelease(&pReflectBrush); return; }
- if (pFactory) {
- D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
- strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
- hr = pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
- if FAILED(hr) { pDashedStyle = nullptr; }
- }
- // --- Cue Stick Drawing (Unchanged from previous fix) ---
- const float baseStickLength = 150.0f;
- const float baseStickThickness = 4.0f;
- float stickLength = baseStickLength * 1.4f;
- float stickThickness = baseStickThickness * 1.5f;
- float stickAngle = cueAngle + PI;
- float powerOffset = 0.0f;
- if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
- powerOffset = shotPower * 5.0f;
- }
- D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
- D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
- pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);
- // --- Projection Line Calculation ---
- float cosA = cosf(cueAngle);
- float sinA = sinf(cueAngle);
- float rayLength = TABLE_WIDTH + TABLE_HEIGHT; // Ensure ray is long enough
- D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
- D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);
- // Find the first ball hit by the aiming ray
- Ball* hitBall = nullptr;
- float firstHitDistSq = -1.0f;
- D2D1_POINT_2F ballCollisionPoint = { 0, 0 }; // Point on target ball circumference
- D2D1_POINT_2F ghostBallPosForHit = { 0, 0 }; // Ghost ball pos for the hit ball
- hitBall = FindFirstHitBall(rayStart, cueAngle, firstHitDistSq);
- if (hitBall) {
- // Calculate the point on the target ball's circumference
- float collisionDist = sqrtf(firstHitDistSq);
- ballCollisionPoint = D2D1::Point2F(rayStart.x + cosA * collisionDist, rayStart.y + sinA * collisionDist);
- // Calculate ghost ball position for this specific hit (used for projection consistency)
- ghostBallPosForHit = D2D1::Point2F(hitBall->x - cosA * BALL_RADIUS, hitBall->y - sinA * BALL_RADIUS); // Approx.
- }
- // Find the first rail hit by the aiming ray
- D2D1_POINT_2F railHitPoint = rayEnd; // Default to far end if no rail hit
- float minRailDistSq = rayLength * rayLength;
- int hitRailIndex = -1; // 0:Left, 1:Right, 2:Top, 3:Bottom
- // Define table edge segments for intersection checks
- D2D1_POINT_2F topLeft = D2D1::Point2F(TABLE_LEFT, TABLE_TOP);
- D2D1_POINT_2F topRight = D2D1::Point2F(TABLE_RIGHT, TABLE_TOP);
- D2D1_POINT_2F bottomLeft = D2D1::Point2F(TABLE_LEFT, TABLE_BOTTOM);
- D2D1_POINT_2F bottomRight = D2D1::Point2F(TABLE_RIGHT, TABLE_BOTTOM);
- D2D1_POINT_2F currentIntersection;
- // Check Left Rail
- if (LineSegmentIntersection(rayStart, rayEnd, topLeft, bottomLeft, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 0; }
- }
- // Check Right Rail
- if (LineSegmentIntersection(rayStart, rayEnd, topRight, bottomRight, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 1; }
- }
- // Check Top Rail
- if (LineSegmentIntersection(rayStart, rayEnd, topLeft, topRight, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 2; }
- }
- // Check Bottom Rail
- if (LineSegmentIntersection(rayStart, rayEnd, bottomLeft, bottomRight, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 3; }
- }
- // --- Determine final aim line end point ---
- D2D1_POINT_2F finalLineEnd = railHitPoint; // Assume rail hit first
- bool aimingAtRail = true;
- if (hitBall && firstHitDistSq < minRailDistSq) {
- // Ball collision is closer than rail collision
- finalLineEnd = ballCollisionPoint; // End line at the point of contact on the ball
- aimingAtRail = false;
- }
- // --- Draw Primary Aiming Line ---
- pRT->DrawLine(rayStart, finalLineEnd, pBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- // --- Draw Target Circle/Indicator ---
- D2D1_ELLIPSE targetCircle = D2D1::Ellipse(finalLineEnd, BALL_RADIUS / 2.0f, BALL_RADIUS / 2.0f);
- pRT->DrawEllipse(&targetCircle, pBrush, 1.0f);
- // --- Draw Projection/Reflection Lines ---
- if (!aimingAtRail && hitBall) {
- // Aiming at a ball: Draw Ghost Cue Ball and Target Ball Projection
- D2D1_ELLIPSE ghostCue = D2D1::Ellipse(ballCollisionPoint, BALL_RADIUS, BALL_RADIUS); // Ghost ball at contact point
- pRT->DrawEllipse(ghostCue, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- // Calculate target ball projection based on impact line (cue collision point -> target center)
- float targetProjectionAngle = atan2f(hitBall->y - ballCollisionPoint.y, hitBall->x - ballCollisionPoint.x);
- // Clamp angle calculation if distance is tiny
- if (GetDistanceSq(hitBall->x, hitBall->y, ballCollisionPoint.x, ballCollisionPoint.y) < 1.0f) {
- targetProjectionAngle = cueAngle; // Fallback if overlapping
- }
- D2D1_POINT_2F targetStartPoint = D2D1::Point2F(hitBall->x, hitBall->y);
- D2D1_POINT_2F targetProjectionEnd = D2D1::Point2F(
- hitBall->x + cosf(targetProjectionAngle) * 50.0f, // Projection length 50 units
- hitBall->y + sinf(targetProjectionAngle) * 50.0f
- );
- // Draw solid line for target projection
- pRT->DrawLine(targetStartPoint, targetProjectionEnd, pBrush, 1.0f);
- // -- Cue Ball Path after collision (Optional, requires physics) --
- // Very simplified: Assume cue deflects, angle depends on cut angle.
- // float cutAngle = acosf(cosf(cueAngle - targetProjectionAngle)); // Angle between paths
- // float cueDeflectionAngle = ? // Depends on cutAngle, spin, etc. Hard to predict accurately.
- // D2D1_POINT_2F cueProjectionEnd = ...
- // pRT->DrawLine(ballCollisionPoint, cueProjectionEnd, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- // --- Accuracy Comment ---
- // Note: The visual accuracy of this projection, especially for cut shots (hitting the ball off-center)
- // or shots with spin, is limited by the simplified physics model. Real pool physics involves
- // collision-induced throw, spin transfer, and cue ball deflection not fully simulated here.
- // The ghost ball method shows the *ideal* line for a center-cue hit without spin.
- }
- else if (aimingAtRail && hitRailIndex != -1) {
- // Aiming at a rail: Draw reflection line
- float reflectAngle = cueAngle;
- // Reflect angle based on which rail was hit
- if (hitRailIndex == 0 || hitRailIndex == 1) { // Left or Right rail
- reflectAngle = PI - cueAngle; // Reflect horizontal component
- }
- else { // Top or Bottom rail
- reflectAngle = -cueAngle; // Reflect vertical component
- }
- // Normalize angle if needed (atan2 usually handles this)
- while (reflectAngle > PI) reflectAngle -= 2 * PI;
- while (reflectAngle <= -PI) reflectAngle += 2 * PI;
- float reflectionLength = 60.0f; // Length of the reflection line
- D2D1_POINT_2F reflectionEnd = D2D1::Point2F(
- finalLineEnd.x + cosf(reflectAngle) * reflectionLength,
- finalLineEnd.y + sinf(reflectAngle) * reflectionLength
- );
- // Draw the reflection line (e.g., using a different color/style)
- pRT->DrawLine(finalLineEnd, reflectionEnd, pReflectBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- }
- // Release resources
- SafeRelease(&pBrush);
- SafeRelease(&pGhostBrush);
- SafeRelease(&pCueBrush);
- SafeRelease(&pReflectBrush); // Release new brush
- SafeRelease(&pDashedStyle);
- }
- void DrawUI(ID2D1RenderTarget* pRT) {
- if (!pTextFormat || !pLargeTextFormat) return;
- ID2D1SolidColorBrush* pBrush = nullptr;
- pRT->CreateSolidColorBrush(UI_TEXT_COLOR, &pBrush);
- if (!pBrush) return;
- // --- Player Info Area (Top Left/Right) --- (Unchanged)
- float uiTop = TABLE_TOP - 80;
- float uiHeight = 60;
- float p1Left = TABLE_LEFT;
- float p1Width = 150;
- float p2Left = TABLE_RIGHT - p1Width;
- D2D1_RECT_F p1Rect = D2D1::RectF(p1Left, uiTop, p1Left + p1Width, uiTop + uiHeight);
- D2D1_RECT_F p2Rect = D2D1::RectF(p2Left, uiTop, p2Left + p1Width, uiTop + uiHeight);
- // Player 1 Info Text (Unchanged)
- std::wostringstream oss1;
- oss1 << player1Info.name.c_str() << L"\n";
- if (player1Info.assignedType != BallType::NONE) {
- oss1 << ((player1Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
- oss1 << L" [" << player1Info.ballsPocketedCount << L"/7]";
- }
- else {
- oss1 << L"(Undecided)";
- }
- pRT->DrawText(oss1.str().c_str(), (UINT32)oss1.str().length(), pTextFormat, &p1Rect, pBrush);
- // Player 2 Info Text (Unchanged)
- std::wostringstream oss2;
- oss2 << player2Info.name.c_str() << L"\n";
- if (player2Info.assignedType != BallType::NONE) {
- oss2 << ((player2Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
- oss2 << L" [" << player2Info.ballsPocketedCount << L"/7]";
- }
- else {
- oss2 << L"(Undecided)";
- }
- pRT->DrawText(oss2.str().c_str(), (UINT32)oss2.str().length(), pTextFormat, &p2Rect, pBrush);
- // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
- ID2D1SolidColorBrush* pArrowBrush = nullptr;
- pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
- if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
- float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
- float arrowTipX, arrowBackX;
- if (currentPlayer == 1) {
- // Player 1: Arrow left of P1 box, pointing right
- arrowBackX = p1Rect.left - 15.0f; // Position left of the box
- arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
- // Define points for right-pointing arrow
- D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
- D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
- D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
- ID2D1PathGeometry* pPath = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(pt2);
- pSink->AddLine(pt3);
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pRT->FillGeometry(pPath, pArrowBrush);
- }
- SafeRelease(&pPath);
- }
- }
- else { // Player 2
- // Player 2: Arrow left of P2 box, pointing right (or right of P2 box pointing left?)
- // Let's keep it consistent: Arrow left of the active player's box, pointing right.
- arrowBackX = p2Rect.left - 15.0f; // Position left of the box
- arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
- // Define points for right-pointing arrow
- D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
- D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
- D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
- ID2D1PathGeometry* pPath = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(pt2);
- pSink->AddLine(pt3);
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pRT->FillGeometry(pPath, pArrowBrush);
- }
- SafeRelease(&pPath);
- }
- }
- SafeRelease(&pArrowBrush);
- }
- // --- MODIFIED: Foul Text (Large Red, Bottom Center) ---
- if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) {
- ID2D1SolidColorBrush* pFoulBrush = nullptr;
- pRT->CreateSolidColorBrush(FOUL_TEXT_COLOR, &pFoulBrush);
- if (pFoulBrush && pLargeTextFormat) {
- // Calculate Rect for bottom-middle area
- float foulWidth = 200.0f; // Adjust width as needed
- float foulHeight = 60.0f;
- float foulLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (foulWidth / 2.0f);
- // Position below the pocketed balls bar
- float foulTop = pocketedBallsBarRect.bottom + 10.0f;
- D2D1_RECT_F foulRect = D2D1::RectF(foulLeft, foulTop, foulLeft + foulWidth, foulTop + foulHeight);
- // --- Set text alignment to center for foul text ---
- pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- pRT->DrawText(L"FOUL!", 5, pLargeTextFormat, &foulRect, pFoulBrush);
- // --- Restore default alignment for large text if needed elsewhere ---
- // pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
- // pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- SafeRelease(&pFoulBrush);
- }
- }
- // Show AI Thinking State (Unchanged from previous step)
- if (currentGameState == AI_THINKING && pTextFormat) {
- ID2D1SolidColorBrush* pThinkingBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pThinkingBrush);
- if (pThinkingBrush) {
- D2D1_RECT_F thinkingRect = p2Rect;
- thinkingRect.top += 20; // Offset within P2 box
- // Ensure default text alignment for this
- pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- pRT->DrawText(L"Thinking...", 11, pTextFormat, &thinkingRect, pThinkingBrush);
- SafeRelease(&pThinkingBrush);
- }
- }
- SafeRelease(&pBrush);
- }
- void DrawPowerMeter(ID2D1RenderTarget* pRT) {
- ID2D1SolidColorBrush* pBorderBrush = nullptr;
- ID2D1SolidColorBrush* pFillBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LimeGreen), &pFillBrush);
- if (!pBorderBrush || !pFillBrush) {
- SafeRelease(&pBorderBrush);
- SafeRelease(&pFillBrush);
- return;
- }
- // Draw Border
- pRT->DrawRectangle(&powerMeterRect, pBorderBrush, 1.0f);
- // Calculate Fill Height
- float fillRatio = 0;
- if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
- fillRatio = shotPower / MAX_SHOT_POWER;
- }
- float fillHeight = (powerMeterRect.bottom - powerMeterRect.top) * fillRatio;
- D2D1_RECT_F fillRect = D2D1::RectF(
- powerMeterRect.left, powerMeterRect.bottom - fillHeight,
- powerMeterRect.right, powerMeterRect.bottom
- );
- // Draw Fill
- pRT->FillRectangle(&fillRect, pFillBrush);
- SafeRelease(&pBorderBrush);
- SafeRelease(&pFillBrush);
- }
- void DrawSpinIndicator(ID2D1RenderTarget* pRT) {
- ID2D1SolidColorBrush* pWhiteBrush = nullptr;
- ID2D1SolidColorBrush* pRedBrush = nullptr;
- pRT->CreateSolidColorBrush(CUE_BALL_COLOR, &pWhiteBrush);
- pRT->CreateSolidColorBrush(ENGLISH_DOT_COLOR, &pRedBrush);
- if (!pWhiteBrush || !pRedBrush) {
- SafeRelease(&pWhiteBrush);
- SafeRelease(&pRedBrush);
- return;
- }
- // Draw White Ball Background
- D2D1_ELLIPSE bgEllipse = D2D1::Ellipse(spinIndicatorCenter, spinIndicatorRadius, spinIndicatorRadius);
- pRT->FillEllipse(&bgEllipse, pWhiteBrush);
- pRT->DrawEllipse(&bgEllipse, pRedBrush, 0.5f); // Thin red border
- // Draw Red Dot for Spin Position
- float dotRadius = 4.0f;
- float dotX = spinIndicatorCenter.x + cueSpinX * (spinIndicatorRadius - dotRadius); // Keep dot inside edge
- float dotY = spinIndicatorCenter.y + cueSpinY * (spinIndicatorRadius - dotRadius);
- D2D1_ELLIPSE dotEllipse = D2D1::Ellipse(D2D1::Point2F(dotX, dotY), dotRadius, dotRadius);
- pRT->FillEllipse(&dotEllipse, pRedBrush);
- SafeRelease(&pWhiteBrush);
- SafeRelease(&pRedBrush);
- }
- void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT) {
- ID2D1SolidColorBrush* pBgBrush = nullptr;
- ID2D1SolidColorBrush* pBallBrush = nullptr;
- // Ensure render target is valid before proceeding
- if (!pRT) return;
- HRESULT hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, 0.8f), &pBgBrush); // Semi-transparent black
- if (FAILED(hr)) { SafeRelease(&pBgBrush); return; } // Exit if brush creation fails
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBallBrush); // Placeholder, color will be set per ball
- if (FAILED(hr)) {
- SafeRelease(&pBgBrush);
- SafeRelease(&pBallBrush);
- return; // Exit if brush creation fails
- }
- // Draw the background bar (rounded rect)
- D2D1_ROUNDED_RECT roundedRect = D2D1::RoundedRect(pocketedBallsBarRect, 10.0f, 10.0f); // Corner radius 10
- pRT->FillRoundedRectangle(&roundedRect, pBgBrush);
- // --- Draw small circles for pocketed balls inside the bar ---
- // Calculate dimensions based on the bar's height for better scaling
- float barHeight = pocketedBallsBarRect.bottom - pocketedBallsBarRect.top;
- float ballDisplayRadius = barHeight * 0.30f; // Make balls slightly smaller relative to bar height
- float spacing = ballDisplayRadius * 2.2f; // Adjust spacing slightly
- float padding = spacing * 0.75f; // Add padding from the edges
- float center_Y = pocketedBallsBarRect.top + barHeight / 2.0f; // Vertical center
- // Starting X positions with padding
- float currentX_P1 = pocketedBallsBarRect.left + padding;
- float currentX_P2 = pocketedBallsBarRect.right - padding; // Start from right edge minus padding
- int p1DrawnCount = 0;
- int p2DrawnCount = 0;
- const int maxBallsToShow = 7; // Max balls per player in the bar
- for (const auto& b : balls) {
- if (b.isPocketed) {
- // Skip cue ball and 8-ball in this indicator
- if (b.id == 0 || b.id == 8) continue;
- bool isPlayer1Ball = (player1Info.assignedType != BallType::NONE && b.type == player1Info.assignedType);
- bool isPlayer2Ball = (player2Info.assignedType != BallType::NONE && b.type == player2Info.assignedType);
- if (isPlayer1Ball && p1DrawnCount < maxBallsToShow) {
- pBallBrush->SetColor(b.color);
- // Draw P1 balls from left to right
- D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P1 + p1DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
- pRT->FillEllipse(&ballEllipse, pBallBrush);
- p1DrawnCount++;
- }
- else if (isPlayer2Ball && p2DrawnCount < maxBallsToShow) {
- pBallBrush->SetColor(b.color);
- // Draw P2 balls from right to left
- D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P2 - p2DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
- pRT->FillEllipse(&ballEllipse, pBallBrush);
- p2DrawnCount++;
- }
- // Note: Balls pocketed before assignment or opponent balls are intentionally not shown here.
- // You could add logic here to display them differently if needed (e.g., smaller, grayed out).
- }
- }
- SafeRelease(&pBgBrush);
- SafeRelease(&pBallBrush);
- }
- void DrawBallInHandIndicator(ID2D1RenderTarget* pRT) {
- if (!isDraggingCueBall && (currentGameState != BALL_IN_HAND_P1 && currentGameState != BALL_IN_HAND_P2 && currentGameState != PRE_BREAK_PLACEMENT)) {
- return; // Only show when placing/dragging
- }
- Ball* cueBall = GetCueBall();
- if (!cueBall) return;
- ID2D1SolidColorBrush* pGhostBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.6f), &pGhostBrush); // Semi-transparent white
- if (pGhostBrush) {
- D2D1_POINT_2F drawPos;
- if (isDraggingCueBall) {
- drawPos = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
- }
- else {
- // If not dragging but in placement state, show at current ball pos
- drawPos = D2D1::Point2F(cueBall->x, cueBall->y);
- }
- // Check if the placement is valid before drawing differently?
- bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
- bool isValid = IsValidCueBallPosition(drawPos.x, drawPos.y, behindHeadstring);
- if (!isValid) {
- // Maybe draw red outline if invalid placement?
- pGhostBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
- }
- D2D1_ELLIPSE ghostEllipse = D2D1::Ellipse(drawPos, BALL_RADIUS, BALL_RADIUS);
- pRT->FillEllipse(&ghostEllipse, pGhostBrush);
- pRT->DrawEllipse(&ghostEllipse, pGhostBrush, 1.0f); // Outline
- SafeRelease(&pGhostBrush);
- }
- }
- ```
- ==++ Here's the full source for (file 2/3 (No OOP-based)) "resource.h"::: ++==
- ```resource.h
- //{{NO_DEPENDENCIES}}
- // Microsoft Visual C++ generated include file.
- // Used by Yahoo-8Ball-Pool-Clone.rc
- //
- #define IDI_ICON1 101
- // --- NEW Resource IDs (Define these in your .rc file / resource.h) ---
- #define IDD_NEWGAMEDLG 106
- #define IDC_RADIO_2P 1003
- #define IDC_RADIO_CPU 1005
- #define IDC_GROUP_AI 1006
- #define IDC_RADIO_EASY 1007
- #define IDC_RADIO_MEDIUM 1008
- #define IDC_RADIO_HARD 1009
- // Standard IDOK is usually defined, otherwise define it (e.g., #define IDOK 1)
- // Next default values for new objects
- //
- #ifdef APSTUDIO_INVOKED
- #ifndef APSTUDIO_READONLY_SYMBOLS
- #define _APS_NEXT_RESOURCE_VALUE 102
- #define _APS_NEXT_COMMAND_VALUE 40001
- #define _APS_NEXT_CONTROL_VALUE 1001
- #define _APS_NEXT_SYMED_VALUE 101
- #endif
- #endif
- ```
- ==++ Here's the full source for (file 3/3 (No OOP-based)) "Yahoo-8Ball-Pool-Clone.rc"::: ++==
- ```Yahoo-8Ball-Pool-Clone.rc
- // Microsoft Visual C++ generated resource script.
- //
- #include "resource.h"
- #define APSTUDIO_READONLY_SYMBOLS
- /////////////////////////////////////////////////////////////////////////////
- //
- // Generated from the TEXTINCLUDE 2 resource.
- //
- #include "winres.h"
- /////////////////////////////////////////////////////////////////////////////
- #undef APSTUDIO_READONLY_SYMBOLS
- /////////////////////////////////////////////////////////////////////////////
- // English (United States) resources
- #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
- LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
- #pragma code_page(1252)
- #ifdef APSTUDIO_INVOKED
- /////////////////////////////////////////////////////////////////////////////
- //
- // TEXTINCLUDE
- //
- 1 TEXTINCLUDE
- BEGIN
- "resource.h\0"
- END
- 2 TEXTINCLUDE
- BEGIN
- "#include ""winres.h""\r\n"
- "\0"
- END
- 3 TEXTINCLUDE
- BEGIN
- "\r\n"
- "\0"
- END
- #endif // APSTUDIO_INVOKED
- /////////////////////////////////////////////////////////////////////////////
- //
- // Icon
- //
- // Icon with lowest ID value placed first to ensure application icon
- // remains consistent on all systems.
- IDI_ICON1 ICON "D:\\Download\\cpp-projekt\\FuzenOp_SiloTest\\icons\\shell32_277.ico"
- #endif // English (United States) resources
- /////////////////////////////////////////////////////////////////////////////
- #ifndef APSTUDIO_INVOKED
- /////////////////////////////////////////////////////////////////////////////
- //
- // Generated from the TEXTINCLUDE 3 resource.
- //
- /////////////////////////////////////////////////////////////////////////////
- #endif // not APSTUDIO_INVOKED
- #include <windows.h> // Needed for control styles like WS_GROUP, BS_AUTORADIOBUTTON etc.
- /////////////////////////////////////////////////////////////////////////////
- //
- // Dialog
- //
- IDD_NEWGAMEDLG DIALOGEX 0, 0, 220, 130 // Dialog position (x, y) and size (width, height) in Dialog Units (DLUs)
- STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU
- CAPTION "New 8-Ball Game"
- FONT 8, "MS Shell Dlg", 400, 0, 0x1 // Standard dialog font
- BEGIN
- // --- Game Mode Selection ---
- // Group Box for Game Mode (Optional visually, but helps structure)
- GROUPBOX "Game Mode", IDC_STATIC, 7, 7, 90, 50
- // "2 Player" Radio Button (First in this group)
- CONTROL "&2 Player (Human vs Human)", IDC_RADIO_2P, "Button",
- BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 14, 20, 80, 10
- // "Human vs CPU" Radio Button
- CONTROL "Human vs &CPU", IDC_RADIO_CPU, "Button",
- BS_AUTORADIOBUTTON | WS_TABSTOP, 14, 35, 70, 10
- // --- AI Difficulty Selection (Inside its own Group Box) ---
- GROUPBOX "AI Difficulty", IDC_GROUP_AI, 118, 7, 95, 70
- // "Easy" Radio Button (First in the AI group)
- CONTROL "&Easy", IDC_RADIO_EASY, "Button",
- BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 125, 20, 60, 10
- // "Medium" Radio Button
- CONTROL "&Medium", IDC_RADIO_MEDIUM, "Button",
- BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 35, 60, 10
- // "Hard" Radio Button
- CONTROL "&Hard", IDC_RADIO_HARD, "Button",
- BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 50, 60, 10
- // --- Standard Buttons ---
- DEFPUSHBUTTON "Start", IDOK, 55, 105, 50, 14 // Default button (Enter key)
- PUSHBUTTON "Cancel", IDCANCEL, 115, 105, 50, 14
- END
- ```
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