alien_fx_fiend

2D StickPool Game (Stable w/o SmoothAimStep (Too Difficult) Only Draw-3D-Look-Balls (RadialGradient)

Jul 11th, 2025 (edited)
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  1. ==++ Here's the full source code for (File 1\3) "Pool-Game-CloneV18.cpp"::: ++==
  2. ```"Pool-Game-CloneV18.cpp"
  3.    #define WIN32_LEAN_AND_MEAN
  4.    #define NOMINMAX
  5.    #include <windows.h>
  6.    #include <d2d1.h>
  7.    #include <dwrite.h>
  8.    #include <fstream> // For file I/O
  9.    #include <iostream> // For some basic I/O, though not strictly necessary for just file ops
  10.    #include <vector>
  11.    #include <cmath>
  12.    #include <string>
  13.    #include <sstream> // Required for wostringstream
  14.    #include <algorithm> // Required for std::max, std::min
  15.    #include <ctime>    // Required for srand, time
  16.    #include <cstdlib> // Required for srand, rand (often included by others, but good practice)
  17.    #include <commctrl.h> // Needed for radio buttons etc. in dialog (if using native controls)
  18.    #include <mmsystem.h> // For PlaySound
  19.    #include <tchar.h> //midi func
  20.    #include <thread>
  21.    #include <atomic>
  22.    #include "resource.h"
  23.  
  24.    #ifndef HAS_STD_CLAMP
  25.    template <typename T>
  26.    T clamp(const T& v, const T& lo, const T& hi)
  27.    {
  28.        return (v < lo) ? lo : (v > hi) ? hi : v;
  29.    }
  30.    namespace std { using ::clamp; }   // inject into std:: for seamless use
  31.    #define HAS_STD_CLAMP
  32.    #endif
  33.  
  34.    #pragma comment(lib, "Comctl32.lib") // Link against common controls library
  35.    #pragma comment(lib, "d2d1.lib")
  36.    #pragma comment(lib, "dwrite.lib")
  37.    #pragma comment(lib, "Winmm.lib") // Link against Windows Multimedia library
  38.  
  39.    // --- Constants ---
  40.    const float PI = 3.1415926535f;
  41.    const float BALL_RADIUS = 10.0f;
  42.    const float TABLE_LEFT = 100.0f;
  43.    const float TABLE_TOP = 100.0f;
  44.    const float TABLE_WIDTH = 700.0f;
  45.    const float TABLE_HEIGHT = 350.0f;
  46.    const float TABLE_RIGHT = TABLE_LEFT + TABLE_WIDTH;
  47.    const float TABLE_BOTTOM = TABLE_TOP + TABLE_HEIGHT;
  48.    const float CUSHION_THICKNESS = 20.0f;
  49.    const float HOLE_VISUAL_RADIUS = 22.0f; // Visual size of the hole
  50.    const float POCKET_RADIUS = HOLE_VISUAL_RADIUS * 1.05f; // Make detection radius slightly larger // Make detection radius match visual size (or slightly larger)
  51.    const float MAX_SHOT_POWER = 15.0f;
  52.    const float FRICTION = 0.985f; // Friction factor per frame
  53.    const float MIN_VELOCITY_SQ = 0.01f * 0.01f; // Stop balls below this squared velocity
  54.    const float HEADSTRING_X = TABLE_LEFT + TABLE_WIDTH * 0.30f; // 30% line
  55.    const float RACK_POS_X = TABLE_LEFT + TABLE_WIDTH * 0.65f; // 65% line for rack apex
  56.    const float RACK_POS_Y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  57.    const UINT ID_TIMER = 1;
  58.    const int TARGET_FPS = 60; // Target frames per second for timer
  59.  
  60.    // --- Enums ---
  61.    // --- MODIFIED/NEW Enums ---
  62.    enum GameState {
  63.        SHOWING_DIALOG,     // NEW: Game is waiting for initial dialog input
  64.        PRE_BREAK_PLACEMENT,// Player placing cue ball for break
  65.        BREAKING,           // Player is aiming/shooting the break shot
  66.        CHOOSING_POCKET_P1, // NEW: Player 1 needs to call a pocket for the 8-ball
  67.        CHOOSING_POCKET_P2, // NEW: Player 2 needs to call a pocket for the 8-ball
  68.        AIMING,             // Player is aiming
  69.        AI_THINKING,        // NEW: AI is calculating its move
  70.        SHOT_IN_PROGRESS,   // Balls are moving
  71.        ASSIGNING_BALLS,    // Turn after break where ball types are assigned
  72.        PLAYER1_TURN,
  73.        PLAYER2_TURN,
  74.        BALL_IN_HAND_P1,
  75.        BALL_IN_HAND_P2,
  76.        GAME_OVER
  77.    };
  78.  
  79.    enum BallType {
  80.        NONE,
  81.        SOLID,  // Yellow (1-7)
  82.        STRIPE, // Red (9-15)
  83.        EIGHT_BALL, // Black (8)
  84.        CUE_BALL // White (0)
  85.    };
  86.  
  87.    // NEW Enums for Game Mode and AI Difficulty
  88.    enum GameMode {
  89.        HUMAN_VS_HUMAN,
  90.        HUMAN_VS_AI
  91.    };
  92.  
  93.    enum AIDifficulty {
  94.        EASY,
  95.        MEDIUM,
  96.        HARD
  97.    };
  98.  
  99.    enum OpeningBreakMode {
  100.        CPU_BREAK,
  101.        P1_BREAK,
  102.        FLIP_COIN_BREAK
  103.    };
  104.  
  105.    // --- Structs ---
  106.    struct Ball {
  107.        int id;             // 0=Cue, 1-7=Solid, 8=Eight, 9-15=Stripe
  108.        BallType type;
  109.        float x, y;
  110.        float vx, vy;
  111.        D2D1_COLOR_F color;
  112.        bool isPocketed;
  113.    };
  114.  
  115.    struct PlayerInfo {
  116.        BallType assignedType;
  117.        int ballsPocketedCount;
  118.        std::wstring name;
  119.    };
  120.  
  121.    // --- Global Variables ---
  122.  
  123.    // Direct2D & DirectWrite
  124.    ID2D1Factory* pFactory = nullptr;
  125.    //ID2D1Factory* g_pD2DFactory = nullptr;
  126.    ID2D1HwndRenderTarget* pRenderTarget = nullptr;
  127.    IDWriteFactory* pDWriteFactory = nullptr;
  128.    IDWriteTextFormat* pTextFormat = nullptr;
  129.    IDWriteTextFormat* pLargeTextFormat = nullptr; // For "Foul!"
  130.  
  131.    // Game State
  132.    HWND hwndMain = nullptr;
  133.    GameState currentGameState = SHOWING_DIALOG; // Start by showing dialog
  134.    std::vector<Ball> balls;
  135.    int currentPlayer = 1; // 1 or 2
  136.    PlayerInfo player1Info = { BallType::NONE, 0, L"Vince Woods"/*"Player 1"*/ };
  137.    PlayerInfo player2Info = { BallType::NONE, 0, L"Virtus Pro"/*"CPU"*/ }; // Default P2 name
  138.    bool foulCommitted = false;
  139.    std::wstring gameOverMessage = L"";
  140.    bool firstBallPocketedAfterBreak = false;
  141.    std::vector<int> pocketedThisTurn;
  142.    // --- NEW: 8-Ball Pocket Call Globals ---
  143.    int calledPocketP1 = -1; // Pocket index (0-5) called by Player 1 for the 8-ball. -1 means not called.
  144.    int calledPocketP2 = -1; // Pocket index (0-5) called by Player 2 for the 8-ball.
  145.    int currentlyHoveredPocket = -1; // For visual feedback on which pocket is being hovered
  146.    std::wstring pocketCallMessage = L""; // Message like "Choose a pocket..."
  147.         // --- NEW: Remember which pocket the 8?ball actually went into last shot
  148.    int lastEightBallPocketIndex = -1;
  149.    //int lastPocketedIndex = -1; // pocket index (0–5) of the last ball pocketed
  150.    int called = -1;
  151.    bool cueBallPocketed = false;
  152.  
  153.    // --- NEW: Foul Tracking Globals ---
  154.    int firstHitBallIdThisShot = -1;      // ID of the first object ball hit by cue ball (-1 if none)
  155.    bool cueHitObjectBallThisShot = false; // Did cue ball hit an object ball this shot?
  156.    bool railHitAfterContact = false;     // Did any ball hit a rail AFTER cue hit an object ball?
  157.    // --- End New Foul Tracking Globals ---
  158.  
  159.    // NEW Game Mode/AI Globals
  160.    GameMode gameMode = HUMAN_VS_HUMAN; // Default mode
  161.    AIDifficulty aiDifficulty = MEDIUM; // Default difficulty
  162.    OpeningBreakMode openingBreakMode = CPU_BREAK; // Default opening break mode
  163.    bool isPlayer2AI = false;           // Is Player 2 controlled by AI?
  164.    bool aiTurnPending = false;         // Flag: AI needs to take its turn when possible
  165.    // bool aiIsThinking = false;       // Replaced by AI_THINKING game state
  166.    // NEW: Flag to indicate if the current shot is the opening break of the game
  167.    bool isOpeningBreakShot = false;
  168.  
  169.    // NEW: For AI shot planning and visualization
  170.    struct AIPlannedShot {
  171.        float angle;
  172.        float power;
  173.        float spinX;
  174.        float spinY;
  175.        bool isValid; // Is there a valid shot planned?
  176.    };
  177.    AIPlannedShot aiPlannedShotDetails; // Stores the AI's next shot
  178.     bool aiIsDisplayingAim = false;    // True when AI has decided a shot and is in "display aim" mode
  179.     int aiAimDisplayFramesLeft = 0;  // How many frames left to display AI aim
  180.     const int AI_AIM_DISPLAY_DURATION_FRAMES = 45; // Approx 0.75 seconds at 60 FPS, adjust as needed
  181.  
  182.     // Input & Aiming
  183.     POINT ptMouse = { 0, 0 };
  184.     bool isAiming = false;
  185.     bool isDraggingCueBall = false;
  186.     // --- ENSURE THIS LINE EXISTS HERE ---
  187.     bool isDraggingStick = false; // True specifically when drag initiated on the stick graphic
  188.     // --- End Ensure ---
  189.     bool isSettingEnglish = false;
  190.     D2D1_POINT_2F aimStartPoint = { 0, 0 };
  191.     float cueAngle = 0.0f;
  192.     float shotPower = 0.0f;
  193.     float cueSpinX = 0.0f; // Range -1 to 1
  194.     float cueSpinY = 0.0f; // Range -1 to 1
  195.     float pocketFlashTimer = 0.0f;
  196.     bool cheatModeEnabled = false; // Cheat Mode toggle (G key)
  197.     int draggingBallId = -1;
  198.     bool keyboardAimingActive = false; // NEW FLAG: true when arrow keys modify aim/power
  199.     MCIDEVICEID midiDeviceID = 0; //midi func
  200.     std::atomic<bool> isMusicPlaying(false); //midi func
  201.     std::thread musicThread; //midi func
  202.     void StartMidi(HWND hwnd, const TCHAR* midiPath);
  203.     void StopMidi();
  204.  
  205.     // UI Element Positions
  206.     D2D1_RECT_F powerMeterRect = { TABLE_RIGHT + CUSHION_THICKNESS + 10, TABLE_TOP, TABLE_RIGHT + CUSHION_THICKNESS + 40, TABLE_BOTTOM };
  207.     D2D1_RECT_F spinIndicatorRect = { TABLE_LEFT - CUSHION_THICKNESS - 60, TABLE_TOP + 20, TABLE_LEFT - CUSHION_THICKNESS - 20, TABLE_TOP + 60 }; // Circle area
  208.     D2D1_POINT_2F spinIndicatorCenter = { spinIndicatorRect.left + (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f, spinIndicatorRect.top + (spinIndicatorRect.bottom - spinIndicatorRect.top) / 2.0f };
  209.     float spinIndicatorRadius = (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f;
  210.     D2D1_RECT_F pocketedBallsBarRect = { TABLE_LEFT, TABLE_BOTTOM + CUSHION_THICKNESS + 30, TABLE_RIGHT, TABLE_BOTTOM + CUSHION_THICKNESS + 70 };
  211.  
  212.     // Corrected Pocket Center Positions (aligned with table corners/edges)
  213.     const D2D1_POINT_2F pocketPositions[6] = {
  214.         {TABLE_LEFT, TABLE_TOP},                           // Top-Left
  215.         {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP},      // Top-Middle
  216.         {TABLE_RIGHT, TABLE_TOP},                          // Top-Right
  217.         {TABLE_LEFT, TABLE_BOTTOM},                        // Bottom-Left
  218.         {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_BOTTOM},   // Bottom-Middle
  219.         {TABLE_RIGHT, TABLE_BOTTOM}                        // Bottom-Right
  220.     };
  221.  
  222.     // Colors
  223.     const D2D1_COLOR_F TABLE_COLOR = D2D1::ColorF(0.1608f, 0.4000f, 0.1765f); // Darker Green NEWCOLOR (0.0f, 0.5f, 0.1f) => (0.1608f, 0.4000f, 0.1765f)
  224.     //const D2D1_COLOR_F TABLE_COLOR = D2D1::ColorF(0.0f, 0.5f, 0.1f); // Darker Green NEWCOLOR (0.0f, 0.5f, 0.1f) => (0.1608f, 0.4000f, 0.1765f)
  225.     const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF(0.3608f, 0.0275f, 0.0078f)); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
  226.     //const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF::Red); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
  227.     const D2D1_COLOR_F POCKET_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  228.     const D2D1_COLOR_F CUE_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::White);
  229.     const D2D1_COLOR_F EIGHT_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  230.     const D2D1_COLOR_F SOLID_COLOR = D2D1::ColorF(D2D1::ColorF::Goldenrod); // Solids = Yellow Goldenrod
  231.     const D2D1_COLOR_F STRIPE_COLOR = D2D1::ColorF(D2D1::ColorF::DarkOrchid);   // Stripes = Red DarkOrchid
  232.     const D2D1_COLOR_F AIM_LINE_COLOR = D2D1::ColorF(D2D1::ColorF::White, 0.7f); // Semi-transparent white
  233.     const D2D1_COLOR_F FOUL_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
  234.     const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(0.1333f, 0.7294f, 0.7490f); //NEWCOLOR 0.1333f, 0.7294f, 0.7490f => ::Blue
  235.     //const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(D2D1::ColorF::Blue);
  236.     const D2D1_COLOR_F ENGLISH_DOT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
  237.     const D2D1_COLOR_F UI_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  238.  
  239.     // --- Forward Declarations ---
  240.     HRESULT CreateDeviceResources();
  241.     void DiscardDeviceResources();
  242.     void OnPaint();
  243.     void OnResize(UINT width, UINT height);
  244.     void InitGame();
  245.     void GameUpdate();
  246.     void UpdatePhysics();
  247.     void CheckCollisions();
  248.     bool CheckPockets(); // Returns true if any ball was pocketed
  249.     void ProcessShotResults();
  250.     void ApplyShot(float power, float angle, float spinX, float spinY);
  251.     void RespawnCueBall(bool behindHeadstring);
  252.     bool AreBallsMoving();
  253.     void SwitchTurns();
  254.     //bool AssignPlayerBallTypes(BallType firstPocketedType);
  255.     bool AssignPlayerBallTypes(BallType firstPocketedType,
  256.         bool creditShooter = true);
  257.     void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed);
  258.     Ball* GetBallById(int id);
  259.     Ball* GetCueBall();
  260.     //void PlayGameMusic(HWND hwnd); //midi func
  261.     void AIBreakShot();
  262.  
  263.     // Drawing Functions
  264.     void DrawScene(ID2D1RenderTarget* pRT);
  265.     void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory);
  266.     void DrawBalls(ID2D1RenderTarget* pRT);
  267.     void DrawCueStick(ID2D1RenderTarget* pRT);
  268.     void DrawAimingAids(ID2D1RenderTarget* pRT);
  269.     void DrawUI(ID2D1RenderTarget* pRT);
  270.     void DrawPowerMeter(ID2D1RenderTarget* pRT);
  271.     void DrawSpinIndicator(ID2D1RenderTarget* pRT);
  272.     void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT);
  273.     void DrawBallInHandIndicator(ID2D1RenderTarget* pRT);
  274.     // NEW
  275.     void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT);
  276.  
  277.     // Helper Functions
  278.     float GetDistance(float x1, float y1, float x2, float y2);
  279.     float GetDistanceSq(float x1, float y1, float x2, float y2);
  280.     bool IsValidCueBallPosition(float x, float y, bool checkHeadstring);
  281.     template <typename T> void SafeRelease(T** ppT);
  282.     // --- NEW HELPER FORWARD DECLARATIONS ---
  283.     bool IsPlayerOnEightBall(int player);
  284.     void CheckAndTransitionToPocketChoice(int playerID);
  285.     // --- ADD FORWARD DECLARATION FOR NEW HELPER HERE ---
  286.     float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b);
  287.     // --- End Forward Declaration ---
  288.     bool LineSegmentIntersection(D2D1_POINT_2F p1, D2D1_POINT_2F p2, D2D1_POINT_2F p3, D2D1_POINT_2F p4, D2D1_POINT_2F& intersection); // Keep this if present
  289.  
  290.     // --- NEW Forward Declarations ---
  291.  
  292.     // AI Related
  293.     struct AIShotInfo; // Define below
  294.     void TriggerAIMove();
  295.     void AIMakeDecision();
  296.     void AIPlaceCueBall();
  297.     AIShotInfo AIFindBestShot();
  298.     AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex);
  299.     bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2);
  300.     Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq); // Added hitDistSq output
  301.     float CalculateShotPower(float cueToGhostDist, float targetToPocketDist);
  302.     D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex);
  303.     bool IsValidAIAimAngle(float angle); // Basic check
  304.  
  305.     // Dialog Related
  306.     INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
  307.     void ShowNewGameDialog(HINSTANCE hInstance);
  308.     void LoadSettings(); // For deserialization
  309.     void SaveSettings(); // For serialization
  310.     const std::wstring SETTINGS_FILE_NAME = L"Pool-Settings.txt";
  311.     void ResetGame(HINSTANCE hInstance); // Function to handle F2 reset
  312.  
  313.     // --- Forward Declaration for Window Procedure --- <<< Add this line HERE
  314.     LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
  315.  
  316.     // --- NEW Struct for AI Shot Evaluation ---
  317.     struct AIShotInfo {
  318.         bool possible = false;          // Is this shot considered viable?
  319.         Ball* targetBall = nullptr;     // Which ball to hit
  320.         int pocketIndex = -1;           // Which pocket to aim for (0-5)
  321.         D2D1_POINT_2F ghostBallPos = { 0,0 }; // Where cue ball needs to hit target ball
  322.         float angle = 0.0f;             // Calculated shot angle
  323.         float power = 0.0f;             // Calculated shot power
  324.         float score = -1.0f;            // Score for this shot (higher is better)
  325.         bool involves8Ball = false;     // Is the target the 8-ball?
  326.         float spinX = 0.0f;
  327.         float spinY = 0.0f;
  328.     };
  329.  
  330.     /*
  331.     table = TABLE_COLOR new: #29662d (0.1608, 0.4000, 0.1765) => old: (0.0f, 0.5f, 0.1f)
  332.     rail CUSHION_COLOR = #5c0702 (0.3608, 0.0275, 0.0078) => ::Red
  333.     gap = #e99d33 (0.9157, 0.6157, 0.2000) => ::Orange
  334.     winbg = #5e8863 (0.3686, 0.5333, 0.3882) => 1.0f, 1.0f, 0.803f
  335.     headstring = #47742f (0.2784, 0.4549, 0.1843) => ::White
  336.     bluearrow = #08b0a5 (0.0314, 0.6902, 0.6471) *#22babf (0.1333,0.7294,0.7490) => ::Blue
  337.     */
  338.  
  339.     // --- NEW Settings Serialization Functions ---
  340.     void SaveSettings() {
  341.         std::ofstream outFile(SETTINGS_FILE_NAME);
  342.         if (outFile.is_open()) {
  343.             outFile << static_cast<int>(gameMode) << std::endl;
  344.             outFile << static_cast<int>(aiDifficulty) << std::endl;
  345.             outFile << static_cast<int>(openingBreakMode) << std::endl;
  346.             outFile.close();
  347.         }
  348.         // else: Handle error, e.g., log or silently fail
  349.     }
  350.  
  351.     void LoadSettings() {
  352.         std::ifstream inFile(SETTINGS_FILE_NAME);
  353.         if (inFile.is_open()) {
  354.             int gm, aid, obm;
  355.             if (inFile >> gm) {
  356.                 gameMode = static_cast<GameMode>(gm);
  357.             }
  358.             if (inFile >> aid) {
  359.                 aiDifficulty = static_cast<AIDifficulty>(aid);
  360.             }
  361.             if (inFile >> obm) {
  362.                 openingBreakMode = static_cast<OpeningBreakMode>(obm);
  363.             }
  364.             inFile.close();
  365.  
  366.             // Validate loaded settings (optional, but good practice)
  367.             if (gameMode < HUMAN_VS_HUMAN || gameMode > HUMAN_VS_AI) gameMode = HUMAN_VS_HUMAN; // Default
  368.             if (aiDifficulty < EASY || aiDifficulty > HARD) aiDifficulty = MEDIUM; // Default
  369.             if (openingBreakMode < CPU_BREAK || openingBreakMode > FLIP_COIN_BREAK) openingBreakMode = CPU_BREAK; // Default
  370.         }
  371.         // else: File doesn't exist or couldn't be opened, use defaults (already set in global vars)
  372.     }
  373.     // --- End Settings Serialization Functions ---
  374.  
  375.     // --- NEW Dialog Procedure ---
  376.     INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) {
  377.         switch (message) {
  378.         case WM_INITDIALOG:
  379.         {
  380.             // --- ACTION 4: Center Dialog Box ---
  381.     // Optional: Force centering if default isn't working
  382.             RECT rcDlg, rcOwner, rcScreen;
  383.             HWND hwndOwner = GetParent(hDlg); // GetParent(hDlg) might be better if hwndMain is passed
  384.             if (hwndOwner == NULL) hwndOwner = GetDesktopWindow();
  385.  
  386.             GetWindowRect(hwndOwner, &rcOwner);
  387.             GetWindowRect(hDlg, &rcDlg);
  388.             CopyRect(&rcScreen, &rcOwner); // Use owner rect as reference bounds
  389.  
  390.             // Offset the owner rect relative to the screen if it's not the desktop
  391.             if (GetParent(hDlg) != NULL) { // If parented to main window (passed to DialogBoxParam)
  392.                 OffsetRect(&rcOwner, -rcScreen.left, -rcScreen.top);
  393.                 OffsetRect(&rcDlg, -rcScreen.left, -rcScreen.top);
  394.                 OffsetRect(&rcScreen, -rcScreen.left, -rcScreen.top);
  395.             }
  396.  
  397.  
  398.             // Calculate centered position
  399.             int x = rcOwner.left + (rcOwner.right - rcOwner.left - (rcDlg.right - rcDlg.left)) / 2;
  400.             int y = rcOwner.top + (rcOwner.bottom - rcOwner.top - (rcDlg.bottom - rcDlg.top)) / 2;
  401.  
  402.             // Ensure it stays within screen bounds (optional safety)
  403.             x = std::max(static_cast<int>(rcScreen.left), x);
  404.             y = std::max(static_cast<int>(rcScreen.top), y);
  405.             if (x + (rcDlg.right - rcDlg.left) > rcScreen.right)
  406.                 x = rcScreen.right - (rcDlg.right - rcDlg.left);
  407.             if (y + (rcDlg.bottom - rcDlg.top) > rcScreen.bottom)
  408.                 y = rcScreen.bottom - (rcDlg.bottom - rcDlg.top);
  409.  
  410.  
  411.             // Set the dialog position
  412.             SetWindowPos(hDlg, HWND_TOP, x, y, 0, 0, SWP_NOSIZE);
  413.  
  414.             // --- End Centering Code ---
  415.  
  416.             // Set initial state based on current global settings (or defaults)
  417.             CheckRadioButton(hDlg, IDC_RADIO_2P, IDC_RADIO_CPU, (gameMode == HUMAN_VS_HUMAN) ? IDC_RADIO_2P : IDC_RADIO_CPU);
  418.  
  419.             CheckRadioButton(hDlg, IDC_RADIO_EASY, IDC_RADIO_HARD,
  420.                 (aiDifficulty == EASY) ? IDC_RADIO_EASY : ((aiDifficulty == MEDIUM) ? IDC_RADIO_MEDIUM : IDC_RADIO_HARD));
  421.  
  422.             // Enable/Disable AI group based on initial mode
  423.             EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), gameMode == HUMAN_VS_AI);
  424.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), gameMode == HUMAN_VS_AI);
  425.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), gameMode == HUMAN_VS_AI);
  426.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), gameMode == HUMAN_VS_AI);
  427.             // Set initial state for Opening Break Mode
  428.             CheckRadioButton(hDlg, IDC_RADIO_CPU_BREAK, IDC_RADIO_FLIP_BREAK,
  429.                 (openingBreakMode == CPU_BREAK) ? IDC_RADIO_CPU_BREAK : ((openingBreakMode == P1_BREAK) ? IDC_RADIO_P1_BREAK : IDC_RADIO_FLIP_BREAK));
  430.             // Enable/Disable Opening Break group based on initial mode
  431.             EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), gameMode == HUMAN_VS_AI);
  432.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), gameMode == HUMAN_VS_AI);
  433.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), gameMode == HUMAN_VS_AI);
  434.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), gameMode == HUMAN_VS_AI);
  435.         }
  436.         return (INT_PTR)TRUE;
  437.  
  438.         case WM_COMMAND:
  439.             switch (LOWORD(wParam)) {
  440.             case IDC_RADIO_2P:
  441.             case IDC_RADIO_CPU:
  442.             {
  443.                 bool isCPU = IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED;
  444.                 // Enable/Disable AI group controls based on selection
  445.                 EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), isCPU);
  446.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), isCPU);
  447.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), isCPU);
  448.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), isCPU);
  449.                 // Also enable/disable Opening Break Mode group
  450.                 EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), isCPU);
  451.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), isCPU);
  452.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), isCPU);
  453.                 EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), isCPU);
  454.             }
  455.             return (INT_PTR)TRUE;
  456.  
  457.             case IDOK:
  458.                 // Retrieve selected options and store in global variables
  459.                 if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED) {
  460.                     gameMode = HUMAN_VS_AI;
  461.                     if (IsDlgButtonChecked(hDlg, IDC_RADIO_EASY) == BST_CHECKED) aiDifficulty = EASY;
  462.                     else if (IsDlgButtonChecked(hDlg, IDC_RADIO_MEDIUM) == BST_CHECKED) aiDifficulty = MEDIUM;
  463.                     else if (IsDlgButtonChecked(hDlg, IDC_RADIO_HARD) == BST_CHECKED) aiDifficulty = HARD;
  464.  
  465.                     if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU_BREAK) == BST_CHECKED) openingBreakMode = CPU_BREAK;
  466.                     else if (IsDlgButtonChecked(hDlg, IDC_RADIO_P1_BREAK) == BST_CHECKED) openingBreakMode = P1_BREAK;
  467.                     else if (IsDlgButtonChecked(hDlg, IDC_RADIO_FLIP_BREAK) == BST_CHECKED) openingBreakMode = FLIP_COIN_BREAK;
  468.                 }
  469.                 else {
  470.                     gameMode = HUMAN_VS_HUMAN;
  471.                     // openingBreakMode doesn't apply to HvsH, can leave as is or reset
  472.                 }
  473.                 SaveSettings(); // Save settings when OK is pressed
  474.                 EndDialog(hDlg, IDOK); // Close dialog, return IDOK
  475.                 return (INT_PTR)TRUE;
  476.  
  477.             case IDCANCEL: // Handle Cancel or closing the dialog
  478.                 // Optionally, could reload settings here if you want cancel to revert to previously saved state
  479.                 EndDialog(hDlg, IDCANCEL);
  480.                 return (INT_PTR)TRUE;
  481.             }
  482.             break; // End WM_COMMAND
  483.         }
  484.         return (INT_PTR)FALSE; // Default processing
  485.     }
  486.  
  487.     // --- NEW Helper to Show Dialog ---
  488.     void ShowNewGameDialog(HINSTANCE hInstance) {
  489.         if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), hwndMain, NewGameDialogProc, 0) == IDOK) {
  490.             // User clicked Start, reset game with new settings
  491.             isPlayer2AI = (gameMode == HUMAN_VS_AI); // Update AI flag
  492.             if (isPlayer2AI) {
  493.                 switch (aiDifficulty) {
  494.                 case EASY: player2Info.name = L"Virtus Pro (Easy)"/*"CPU (Easy)"*/; break;
  495.                 case MEDIUM: player2Info.name = L"Virtus Pro (Medium)"/*"CPU (Medium)"*/; break;
  496.                 case HARD: player2Info.name = L"Virtus Pro (Hard)"/*"CPU (Hard)"*/; break;
  497.                 }
  498.             }
  499.             else {
  500.                 player2Info.name = L"Billy Ray Cyrus"/*"Player 2"*/;
  501.             }
  502.             // Update window title
  503.             std::wstring windowTitle = L"Midnight Pool 4"/*"Direct2D 8-Ball Pool"*/;
  504.             if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
  505.             else windowTitle += L" (Human vs " + player2Info.name + L")";
  506.             SetWindowText(hwndMain, windowTitle.c_str());
  507.  
  508.             InitGame(); // Re-initialize game logic & board
  509.             InvalidateRect(hwndMain, NULL, TRUE); // Force redraw
  510.         }
  511.         else {
  512.             // User cancelled dialog - maybe just resume game? Or exit?
  513.             // For simplicity, we do nothing, game continues as it was.
  514.             // To exit on cancel from F2, would need more complex state management.
  515.         }
  516.     }
  517.  
  518.     // --- NEW Reset Game Function ---
  519.     void ResetGame(HINSTANCE hInstance) {
  520.         // Call the helper function to show the dialog and re-init if OK clicked
  521.         ShowNewGameDialog(hInstance);
  522.     }
  523.  
  524.     // --- WinMain ---
  525.     int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR, int nCmdShow) {
  526.         if (FAILED(CoInitialize(NULL))) {
  527.             MessageBox(NULL, L"COM Initialization Failed.", L"Error", MB_OK | MB_ICONERROR);
  528.             return -1;
  529.         }
  530.  
  531.         // --- NEW: Load settings at startup ---
  532.         LoadSettings();
  533.  
  534.         // --- NEW: Show configuration dialog FIRST ---
  535.         if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), NULL, NewGameDialogProc, 0) != IDOK) {
  536.             // User cancelled the dialog
  537.             CoUninitialize();
  538.             return 0; // Exit gracefully if dialog cancelled
  539.         }
  540.         // Global gameMode and aiDifficulty are now set by the DialogProc
  541.  
  542.         // Set AI flag based on game mode
  543.         isPlayer2AI = (gameMode == HUMAN_VS_AI);
  544.         if (isPlayer2AI) {
  545.             switch (aiDifficulty) {
  546.             case EASY: player2Info.name = L"Virtus Pro (Easy)"/*"CPU (Easy)"*/; break;
  547.             case MEDIUM:player2Info.name = L"Virtus Pro (Medium)"/*"CPU (Medium)"*/; break;
  548.             case HARD: player2Info.name = L"Virtus Pro (Hard)"/*"CPU (Hard)"*/; break;
  549.             }
  550.         }
  551.         else {
  552.             player2Info.name = L"Billy Ray Cyrus"/*"Player 2"*/;
  553.         }
  554.         // --- End of Dialog Logic ---
  555.  
  556.  
  557.         WNDCLASS wc = { };
  558.         wc.lpfnWndProc = WndProc;
  559.         wc.hInstance = hInstance;
  560.         wc.lpszClassName = L"BLISS_GameEngine"/*"Direct2D_8BallPool"*/;
  561.         wc.hCursor = LoadCursor(NULL, IDC_ARROW);
  562.         wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
  563.         wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1)); // Use your actual icon ID here
  564.  
  565.         if (!RegisterClass(&wc)) {
  566.             MessageBox(NULL, L"Window Registration Failed.", L"Error", MB_OK | MB_ICONERROR);
  567.             CoUninitialize();
  568.             return -1;
  569.         }
  570.  
  571.         // --- ACTION 4: Calculate Centered Window Position ---
  572.         const int WINDOW_WIDTH = 1000; // Define desired width
  573.         const int WINDOW_HEIGHT = 700; // Define desired height
  574.         int screenWidth = GetSystemMetrics(SM_CXSCREEN);
  575.         int screenHeight = GetSystemMetrics(SM_CYSCREEN);
  576.         int windowX = (screenWidth - WINDOW_WIDTH) / 2;
  577.         int windowY = (screenHeight - WINDOW_HEIGHT) / 2;
  578.  
  579.         // --- Change Window Title based on mode ---
  580.         std::wstring windowTitle = L"Midnight Pool 4"/*"Direct2D 8-Ball Pool"*/;
  581.         if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
  582.         else windowTitle += L" (Human vs " + player2Info.name + L")";
  583.  
  584.         DWORD dwStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; // No WS_THICKFRAME, No WS_MAXIMIZEBOX
  585.  
  586.         hwndMain = CreateWindowEx(
  587.             0, L"BLISS_GameEngine"/*"Direct2D_8BallPool"*/, windowTitle.c_str(), dwStyle,
  588.             windowX, windowY, WINDOW_WIDTH, WINDOW_HEIGHT,
  589.             NULL, NULL, hInstance, NULL
  590.         );
  591.  
  592.         if (!hwndMain) {
  593.             MessageBox(NULL, L"Window Creation Failed.", L"Error", MB_OK | MB_ICONERROR);
  594.             CoUninitialize();
  595.             return -1;
  596.         }
  597.  
  598.         // Initialize Direct2D Resources AFTER window creation
  599.         if (FAILED(CreateDeviceResources())) {
  600.             MessageBox(NULL, L"Failed to create Direct2D resources.", L"Error", MB_OK | MB_ICONERROR);
  601.             DestroyWindow(hwndMain);
  602.             CoUninitialize();
  603.             return -1;
  604.         }
  605.  
  606.         InitGame(); // Initialize game state AFTER resources are ready & mode is set
  607.         Sleep(500); // Allow window to fully initialize before starting the countdown //midi func
  608.         StartMidi(hwndMain, TEXT("BSQ.MID")); // Replace with your MIDI filename
  609.         //PlayGameMusic(hwndMain); //midi func
  610.  
  611.         ShowWindow(hwndMain, nCmdShow);
  612.         UpdateWindow(hwndMain);
  613.  
  614.         if (!SetTimer(hwndMain, ID_TIMER, 1000 / TARGET_FPS, NULL)) {
  615.             MessageBox(NULL, L"Could not SetTimer().", L"Error", MB_OK | MB_ICONERROR);
  616.             DestroyWindow(hwndMain);
  617.             CoUninitialize();
  618.             return -1;
  619.         }
  620.  
  621.         MSG msg = { };
  622.         // --- Modified Main Loop ---
  623.         // Handles the case where the game starts in SHOWING_DIALOG state (handled now before loop)
  624.         // or gets reset to it via F2. The main loop runs normally once game starts.
  625.         while (GetMessage(&msg, NULL, 0, 0)) {
  626.             // We might need modeless dialog handling here if F2 shows dialog
  627.             // while window is active, but DialogBoxParam is modal.
  628.             // Let's assume F2 hides main window, shows dialog, then restarts game loop.
  629.             // Simpler: F2 calls ResetGame which calls DialogBoxParam (modal) then InitGame.
  630.             TranslateMessage(&msg);
  631.             DispatchMessage(&msg);
  632.         }
  633.  
  634.  
  635.         KillTimer(hwndMain, ID_TIMER);
  636.         DiscardDeviceResources();
  637.         SaveSettings(); // Save settings on exit
  638.         CoUninitialize();
  639.  
  640.         return (int)msg.wParam;
  641.     }
  642.  
  643.     // --- WndProc ---
  644.     LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
  645.         // Declare cueBall pointer once at the top, used in multiple cases
  646.         // For clarity, often better to declare within each case where needed.
  647.         Ball* cueBall = nullptr; // Initialize to nullptr
  648.         switch (msg) {
  649.         case WM_CREATE:
  650.             // Resources are now created in WinMain after CreateWindowEx
  651.             return 0;
  652.  
  653.         case WM_PAINT:
  654.             OnPaint();
  655.             // Validate the entire window region after painting
  656.             ValidateRect(hwnd, NULL);
  657.             return 0;
  658.  
  659.         case WM_SIZE: {
  660.             UINT width = LOWORD(lParam);
  661.             UINT height = HIWORD(lParam);
  662.             OnResize(width, height);
  663.             return 0;
  664.         }
  665.  
  666.         case WM_TIMER:
  667.             if (wParam == ID_TIMER) {
  668.                 GameUpdate(); // Update game logic and physics
  669.                 InvalidateRect(hwnd, NULL, FALSE); // Request redraw
  670.             }
  671.             return 0;
  672.  
  673.             // --- NEW: Handle F2 Key for Reset ---
  674.             // --- MODIFIED: Handle More Keys ---
  675.         case WM_KEYDOWN:
  676.         { // Add scope for variable declarations
  677.  
  678.             // --- FIX: Get Cue Ball pointer for this scope ---
  679.             cueBall = GetCueBall();
  680.             // We might allow some keys even if cue ball is gone (like F1/F2), but actions need it
  681.             // --- End Fix ---
  682.  
  683.             // Check which player can interact via keyboard (Humans only)
  684.             bool canPlayerControl = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P1 || currentGameState == PRE_BREAK_PLACEMENT)) ||
  685.                 (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT)));
  686.  
  687.             // --- F1 / F2 Keys (Always available) ---
  688.             if (wParam == VK_F2) {
  689.                 HINSTANCE hInstance = (HINSTANCE)GetWindowLongPtr(hwnd, GWLP_HINSTANCE);
  690.                 ResetGame(hInstance); // Call reset function
  691.                 return 0; // Indicate key was processed
  692.             }
  693.             else if (wParam == VK_F1) {
  694.                 MessageBox(hwnd,
  695.                     L"Direct2D-based StickPool game made in C++ from scratch (4827+ lines of code)\n" // Update line count if needed {2764+ lines}
  696.                     L"First successful Clone in C++ (no other sites or projects were there to glean from.) Made /w AI assist\n"
  697.                     L"(others were in JS/ non-8-Ball in C# etc.) w/o OOP and Graphics Frameworks all in a Single file.\n"
  698.                     L"Copyright (C) 2025 Evans Thorpemorton, Entisoft Solutions.\n"
  699.                     L"Includes AI Difficulty Modes, Aim-Trajectory For Table Rails + Hard Angles TipShots. || F2=New Game",
  700.                     L"About This Game", MB_OK | MB_ICONINFORMATION);
  701.                 return 0; // Indicate key was processed
  702.             }
  703.  
  704.             // Check for 'M' key (uppercase or lowercase)
  705.                 // Toggle music with "M"
  706.             if (wParam == 'M' || wParam == 'm') {
  707.                 //static bool isMusicPlaying = false;
  708.                 if (isMusicPlaying) {
  709.                     // Stop the music
  710.                     StopMidi();
  711.                     isMusicPlaying = false;
  712.                 }
  713.                 else {
  714.                     // Build the MIDI file path
  715.                     TCHAR midiPath[MAX_PATH];
  716.                     GetModuleFileName(NULL, midiPath, MAX_PATH);
  717.                     // Keep only the directory part
  718.                     TCHAR* lastBackslash = _tcsrchr(midiPath, '\\');
  719.                     if (lastBackslash != NULL) {
  720.                         *(lastBackslash + 1) = '\0';
  721.                     }
  722.                     // Append the MIDI filename
  723.                     _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID")); // Adjust filename if needed
  724.  
  725.                     // Start playing MIDI
  726.                     StartMidi(hwndMain, midiPath);
  727.                     isMusicPlaying = true;
  728.                 }
  729.             }
  730.  
  731.  
  732.             // --- Player Interaction Keys (Only if allowed) ---
  733.             if (canPlayerControl) {
  734.                 // --- Get Shift Key State ---
  735.                 bool shiftPressed = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  736.                 float angleStep = shiftPressed ? 0.05f : 0.01f; // Base step / Faster step (Adjust as needed) // Multiplier was 5x
  737.                 float powerStep = 0.2f; // Power step (Adjust as needed)
  738.  
  739.                 switch (wParam) {
  740.                 case VK_LEFT: // Rotate Cue Stick Counter-Clockwise
  741.                     if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  742.                         cueAngle -= angleStep;
  743.                         // Normalize angle (keep between 0 and 2*PI)
  744.                         if (cueAngle < 0) cueAngle += 2 * PI;
  745.                         // Ensure state shows aiming visuals if turn just started
  746.                         if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  747.                         isAiming = false; // Keyboard adjust doesn't use mouse aiming state
  748.                         isDraggingStick = false;
  749.                         keyboardAimingActive = true;
  750.                     }
  751.                     break;
  752.  
  753.                 case VK_RIGHT: // Rotate Cue Stick Clockwise
  754.                     if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  755.                         cueAngle += angleStep;
  756.                         // Normalize angle (keep between 0 and 2*PI)
  757.                         if (cueAngle >= 2 * PI) cueAngle -= 2 * PI;
  758.                         // Ensure state shows aiming visuals if turn just started
  759.                         if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  760.                         isAiming = false;
  761.                         isDraggingStick = false;
  762.                         keyboardAimingActive = true;
  763.                     }
  764.                     break;
  765.  
  766.                 case VK_UP: // Decrease Shot Power
  767.                     if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  768.                         shotPower -= powerStep;
  769.                         if (shotPower < 0.0f) shotPower = 0.0f;
  770.                         // Ensure state shows aiming visuals if turn just started
  771.                         if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  772.                         isAiming = true; // Keyboard adjust doesn't use mouse aiming state
  773.                         isDraggingStick = false;
  774.                         keyboardAimingActive = true;
  775.                     }
  776.                     break;
  777.  
  778.                 case VK_DOWN: // Increase Shot Power
  779.                     if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  780.                         shotPower += powerStep;
  781.                         if (shotPower > MAX_SHOT_POWER) shotPower = MAX_SHOT_POWER;
  782.                         // Ensure state shows aiming visuals if turn just started
  783.                         if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  784.                         isAiming = true;
  785.                         isDraggingStick = false;
  786.                         keyboardAimingActive = true;
  787.                     }
  788.                     break;
  789.  
  790.                 case VK_SPACE: // Trigger Shot
  791.                     if ((currentGameState == AIMING || currentGameState == BREAKING || currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
  792.                         && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING)
  793.                     {
  794.                         if (shotPower > 0.15f) { // Use same threshold as mouse
  795.                            // Reset foul flags BEFORE applying shot
  796.                             firstHitBallIdThisShot = -1;
  797.                             cueHitObjectBallThisShot = false;
  798.                             railHitAfterContact = false;
  799.  
  800.                             // Play sound & Apply Shot
  801.                             std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  802.                             ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  803.  
  804.                             // Update State
  805.                             currentGameState = SHOT_IN_PROGRESS;
  806.                             foulCommitted = false;
  807.                             pocketedThisTurn.clear();
  808.                             shotPower = 0; // Reset power after shooting
  809.                             isAiming = false; isDraggingStick = false; // Reset aiming flags
  810.                             keyboardAimingActive = false;
  811.                         }
  812.                     }
  813.                     break;
  814.  
  815.                 case VK_ESCAPE: // Cancel Aim/Shot Setup
  816.                     if ((currentGameState == AIMING || currentGameState == BREAKING) || shotPower > 0)
  817.                     {
  818.                         shotPower = 0.0f;
  819.                         isAiming = false;
  820.                         isDraggingStick = false;
  821.                         keyboardAimingActive = false;
  822.                         // Revert to basic turn state if not breaking
  823.                         if (currentGameState != BREAKING) {
  824.                             currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  825.                         }
  826.                         //if (currentPlayer == 1) calledPocketP1 = -1;
  827.                         //else                  calledPocketP2 = -1;
  828.                     }
  829.                     break;
  830.  
  831.                 case 'G': // Toggle Cheat Mode
  832.                     cheatModeEnabled = !cheatModeEnabled;
  833.                     if (cheatModeEnabled)
  834.                         MessageBeep(MB_ICONEXCLAMATION); // Play a beep when enabling
  835.                     else
  836.                         MessageBeep(MB_OK); // Play a different beep when disabling
  837.                     break;
  838.  
  839.                 default:
  840.                     // Allow default processing for other keys if needed
  841.                     // return DefWindowProc(hwnd, msg, wParam, lParam); // Usually not needed for WM_KEYDOWN
  842.                     break;
  843.                 } // End switch(wParam) for player controls
  844.                 return 0; // Indicate player control key was processed
  845.             } // End if(canPlayerControl)
  846.         } // End scope for WM_KEYDOWN case
  847.         // If key wasn't F1/F2 and player couldn't control, maybe allow default processing?
  848.         // return DefWindowProc(hwnd, msg, wParam, lParam); // Or just return 0
  849.         return 0;
  850.  
  851.         case WM_MOUSEMOVE: {
  852.             ptMouse.x = LOWORD(lParam);
  853.             ptMouse.y = HIWORD(lParam);
  854.  
  855.             // --- NEW LOGIC: Handle Pocket Hover ---
  856.             if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
  857.                 (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
  858.                 int oldHover = currentlyHoveredPocket;
  859.                 currentlyHoveredPocket = -1; // Reset
  860.                 for (int i = 0; i < 6; ++i) {
  861.                     if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
  862.                         currentlyHoveredPocket = i;
  863.                         break;
  864.                     }
  865.                 }
  866.                 if (oldHover != currentlyHoveredPocket) {
  867.                     InvalidateRect(hwnd, NULL, FALSE);
  868.                 }
  869.                 // Do NOT return 0 here, allow normal mouse angle update to continue
  870.             }
  871.             // --- END NEW LOGIC ---
  872.  
  873.  
  874.             cueBall = GetCueBall(); // Declare and get cueBall pointer
  875.  
  876.             if (isDraggingCueBall && cheatModeEnabled && draggingBallId != -1) {
  877.                 Ball* ball = GetBallById(draggingBallId);
  878.                 if (ball) {
  879.                     ball->x = (float)ptMouse.x;
  880.                     ball->y = (float)ptMouse.y;
  881.                     ball->vx = ball->vy = 0.0f;
  882.                 }
  883.                 return 0;
  884.             }
  885.  
  886.             if (!cueBall) return 0;
  887.  
  888.             // Update Aiming Logic (Check player turn)
  889.             if (isDraggingCueBall &&
  890.                 ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  891.                     (!isPlayer2AI && currentPlayer == 2 && currentGameState == BALL_IN_HAND_P2) ||
  892.                     currentGameState == PRE_BREAK_PLACEMENT))
  893.             {
  894.                 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  895.                 // Tentative position update
  896.                 cueBall->x = (float)ptMouse.x;
  897.                 cueBall->y = (float)ptMouse.y;
  898.                 cueBall->vx = cueBall->vy = 0;
  899.             }
  900.             else if ((isAiming || isDraggingStick) &&
  901.                 ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
  902.                     (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
  903.             {
  904.                 //NEW2 MOUSEBOUND CODE = START
  905.                     /*// Clamp mouse inside table bounds during aiming
  906.                     if (ptMouse.x < TABLE_LEFT) ptMouse.x = TABLE_LEFT;
  907.                 if (ptMouse.x > TABLE_RIGHT) ptMouse.x = TABLE_RIGHT;
  908.                 if (ptMouse.y < TABLE_TOP) ptMouse.y = TABLE_TOP;
  909.                 if (ptMouse.y > TABLE_BOTTOM) ptMouse.y = TABLE_BOTTOM;*/
  910.                 //NEW2 MOUSEBOUND CODE = END
  911.                 // Aiming drag updates angle and power
  912.                 float dx = (float)ptMouse.x - cueBall->x;
  913.                 float dy = (float)ptMouse.y - cueBall->y;
  914.                 if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  915.                 //float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
  916.                 //shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
  917.                 if (!keyboardAimingActive) { // Only update shotPower if NOT keyboard aiming
  918.                     float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
  919.                     shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
  920.                 }
  921.             }
  922.             else if (isSettingEnglish &&
  923.                 ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING)) ||
  924.                     (!isPlayer2AI && currentPlayer == 2 && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING))))
  925.             {
  926.                 // Setting English
  927.                 float dx = (float)ptMouse.x - spinIndicatorCenter.x;
  928.                 float dy = (float)ptMouse.y - spinIndicatorCenter.y;
  929.                 float dist = GetDistance(dx, dy, 0, 0);
  930.                 if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
  931.                 cueSpinX = dx / spinIndicatorRadius;
  932.                 cueSpinY = dy / spinIndicatorRadius;
  933.             }
  934.             else {
  935.                 //DISABLE PERM AIMING = START
  936.                 /*// Update visual angle even when not aiming/dragging (Check player turn)
  937.                 bool canUpdateVisualAngle = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BALL_IN_HAND_P1)) ||
  938.                     (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2)) ||
  939.                     currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING || currentGameState == AIMING);
  940.  
  941.                 if (canUpdateVisualAngle && !isDraggingCueBall && !isAiming && !isDraggingStick && !keyboardAimingActive) // NEW: Prevent mouse override if keyboard aiming
  942.                 {
  943.                     // NEW MOUSEBOUND CODE = START
  944.                         // Only update cue angle if mouse is inside the playable table area
  945.                     if (ptMouse.x >= TABLE_LEFT && ptMouse.x <= TABLE_RIGHT &&
  946.                         ptMouse.y >= TABLE_TOP && ptMouse.y <= TABLE_BOTTOM)
  947.                     {
  948.                         // NEW MOUSEBOUND CODE = END
  949.                         Ball* cb = cueBall; // Use function-scope cueBall // Already got cueBall above
  950.                         if (cb) {
  951.                             float dx = (float)ptMouse.x - cb->x;
  952.                             float dy = (float)ptMouse.y - cb->y;
  953.                             if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  954.                         }
  955.                     } //NEW MOUSEBOUND CODE LINE = DISABLE
  956.                 }*/
  957.                 //DISABLE PERM AIMING = END
  958.             }
  959.             return 0;
  960.         } // End WM_MOUSEMOVE
  961.  
  962.         case WM_LBUTTONDOWN: {
  963.             ptMouse.x = LOWORD(lParam);
  964.             ptMouse.y = HIWORD(lParam);
  965.  
  966.             // --- FOOLPROOF FIX: This block implements the two-stage pocket selection ---
  967.             if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
  968.                 (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
  969.  
  970.                 int clickedPocketIndex = -1;
  971.                 // STAGE 1, STEP 1: Check if the click was on any of the 6 pockets
  972.                 for (int i = 0; i < 6; ++i) {
  973.                     if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
  974.                         clickedPocketIndex = i;
  975.                         break;
  976.                     }
  977.                 }
  978.  
  979.                 if (clickedPocketIndex != -1) {
  980.                     // STAGE 1, STEP 2: Player clicked on a pocket. Update the choice.
  981.                     // We DO NOT change the game state here. This allows re-selection.
  982.                     if (currentPlayer == 1) calledPocketP1 = clickedPocketIndex;
  983.                     else calledPocketP2 = clickedPocketIndex;
  984.                     InvalidateRect(hwnd, NULL, FALSE); // Redraw to show the arrow has moved.
  985.                     return 0; // Consume the click and stay in CHOOSING_POCKET state.
  986.                 }
  987.  
  988.                 // STAGE 2, STEP 1: Check if the player is clicking the cue ball to confirm.
  989.                 Ball* cueBall = GetCueBall();
  990.                 int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  991.                 if (cueBall && calledPocket != -1 && GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y) < BALL_RADIUS * BALL_RADIUS * 25) {
  992.                     // STAGE 2, STEP 2: A pocket has been selected, and the player now clicks the cue ball.
  993.                     // NOW we transition to the normal aiming state.
  994.                     currentGameState = AIMING; // Go to a generic aiming state.
  995.                     pocketCallMessage = L""; // Clear the "Choose a pocket..." message.
  996.                     isAiming = true; // Prepare for aiming.
  997.                     aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y); // Use your existing aim start variable.
  998.                     return 0;
  999.                 }
  1000.  
  1001.                 // If they click anywhere else (not a pocket, not the cue ball), do nothing.
  1002.                 return 0;
  1003.             }
  1004.  
  1005.             /*// --- FOOLPROOF FIX: This block handles re-selectable pocket choice ---
  1006.             if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
  1007.                 (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
  1008.  
  1009.                 int clickedPocketIndex = -1;
  1010.                 // Check if the click was on any of the 6 pockets
  1011.                 for (int i = 0; i < 6; ++i) {
  1012.                     if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
  1013.                         clickedPocketIndex = i;
  1014.                         break;
  1015.                     }
  1016.                 }
  1017.  
  1018.                 if (clickedPocketIndex != -1) { // Player clicked on a pocket
  1019.                     // FIX: Update the called pocket, but DO NOT change the game state.
  1020.                     // This allows the player to click another pocket to change their mind.
  1021.                     if (currentPlayer == 1) calledPocketP1 = clickedPocketIndex;
  1022.                     else calledPocketP2 = clickedPocketIndex;
  1023.                     InvalidateRect(hwnd, NULL, FALSE); // Redraw to show updated arrow
  1024.                     return 0; // Consume the click and stay in CHOOSING_POCKET state
  1025.                 }
  1026.  
  1027.                 // FIX: Add new logic to CONFIRM the choice by clicking the cue ball.
  1028.                 Ball* cueBall = GetCueBall();
  1029.                 int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  1030.                 if (cueBall && calledPocket != -1 && GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y) < BALL_RADIUS * BALL_RADIUS * 25) {
  1031.                     // A pocket has been selected, and the player now clicks the cue ball.
  1032.                     // NOW we transition to the normal aiming state.
  1033.                     currentGameState = AIMING; // Go to aiming, not PLAYER1_TURN
  1034.                     pocketCallMessage = L""; // Clear the "Choose a pocket..." message
  1035.                     isAiming = true; // Prepare for aiming
  1036.                     aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  1037.                     return 0;
  1038.                 }
  1039.  
  1040.                 // If they click anywhere else (not a pocket, not the cue ball), do nothing.
  1041.                 return 0;
  1042.             }*/
  1043.  
  1044.             /*// --- handle pocket re-selection when choosing 8-ball pocket ---
  1045.             if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1)
  1046.                 || (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI))
  1047.             {
  1048.                 POINT pt = { LOWORD(lParam), HIWORD(lParam) };
  1049.                 for (int i = 0; i < 6; ++i) {
  1050.                     float dx = pt.x - pocketPositions[i].x;
  1051.                     float dy = pt.y - pocketPositions[i].y;
  1052.                     if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
  1053.                         // 1) Record the call
  1054.                         if (currentPlayer == 1) calledPocketP1 = i;
  1055.                         else                  calledPocketP2 = i;
  1056.                         // 2) Clear any prompt text
  1057.                         pocketCallMessage.clear();
  1058.                         // 3) Return to normal aiming state
  1059.                         currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1060.                         // 4) Redraw (arrow stays because calledPocketP* >= 0)
  1061.                         InvalidateRect(hwnd, NULL, FALSE);
  1062.                         return 0; // consume click
  1063.                     }
  1064.                 }
  1065.                 return 0; // clicked outside ? stay in pocket?call until a valid pocket is chosen
  1066.             }*/
  1067.  
  1068.             // … rest of your click?to?aim logic …
  1069.  
  1070.             //replaced /w new code
  1071.             /*
  1072.             // --- FIX: Add this entire block at the top of WM_LBUTTONDOWN ---
  1073.     // This handles input specifically for the pocket selection state.
  1074.             if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
  1075.                 (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
  1076.  
  1077.                 int clickedPocketIndex = -1;
  1078.                 // Check if the click was on any of the 6 pockets
  1079.                 for (int i = 0; i < 6; ++i) {
  1080.                     if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) {
  1081.                         clickedPocketIndex = i;
  1082.                         break;
  1083.                     }
  1084.                 }
  1085.  
  1086.                 if (clickedPocketIndex != -1) {
  1087.                     // A pocket was clicked. Update the selection but STAY in the choosing state.
  1088.                     // This allows the player to click another pocket to change their mind.
  1089.                     if (currentPlayer == 1) calledPocketP1 = clickedPocketIndex;
  1090.                     else calledPocketP2 = clickedPocketIndex;
  1091.                     InvalidateRect(hwnd, NULL, FALSE); // Redraw to show the arrow has moved.
  1092.                     return 0; // Consume the click and wait for the next action.
  1093.                 }
  1094.  
  1095.                 // If the player clicks the CUE BALL, that confirms their pocket selection.
  1096.                 Ball* cueBall = GetCueBall();
  1097.                 int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  1098.                 if (cueBall && calledPocket != -1 && GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y) < BALL_RADIUS * BALL_RADIUS * 25) {
  1099.                     // A pocket has been selected, and the player now clicks the cue ball.
  1100.                     // NOW we transition to the normal aiming state.
  1101.                     currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1102.                     pocketCallMessage = L""; // Clear the "Choose a pocket..." message
  1103.                     isAiming = true; // Prepare for aiming
  1104.                     aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y); // Use your existing aim start variable
  1105.                     return 0;
  1106.                 }
  1107.  
  1108.                 // If they click anywhere else (not a pocket, not the cue ball), do nothing.
  1109.                 return 0;
  1110.             }
  1111.             // --- END OF THE NEW BLOCK ---
  1112.             */
  1113.             //new code ends here
  1114.  
  1115.             if (cheatModeEnabled) {
  1116.                 // Allow dragging any ball freely
  1117.                 for (Ball& ball : balls) {
  1118.                     float distSq = GetDistanceSq(ball.x, ball.y, (float)ptMouse.x, (float)ptMouse.y);
  1119.                     if (distSq <= BALL_RADIUS * BALL_RADIUS * 4) { // Click near ball
  1120.                         isDraggingCueBall = true;
  1121.                         draggingBallId = ball.id;
  1122.                         if (ball.id == 0) {
  1123.                             // If dragging cue ball manually, ensure we stay in Ball-In-Hand state
  1124.                             if (currentPlayer == 1)
  1125.                                 currentGameState = BALL_IN_HAND_P1;
  1126.                             else if (currentPlayer == 2 && !isPlayer2AI)
  1127.                                 currentGameState = BALL_IN_HAND_P2;
  1128.                         }
  1129.                         return 0;
  1130.                     }
  1131.                 }
  1132.             }
  1133.  
  1134.             Ball* cueBall = GetCueBall(); // Declare and get cueBall pointer            
  1135.  
  1136.             // Check which player is allowed to interact via mouse click
  1137.             bool canPlayerClickInteract = ((currentPlayer == 1) || (currentPlayer == 2 && !isPlayer2AI));
  1138.             // Define states where interaction is generally allowed
  1139.             bool canInteractState = (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  1140.                 currentGameState == AIMING || currentGameState == BREAKING ||
  1141.                 currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 ||
  1142.                 currentGameState == PRE_BREAK_PLACEMENT);
  1143.  
  1144.             // Check Spin Indicator first (Allow if player's turn/aim phase)
  1145.             if (canPlayerClickInteract && canInteractState) {
  1146.                 float spinDistSq = GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, spinIndicatorCenter.x, spinIndicatorCenter.y);
  1147.                 if (spinDistSq < spinIndicatorRadius * spinIndicatorRadius * 1.2f) {
  1148.                     isSettingEnglish = true;
  1149.                     float dx = (float)ptMouse.x - spinIndicatorCenter.x;
  1150.                     float dy = (float)ptMouse.y - spinIndicatorCenter.y;
  1151.                     float dist = GetDistance(dx, dy, 0, 0);
  1152.                     if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
  1153.                     cueSpinX = dx / spinIndicatorRadius;
  1154.                     cueSpinY = dy / spinIndicatorRadius;
  1155.                     isAiming = false; isDraggingStick = false; isDraggingCueBall = false;
  1156.                     return 0;
  1157.                 }
  1158.             }
  1159.  
  1160.             if (!cueBall) return 0;
  1161.  
  1162.             // Check Ball-in-Hand placement/drag
  1163.             bool isPlacingBall = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
  1164.             bool isPlayerAllowedToPlace = (isPlacingBall &&
  1165.                 ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  1166.                     (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
  1167.                     (currentGameState == PRE_BREAK_PLACEMENT))); // Allow current player in break setup
  1168.  
  1169.             if (isPlayerAllowedToPlace) {
  1170.                 float distSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
  1171.                 if (distSq < BALL_RADIUS * BALL_RADIUS * 9.0f) {
  1172.                     isDraggingCueBall = true;
  1173.                     isAiming = false; isDraggingStick = false;
  1174.                 }
  1175.                 else {
  1176.                     bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  1177.                     if (IsValidCueBallPosition((float)ptMouse.x, (float)ptMouse.y, behindHeadstring)) {
  1178.                         cueBall->x = (float)ptMouse.x; cueBall->y = (float)ptMouse.y;
  1179.                         cueBall->vx = 0; cueBall->vy = 0;
  1180.                         isDraggingCueBall = false;
  1181.                         // Transition state
  1182.                         if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
  1183.                         else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
  1184.                         else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
  1185.                         cueAngle = 0.0f;
  1186.                     }
  1187.                 }
  1188.                 return 0;
  1189.             }
  1190.  
  1191.             // Check for starting Aim (Cue Ball OR Stick)
  1192.             bool canAim = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BREAKING)) ||
  1193.                 (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BREAKING)));
  1194.  
  1195.             if (canAim) {
  1196.                 const float stickDrawLength = 150.0f * 1.4f;
  1197.                 float currentStickAngle = cueAngle + PI;
  1198.                 D2D1_POINT_2F currentStickEnd = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * stickDrawLength, cueBall->y + sinf(currentStickAngle) * stickDrawLength);
  1199.                 D2D1_POINT_2F currentStickTip = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * 5.0f, cueBall->y + sinf(currentStickAngle) * 5.0f);
  1200.                 float distToStickSq = PointToLineSegmentDistanceSq(D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y), currentStickTip, currentStickEnd);
  1201.                 float stickClickThresholdSq = 36.0f;
  1202.                 float distToCueBallSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
  1203.                 float cueBallClickRadiusSq = BALL_RADIUS * BALL_RADIUS * 25;
  1204.  
  1205.                 bool clickedStick = (distToStickSq < stickClickThresholdSq);
  1206.                 bool clickedCueArea = (distToCueBallSq < cueBallClickRadiusSq);
  1207.  
  1208.                 if (clickedStick || clickedCueArea) {
  1209.                     isDraggingStick = clickedStick && !clickedCueArea;
  1210.                     isAiming = clickedCueArea;
  1211.                     aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  1212.                     shotPower = 0;
  1213.                     float dx = (float)ptMouse.x - cueBall->x;
  1214.                     float dy = (float)ptMouse.y - cueBall->y;
  1215.                     if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  1216.                     if (currentGameState != BREAKING) currentGameState = AIMING;
  1217.                 }
  1218.             }
  1219.             return 0;
  1220.         } // End WM_LBUTTONDOWN
  1221.  
  1222.  
  1223.         case WM_LBUTTONUP: {
  1224.             // --- FOOLPROOF FIX for Cheat Mode Scoring ---
  1225.             if (cheatModeEnabled && draggingBallId != -1) {
  1226.                 Ball* b = GetBallById(draggingBallId);
  1227.                 if (b) {
  1228.                     for (int p = 0; p < 6; ++p) {
  1229.                         float dx = b->x - pocketPositions[p].x;
  1230.                         float dy = b->y - pocketPositions[p].y;
  1231.                         if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
  1232.                             // --- This is the new, "smarter" logic ---
  1233.                             b->isPocketed = true; // Pocket the ball visually.
  1234.  
  1235.                             // If the table is open, assign types based on this cheated ball.
  1236.                             if (player1Info.assignedType == BallType::NONE && b->id != 0 && b->id != 8) {
  1237.                                 AssignPlayerBallTypes(b->type, false);
  1238.                             }
  1239.  
  1240.                             // Now, correctly update the score for the right player.
  1241.                             if (b->id != 0 && b->id != 8) {
  1242.                                 if (b->type == player1Info.assignedType) {
  1243.                                     player1Info.ballsPocketedCount++;
  1244.                                 }
  1245.                                 else if (b->type == player2Info.assignedType) {
  1246.                                     player2Info.ballsPocketedCount++;
  1247.                                 }
  1248.                             }
  1249.                             break; // Stop checking pockets.
  1250.                         }
  1251.                     }
  1252.                 }
  1253.             }
  1254.  
  1255.             /*if (cheatModeEnabled && draggingBallId != -1) {
  1256.                 Ball* b = GetBallById(draggingBallId);
  1257.                 if (b) {
  1258.                     for (int p = 0; p < 6; ++p) {
  1259.                         float dx = b->x - pocketPositions[p].x;
  1260.                         float dy = b->y - pocketPositions[p].y;
  1261.                         if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
  1262.                             // --- Assign ball type on first cheat-pocket if table still open ---
  1263.                             if (player1Info.assignedType == BallType::NONE
  1264.                                 && player2Info.assignedType == BallType::NONE
  1265.                                 && (b->type == BallType::SOLID || b->type == BallType::STRIPE))
  1266.                             {
  1267.                                 // In cheat mode, let's just assign to the current player
  1268.                                 AssignPlayerBallTypes(b->type);
  1269.                             }
  1270.                             b->isPocketed = true;
  1271.                             pocketedThisTurn.push_back(b->id);
  1272.  
  1273.                             // --- FIX FOR CHEAT MODE SCORING ---
  1274.                             // Immediately increment the correct player's count based on ball type,
  1275.                             // not whose turn it is.
  1276.                             if (b->id != 0 && b->id != 8) {
  1277.                                 if (b->type == player1Info.assignedType) {
  1278.                                     player1Info.ballsPocketedCount++;
  1279.                                 }
  1280.                                 else if (b->type == player2Info.assignedType) {
  1281.                                     player2Info.ballsPocketedCount++;
  1282.                                 }
  1283.                             }
  1284.                             // --- END FIX ---
  1285.                             // --- NEW: If this was the 7th ball, trigger the arrow call UI ---
  1286.                             if (b->id != 8) {
  1287.                                 PlayerInfo& shooter = (currentPlayer == 1 ? player1Info : player2Info);
  1288.                                 if (shooter.ballsPocketedCount >= 7
  1289.                                     && calledPocketP1 < 0
  1290.                                     && calledPocketP2 < 0)
  1291.                                 {
  1292.                                     currentGameState = (currentPlayer == 1)
  1293.                                         ? CHOOSING_POCKET_P1
  1294.                                         : CHOOSING_POCKET_P2;
  1295.                                 }
  1296.                                 else {
  1297.                                     // For any other cheat?pocket, keep the turn so you can continue aiming
  1298.                                     currentGameState = (currentPlayer == 1)
  1299.                                         ? PLAYER1_TURN
  1300.                                         : PLAYER2_TURN;
  1301.                                 }
  1302.                             }
  1303.                             // --- NEW: If it was the 8-Ball, award instant victory ---
  1304.                             else {
  1305.                                 currentGameState = GAME_OVER;
  1306.                                 gameOverMessage = (currentPlayer == 1 ? player1Info.name : player2Info.name)
  1307.                                     + std::wstring(L" Wins!");
  1308.                             }
  1309.                             break;
  1310.                         }
  1311.                     }
  1312.                 }
  1313.             }*/
  1314.  
  1315.             ptMouse.x = LOWORD(lParam);
  1316.             ptMouse.y = HIWORD(lParam);
  1317.  
  1318.             Ball* cueBall = GetCueBall(); // Get cueBall pointer
  1319.  
  1320.             // Check for releasing aim drag (Stick OR Cue Ball)
  1321.             if ((isAiming || isDraggingStick) &&
  1322.                 ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
  1323.                     (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
  1324.             {
  1325.                 bool wasAiming = isAiming;
  1326.                 bool wasDraggingStick = isDraggingStick;
  1327.                 isAiming = false; isDraggingStick = false;
  1328.  
  1329.                 if (shotPower > 0.15f) { // Check power threshold
  1330.                     if (currentGameState != AI_THINKING) {
  1331.                         firstHitBallIdThisShot = -1; cueHitObjectBallThisShot = false; railHitAfterContact = false; // Reset foul flags
  1332.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  1333.                         ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  1334.                         currentGameState = SHOT_IN_PROGRESS;
  1335.                         foulCommitted = false; pocketedThisTurn.clear();
  1336.                     }
  1337.                 }
  1338.                 else if (currentGameState != AI_THINKING) { // Revert state if power too low
  1339.                     if (currentGameState == BREAKING) { /* Still breaking */ }
  1340.                     else {
  1341.                         currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1342.                         if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = false;
  1343.                     }
  1344.                 }
  1345.                 shotPower = 0; // Reset power indicator regardless
  1346.             }
  1347.  
  1348.             // Handle releasing cue ball drag (placement)
  1349.             if (isDraggingCueBall) {
  1350.                 isDraggingCueBall = false;
  1351.                 // Check player allowed to place
  1352.                 bool isPlacingState = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
  1353.                 bool isPlayerAllowed = (isPlacingState &&
  1354.                     ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  1355.                         (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
  1356.                         (currentGameState == PRE_BREAK_PLACEMENT)));
  1357.  
  1358.                 if (isPlayerAllowed && cueBall) {
  1359.                     bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  1360.                     if (IsValidCueBallPosition(cueBall->x, cueBall->y, behindHeadstring)) {
  1361.                         // Finalize position already set by mouse move
  1362.                         // Transition state
  1363.                         if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
  1364.                         else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
  1365.                         else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
  1366.                         cueAngle = 0.0f;
  1367.                         /* ----------------------------------------------------
  1368.                         If the player who now has the turn is already on the
  1369.                         8-ball, immediately switch to pocket-selection state.
  1370.                         ---------------------------------------------------- */
  1371.                         if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
  1372.                         {
  1373.                             CheckAndTransitionToPocketChoice(currentPlayer);
  1374.                         }
  1375.                     }
  1376.                     else { /* Stay in BALL_IN_HAND state if final pos invalid */ }
  1377.                 }
  1378.             }
  1379.  
  1380.             // Handle releasing english setting
  1381.             if (isSettingEnglish) {
  1382.                 isSettingEnglish = false;
  1383.             }
  1384.             return 0;
  1385.         } // End WM_LBUTTONUP
  1386.  
  1387.         case WM_DESTROY:
  1388.             isMusicPlaying = false;
  1389.             if (midiDeviceID != 0) {
  1390.                 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  1391.                 midiDeviceID = 0;
  1392.                 SaveSettings(); // Save settings on exit
  1393.             }
  1394.             PostQuitMessage(0);
  1395.             return 0;
  1396.  
  1397.         default:
  1398.             return DefWindowProc(hwnd, msg, wParam, lParam);
  1399.         }
  1400.         return 0;
  1401.     }
  1402.  
  1403.     // --- Direct2D Resource Management ---
  1404.  
  1405.     HRESULT CreateDeviceResources() {
  1406.         HRESULT hr = S_OK;
  1407.  
  1408.         // Create Direct2D Factory
  1409.         if (!pFactory) {
  1410.             hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pFactory);
  1411.             if (FAILED(hr)) return hr;
  1412.         }
  1413.  
  1414.         // Create DirectWrite Factory
  1415.         if (!pDWriteFactory) {
  1416.             hr = DWriteCreateFactory(
  1417.                 DWRITE_FACTORY_TYPE_SHARED,
  1418.                 __uuidof(IDWriteFactory),
  1419.                 reinterpret_cast<IUnknown**>(&pDWriteFactory)
  1420.             );
  1421.             if (FAILED(hr)) return hr;
  1422.         }
  1423.  
  1424.         // Create Text Formats
  1425.         if (!pTextFormat && pDWriteFactory) {
  1426.             hr = pDWriteFactory->CreateTextFormat(
  1427.                 L"Segoe UI", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
  1428.                 16.0f, L"en-us", &pTextFormat
  1429.             );
  1430.             if (FAILED(hr)) return hr;
  1431.             // Center align text
  1432.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  1433.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  1434.         }
  1435.         if (!pLargeTextFormat && pDWriteFactory) {
  1436.             hr = pDWriteFactory->CreateTextFormat(
  1437.                 L"Impact", NULL, DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
  1438.                 48.0f, L"en-us", &pLargeTextFormat
  1439.             );
  1440.             if (FAILED(hr)) return hr;
  1441.             pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); // Align left
  1442.             pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  1443.         }
  1444.  
  1445.  
  1446.         // Create Render Target (needs valid hwnd)
  1447.         if (!pRenderTarget && hwndMain) {
  1448.             RECT rc;
  1449.             GetClientRect(hwndMain, &rc);
  1450.             D2D1_SIZE_U size = D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top);
  1451.  
  1452.             hr = pFactory->CreateHwndRenderTarget(
  1453.                 D2D1::RenderTargetProperties(),
  1454.                 D2D1::HwndRenderTargetProperties(hwndMain, size),
  1455.                 &pRenderTarget
  1456.             );
  1457.             if (FAILED(hr)) {
  1458.                 // If failed, release factories if they were created in this call
  1459.                 SafeRelease(&pTextFormat);
  1460.                 SafeRelease(&pLargeTextFormat);
  1461.                 SafeRelease(&pDWriteFactory);
  1462.                 SafeRelease(&pFactory);
  1463.                 pRenderTarget = nullptr; // Ensure it's null on failure
  1464.                 return hr;
  1465.             }
  1466.         }
  1467.  
  1468.         return hr;
  1469.     }
  1470.  
  1471.     void DiscardDeviceResources() {
  1472.         SafeRelease(&pRenderTarget);
  1473.         SafeRelease(&pTextFormat);
  1474.         SafeRelease(&pLargeTextFormat);
  1475.         SafeRelease(&pDWriteFactory);
  1476.         // Keep pFactory until application exit? Or release here too? Let's release.
  1477.         SafeRelease(&pFactory);
  1478.     }
  1479.  
  1480.     void OnResize(UINT width, UINT height) {
  1481.         if (pRenderTarget) {
  1482.             D2D1_SIZE_U size = D2D1::SizeU(width, height);
  1483.             pRenderTarget->Resize(size); // Ignore HRESULT for simplicity here
  1484.         }
  1485.     }
  1486.  
  1487.     // --- Game Initialization ---
  1488.     void InitGame() {
  1489.         srand((unsigned int)time(NULL)); // Seed random number generator
  1490.         isOpeningBreakShot = true; // This is the start of a new game, so the next shot is an opening break.
  1491.         aiPlannedShotDetails.isValid = false; // Reset AI planned shot
  1492.         aiIsDisplayingAim = false;
  1493.         aiAimDisplayFramesLeft = 0;
  1494.         // ... (rest of InitGame())
  1495.  
  1496.         // --- Ensure pocketed list is clear from the absolute start ---
  1497.         pocketedThisTurn.clear();
  1498.  
  1499.         balls.clear(); // Clear existing balls
  1500.  
  1501.         // Reset Player Info (Names should be set by Dialog/wWinMain/ResetGame)
  1502.         player1Info.assignedType = BallType::NONE;
  1503.         player1Info.ballsPocketedCount = 0;
  1504.         // Player 1 Name usually remains "Player 1"
  1505.         player2Info.assignedType = BallType::NONE;
  1506.         player2Info.ballsPocketedCount = 0;
  1507.         // Player 2 Name is set based on gameMode in ShowNewGameDialog
  1508.             // --- Reset any 8?Ball call state on new game ---
  1509.         lastEightBallPocketIndex = -1;
  1510.         calledPocketP1 = -1;
  1511.         calledPocketP2 = -1;
  1512.         pocketCallMessage = L"";
  1513.         aiPlannedShotDetails.isValid = false; // THIS IS THE CRITICAL FIX: Reset the AI's plan.
  1514.  
  1515.         // Create Cue Ball (ID 0)
  1516.         // Initial position will be set during PRE_BREAK_PLACEMENT state
  1517.         balls.push_back({ 0, BallType::CUE_BALL, TABLE_LEFT + TABLE_WIDTH * 0.15f, RACK_POS_Y, 0, 0, CUE_BALL_COLOR, false });
  1518.  
  1519.         // --- Create Object Balls (Temporary List) ---
  1520.         std::vector<Ball> objectBalls;
  1521.         // Solids (1-7, Yellow)
  1522.         for (int i = 1; i <= 7; ++i) {
  1523.             objectBalls.push_back({ i, BallType::SOLID, 0, 0, 0, 0, SOLID_COLOR, false });
  1524.         }
  1525.         // Stripes (9-15, Red)
  1526.         for (int i = 9; i <= 15; ++i) {
  1527.             objectBalls.push_back({ i, BallType::STRIPE, 0, 0, 0, 0, STRIPE_COLOR, false });
  1528.         }
  1529.         // 8-Ball (ID 8) - Add it to the list to be placed
  1530.         objectBalls.push_back({ 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false });
  1531.  
  1532.  
  1533.         // --- Racking Logic (Improved) ---
  1534.         float spacingX = BALL_RADIUS * 2.0f * 0.866f; // cos(30) for horizontal spacing
  1535.         float spacingY = BALL_RADIUS * 2.0f * 1.0f;   // Vertical spacing
  1536.  
  1537.         // Define rack positions (0-14 indices corresponding to triangle spots)
  1538.         D2D1_POINT_2F rackPositions[15];
  1539.         int rackIndex = 0;
  1540.         for (int row = 0; row < 5; ++row) {
  1541.             for (int col = 0; col <= row; ++col) {
  1542.                 if (rackIndex >= 15) break;
  1543.                 float x = RACK_POS_X + row * spacingX;
  1544.                 float y = RACK_POS_Y + (col - row / 2.0f) * spacingY;
  1545.                 rackPositions[rackIndex++] = D2D1::Point2F(x, y);
  1546.             }
  1547.         }
  1548.  
  1549.         // Separate 8-ball
  1550.         Ball eightBall;
  1551.         std::vector<Ball> otherBalls; // Solids and Stripes
  1552.         bool eightBallFound = false;
  1553.         for (const auto& ball : objectBalls) {
  1554.             if (ball.id == 8) {
  1555.                 eightBall = ball;
  1556.                 eightBallFound = true;
  1557.             }
  1558.             else {
  1559.                 otherBalls.push_back(ball);
  1560.             }
  1561.         }
  1562.         // Ensure 8 ball was actually created (should always be true)
  1563.         if (!eightBallFound) {
  1564.             // Handle error - perhaps recreate it? For now, proceed.
  1565.             eightBall = { 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false };
  1566.         }
  1567.  
  1568.  
  1569.         // Shuffle the other 14 balls
  1570.         // Use std::shuffle if available (C++11 and later) for better randomness
  1571.         // std::random_device rd;
  1572.         // std::mt19937 g(rd());
  1573.         // std::shuffle(otherBalls.begin(), otherBalls.end(), g);
  1574.         std::random_shuffle(otherBalls.begin(), otherBalls.end()); // Using deprecated for now
  1575.  
  1576.         // --- Place balls into the main 'balls' vector in rack order ---
  1577.         // Important: Add the cue ball (already created) first.
  1578.         // (Cue ball added at the start of the function now)
  1579.  
  1580.         // 1. Place the 8-ball in its fixed position (index 4 for the 3rd row center)
  1581.         int eightBallRackIndex = 4;
  1582.         eightBall.x = rackPositions[eightBallRackIndex].x;
  1583.         eightBall.y = rackPositions[eightBallRackIndex].y;
  1584.         eightBall.vx = 0;
  1585.         eightBall.vy = 0;
  1586.         eightBall.isPocketed = false;
  1587.         balls.push_back(eightBall); // Add 8 ball to the main vector
  1588.  
  1589.         // 2. Place the shuffled Solids and Stripes in the remaining spots
  1590.         size_t otherBallIdx = 0;
  1591.         //int otherBallIdx = 0;
  1592.         for (int i = 0; i < 15; ++i) {
  1593.             if (i == eightBallRackIndex) continue; // Skip the 8-ball spot
  1594.  
  1595.             if (otherBallIdx < otherBalls.size()) {
  1596.                 Ball& ballToPlace = otherBalls[otherBallIdx++];
  1597.                 ballToPlace.x = rackPositions[i].x;
  1598.                 ballToPlace.y = rackPositions[i].y;
  1599.                 ballToPlace.vx = 0;
  1600.                 ballToPlace.vy = 0;
  1601.                 ballToPlace.isPocketed = false;
  1602.                 balls.push_back(ballToPlace); // Add to the main game vector
  1603.             }
  1604.         }
  1605.         // --- End Racking Logic ---
  1606.  
  1607.  
  1608.         // --- Determine Who Breaks and Initial State ---
  1609.         if (isPlayer2AI) {
  1610.             /*// AI Mode: Randomly decide who breaks
  1611.             if ((rand() % 2) == 0) {
  1612.                 // AI (Player 2) breaks
  1613.                 currentPlayer = 2;
  1614.                 currentGameState = PRE_BREAK_PLACEMENT; // AI needs to place ball first
  1615.                 aiTurnPending = true; // Trigger AI logic
  1616.             }
  1617.             else {
  1618.                 // Player 1 (Human) breaks
  1619.                 currentPlayer = 1;
  1620.                 currentGameState = PRE_BREAK_PLACEMENT; // Human places cue ball
  1621.                 aiTurnPending = false;*/
  1622.             switch (openingBreakMode) {
  1623.             case CPU_BREAK:
  1624.                 currentPlayer = 2; // AI breaks
  1625.                 currentGameState = PRE_BREAK_PLACEMENT;
  1626.                 aiTurnPending = true;
  1627.                 break;
  1628.             case P1_BREAK:
  1629.                 currentPlayer = 1; // Player 1 breaks
  1630.                 currentGameState = PRE_BREAK_PLACEMENT;
  1631.                 aiTurnPending = false;
  1632.                 break;
  1633.             case FLIP_COIN_BREAK:
  1634.                 if ((rand() % 2) == 0) { // 0 for AI, 1 for Player 1
  1635.                     currentPlayer = 2; // AI breaks
  1636.                     currentGameState = PRE_BREAK_PLACEMENT;
  1637.                     aiTurnPending = true;
  1638.                 }
  1639.                 else {
  1640.                     currentPlayer = 1; // Player 1 breaks
  1641.                     currentGameState = PRE_BREAK_PLACEMENT;
  1642.                     aiTurnPending = false;
  1643.                 }
  1644.                 break;
  1645.             default: // Fallback to CPU break
  1646.                 currentPlayer = 2;
  1647.                 currentGameState = PRE_BREAK_PLACEMENT;
  1648.                 aiTurnPending = true;
  1649.                 break;
  1650.             }
  1651.         }
  1652.         else {
  1653.             // Human vs Human, Player 1 always breaks (or could add a flip coin for HvsH too if desired)
  1654.             currentPlayer = 1;
  1655.             currentGameState = PRE_BREAK_PLACEMENT;
  1656.             aiTurnPending = false; // No AI involved
  1657.         }
  1658.  
  1659.         // Reset other relevant game state variables
  1660.         foulCommitted = false;
  1661.         gameOverMessage = L"";
  1662.         firstBallPocketedAfterBreak = false;
  1663.         // pocketedThisTurn cleared at start
  1664.         // Reset shot parameters and input flags
  1665.         shotPower = 0.0f;
  1666.         cueSpinX = 0.0f;
  1667.         cueSpinY = 0.0f;
  1668.         isAiming = false;
  1669.         isDraggingCueBall = false;
  1670.         isSettingEnglish = false;
  1671.         cueAngle = 0.0f; // Reset aim angle
  1672.     }
  1673.  
  1674.  
  1675.     // --------------------------------------------------------------------------------
  1676.     // Full GameUpdate(): integrates AI call?pocket ? aim ? shoot (no omissions)
  1677.     // --------------------------------------------------------------------------------
  1678.     void GameUpdate() {
  1679.         // --- 1) Handle an in?flight shot ---
  1680.         if (currentGameState == SHOT_IN_PROGRESS) {
  1681.             UpdatePhysics();
  1682.             // ? clear old 8?ball pocket info before any new pocket checks
  1683.             //lastEightBallPocketIndex = -1;
  1684.             CheckCollisions();
  1685.             CheckPockets(); // FIX: This line was missing. It's essential to check for pocketed balls every frame.
  1686.  
  1687.             if (AreBallsMoving()) {
  1688.                 isAiming = false;
  1689.                 aiIsDisplayingAim = false;
  1690.             }
  1691.  
  1692.             if (!AreBallsMoving()) {
  1693.                 ProcessShotResults();
  1694.             }
  1695.             return;
  1696.         }
  1697.  
  1698.         // --- 2) CPU’s turn (table is static) ---
  1699.         if (isPlayer2AI && currentPlayer == 2 && !AreBallsMoving()) {
  1700.             // ??? If we've just auto?entered AI_THINKING for the 8?ball call, actually make the decision ???
  1701.             if (currentGameState == AI_THINKING && aiTurnPending) {
  1702.                 aiTurnPending = false;        // consume the pending flag
  1703.                 AIMakeDecision();             // CPU calls its pocket or plans its shot
  1704.                 return;                       // done this tick
  1705.             }
  1706.  
  1707.             // ??? Automate the AI pocket?selection click ???
  1708.             if (currentGameState == CHOOSING_POCKET_P2) {
  1709.                 // AI immediately confirms its call and moves to thinking/shooting
  1710.                 currentGameState = AI_THINKING;
  1711.                 aiTurnPending = true;
  1712.                 return; // process on next tick
  1713.             }
  1714.             // 2A) If AI is displaying its aim line, count down then shoot
  1715.             if (aiIsDisplayingAim) {
  1716.                 aiAimDisplayFramesLeft--;
  1717.                 if (aiAimDisplayFramesLeft <= 0) {
  1718.                     aiIsDisplayingAim = false;
  1719.                     if (aiPlannedShotDetails.isValid) {
  1720.                         firstHitBallIdThisShot = -1;
  1721.                         cueHitObjectBallThisShot = false;
  1722.                         railHitAfterContact = false;
  1723.                         std::thread([](const TCHAR* soundName) {
  1724.                             PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT);
  1725.                             }, TEXT("cue.wav")).detach();
  1726.  
  1727.                             ApplyShot(
  1728.                                 aiPlannedShotDetails.power,
  1729.                                 aiPlannedShotDetails.angle,
  1730.                                 aiPlannedShotDetails.spinX,
  1731.                                 aiPlannedShotDetails.spinY
  1732.                             );
  1733.                             aiPlannedShotDetails.isValid = false;
  1734.                     }
  1735.                     currentGameState = SHOT_IN_PROGRESS;
  1736.                     foulCommitted = false;
  1737.                     pocketedThisTurn.clear();
  1738.                 }
  1739.                 return;
  1740.             }
  1741.  
  1742.             // 2B) Immediately after calling pocket, transition into AI_THINKING
  1743.             if (currentGameState == CHOOSING_POCKET_P2 && aiTurnPending) {
  1744.                 // Start thinking/shooting right away—no human click required
  1745.                 currentGameState = AI_THINKING;
  1746.                 aiTurnPending = false;
  1747.                 AIMakeDecision();
  1748.                 return;
  1749.             }
  1750.  
  1751.             // 2C) If AI has pending actions (break, ball?in?hand, or normal turn)
  1752.             if (aiTurnPending) {
  1753.                 if (currentGameState == BALL_IN_HAND_P2) {
  1754.                     AIPlaceCueBall();
  1755.                     currentGameState = AI_THINKING;
  1756.                     aiTurnPending = false;
  1757.                     AIMakeDecision();
  1758.                 }
  1759.                 else if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  1760.                     AIBreakShot();
  1761.                 }
  1762.                 else if (currentGameState == PLAYER2_TURN || currentGameState == BREAKING) {
  1763.                     currentGameState = AI_THINKING;
  1764.                     aiTurnPending = false;
  1765.                     AIMakeDecision();
  1766.                 }
  1767.                 return;
  1768.             }
  1769.         }
  1770.     }
  1771.  
  1772.  
  1773.     // --- Physics and Collision ---
  1774.     void UpdatePhysics() {
  1775.         for (size_t i = 0; i < balls.size(); ++i) {
  1776.             Ball& b = balls[i];
  1777.             if (!b.isPocketed) {
  1778.                 b.x += b.vx;
  1779.                 b.y += b.vy;
  1780.  
  1781.                 // Apply friction
  1782.                 b.vx *= FRICTION;
  1783.                 b.vy *= FRICTION;
  1784.  
  1785.                 // Stop balls if velocity is very low
  1786.                 if (GetDistanceSq(b.vx, b.vy, 0, 0) < MIN_VELOCITY_SQ) {
  1787.                     b.vx = 0;
  1788.                     b.vy = 0;
  1789.                 }
  1790.  
  1791.                 /* -----------------------------------------------------------------
  1792.        Additional clamp to guarantee the ball never escapes the table.
  1793.        The existing wall–collision code can momentarily disable the
  1794.        reflection test while the ball is close to a pocket mouth;
  1795.        that rare case allowed it to ‘slide’ through the cushion and
  1796.        leave the board.  We therefore enforce a final boundary check
  1797.        after the normal physics step.
  1798.        ----------------------------------------------------------------- */
  1799.                 const float leftBound = TABLE_LEFT + BALL_RADIUS;
  1800.                 const float rightBound = TABLE_RIGHT - BALL_RADIUS;
  1801.                 const float topBound = TABLE_TOP + BALL_RADIUS;
  1802.                 const float bottomBound = TABLE_BOTTOM - BALL_RADIUS;
  1803.  
  1804.                 if (b.x < leftBound) { b.x = leftBound;   b.vx = fabsf(b.vx); }
  1805.                 if (b.x > rightBound) { b.x = rightBound;  b.vx = -fabsf(b.vx); }
  1806.                 if (b.y < topBound) { b.y = topBound;    b.vy = fabsf(b.vy); }
  1807.                 if (b.y > bottomBound) { b.y = bottomBound; b.vy = -fabsf(b.vy); }
  1808.             }
  1809.         }
  1810.     }
  1811.  
  1812.     void CheckCollisions() {
  1813.         float left = TABLE_LEFT;
  1814.         float right = TABLE_RIGHT;
  1815.         float top = TABLE_TOP;
  1816.         float bottom = TABLE_BOTTOM;
  1817.         const float pocketMouthCheckRadiusSq = (POCKET_RADIUS + BALL_RADIUS) * (POCKET_RADIUS + BALL_RADIUS) * 1.1f;
  1818.  
  1819.         // --- Reset Per-Frame Sound Flags ---
  1820.         bool playedWallSoundThisFrame = false;
  1821.         bool playedCollideSoundThisFrame = false;
  1822.         // ---
  1823.  
  1824.         for (size_t i = 0; i < balls.size(); ++i) {
  1825.             Ball& b1 = balls[i];
  1826.             if (b1.isPocketed) continue;
  1827.  
  1828.             bool nearPocket[6];
  1829.             for (int p = 0; p < 6; ++p) {
  1830.                 nearPocket[p] = GetDistanceSq(b1.x, b1.y, pocketPositions[p].x, pocketPositions[p].y) < pocketMouthCheckRadiusSq;
  1831.             }
  1832.             bool nearTopLeftPocket = nearPocket[0];
  1833.             bool nearTopMidPocket = nearPocket[1];
  1834.             bool nearTopRightPocket = nearPocket[2];
  1835.             bool nearBottomLeftPocket = nearPocket[3];
  1836.             bool nearBottomMidPocket = nearPocket[4];
  1837.             bool nearBottomRightPocket = nearPocket[5];
  1838.  
  1839.             bool collidedWallThisBall = false;
  1840.  
  1841.             // --- Ball-Wall Collisions ---
  1842.             // (Check logic unchanged, added sound calls and railHitAfterContact update)
  1843.             // Left Wall
  1844.             if (b1.x - BALL_RADIUS < left) {
  1845.                 if (!nearTopLeftPocket && !nearBottomLeftPocket) {
  1846.                     b1.x = left + BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
  1847.                     if (!playedWallSoundThisFrame) {
  1848.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1849.                         playedWallSoundThisFrame = true;
  1850.                     }
  1851.                     if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1852.                 }
  1853.             }
  1854.             // Right Wall
  1855.             if (b1.x + BALL_RADIUS > right) {
  1856.                 if (!nearTopRightPocket && !nearBottomRightPocket) {
  1857.                     b1.x = right - BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
  1858.                     if (!playedWallSoundThisFrame) {
  1859.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1860.                         playedWallSoundThisFrame = true;
  1861.                     }
  1862.                     if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1863.                 }
  1864.             }
  1865.             // Top Wall
  1866.             if (b1.y - BALL_RADIUS < top) {
  1867.                 if (!nearTopLeftPocket && !nearTopMidPocket && !nearTopRightPocket) {
  1868.                     b1.y = top + BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
  1869.                     if (!playedWallSoundThisFrame) {
  1870.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1871.                         playedWallSoundThisFrame = true;
  1872.                     }
  1873.                     if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1874.                 }
  1875.             }
  1876.             // Bottom Wall
  1877.             if (b1.y + BALL_RADIUS > bottom) {
  1878.                 if (!nearBottomLeftPocket && !nearBottomMidPocket && !nearBottomRightPocket) {
  1879.                     b1.y = bottom - BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
  1880.                     if (!playedWallSoundThisFrame) {
  1881.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1882.                         playedWallSoundThisFrame = true;
  1883.                     }
  1884.                     if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1885.                 }
  1886.             }
  1887.  
  1888.             // Spin effect (Unchanged)
  1889.             if (collidedWallThisBall) {
  1890.                 if (b1.x <= left + BALL_RADIUS || b1.x >= right - BALL_RADIUS) { b1.vy += cueSpinX * b1.vx * 0.05f; }
  1891.                 if (b1.y <= top + BALL_RADIUS || b1.y >= bottom - BALL_RADIUS) { b1.vx -= cueSpinY * b1.vy * 0.05f; }
  1892.                 cueSpinX *= 0.7f; cueSpinY *= 0.7f;
  1893.             }
  1894.  
  1895.  
  1896.             // --- Ball-Ball Collisions ---
  1897.             for (size_t j = i + 1; j < balls.size(); ++j) {
  1898.                 Ball& b2 = balls[j];
  1899.                 if (b2.isPocketed) continue;
  1900.  
  1901.                 float dx = b2.x - b1.x; float dy = b2.y - b1.y;
  1902.                 float distSq = dx * dx + dy * dy;
  1903.                 float minDist = BALL_RADIUS * 2.0f;
  1904.  
  1905.                 if (distSq > 1e-6 && distSq < minDist * minDist) {
  1906.                     float dist = sqrtf(distSq);
  1907.                     float overlap = minDist - dist;
  1908.                     float nx = dx / dist; float ny = dy / dist;
  1909.  
  1910.                     // Separation (Unchanged)
  1911.                     b1.x -= overlap * 0.5f * nx; b1.y -= overlap * 0.5f * ny;
  1912.                     b2.x += overlap * 0.5f * nx; b2.y += overlap * 0.5f * ny;
  1913.  
  1914.                     float rvx = b1.vx - b2.vx; float rvy = b1.vy - b2.vy;
  1915.                     float velAlongNormal = rvx * nx + rvy * ny;
  1916.  
  1917.                     if (velAlongNormal > 0) { // Colliding
  1918.                         // --- Play Ball Collision Sound ---
  1919.                         if (!playedCollideSoundThisFrame) {
  1920.                             std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("poolballhit.wav")).detach();
  1921.                             playedCollideSoundThisFrame = true; // Set flag
  1922.                         }
  1923.                         // --- End Sound ---
  1924.  
  1925.                         // --- NEW: Track First Hit and Cue/Object Collision ---
  1926.                         if (firstHitBallIdThisShot == -1) { // If first hit hasn't been recorded yet
  1927.                             if (b1.id == 0) { // Cue ball hit b2 first
  1928.                                 firstHitBallIdThisShot = b2.id;
  1929.                                 cueHitObjectBallThisShot = true;
  1930.                             }
  1931.                             else if (b2.id == 0) { // Cue ball hit b1 first
  1932.                                 firstHitBallIdThisShot = b1.id;
  1933.                                 cueHitObjectBallThisShot = true;
  1934.                             }
  1935.                             // If neither is cue ball, doesn't count as first hit for foul purposes
  1936.                         }
  1937.                         else if (b1.id == 0 || b2.id == 0) {
  1938.                             // Track subsequent cue ball collisions with object balls
  1939.                             cueHitObjectBallThisShot = true;
  1940.                         }
  1941.                         // --- End First Hit Tracking ---
  1942.  
  1943.  
  1944.                         // Impulse (Unchanged)
  1945.                         float impulse = velAlongNormal;
  1946.                         b1.vx -= impulse * nx; b1.vy -= impulse * ny;
  1947.                         b2.vx += impulse * nx; b2.vy += impulse * ny;
  1948.  
  1949.                         // Spin Transfer (Unchanged)
  1950.                         if (b1.id == 0 || b2.id == 0) {
  1951.                             float spinEffectFactor = 0.08f;
  1952.                             b1.vx += (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
  1953.                             b1.vy += (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
  1954.                             b2.vx -= (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
  1955.                             b2.vy -= (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
  1956.                             cueSpinX *= 0.85f; cueSpinY *= 0.85f;
  1957.                         }
  1958.                     }
  1959.                 }
  1960.             } // End ball-ball loop
  1961.         } // End ball loop
  1962.     } // End CheckCollisions
  1963.  
  1964.  
  1965.     bool CheckPockets() {
  1966.         bool anyPocketed = false;
  1967.         // FIX: Declare a local flag to ensure the sound only plays ONCE per function call.
  1968.         bool ballPocketedThisCheck = false;
  1969.         // For each ball not already pocketed:
  1970.         for (auto& b : balls) {
  1971.             if (b.isPocketed)
  1972.                 continue;
  1973.  
  1974.             // Check against each pocket
  1975.             for (int p = 0; p < 6; ++p) {
  1976.                 float dx = b.x - pocketPositions[p].x;
  1977.                 float dy = b.y - pocketPositions[p].y;
  1978.                 if (dx * dx + dy * dy <= POCKET_RADIUS * POCKET_RADIUS) {
  1979.                     // It's in the pocket—remove it from play
  1980.                     // If it's the 8?ball, remember which pocket it went into
  1981.                     if (b.id == 8) {
  1982.                         lastEightBallPocketIndex = p;   // <-- Must set here!
  1983.                     }
  1984.                     b.isPocketed = true;
  1985.                     b.vx = b.vy = 0.0f;           // kill any movement
  1986.                     pocketedThisTurn.push_back(b.id);
  1987.                     anyPocketed = true;
  1988.  
  1989.                     // --- FIX: Insert your sound logic here ---
  1990.                     // The 'if' guard prevents multiple sounds on a multi-ball break.
  1991.                     if (!ballPocketedThisCheck) {
  1992.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("pocket.wav")).detach();
  1993.                         ballPocketedThisCheck = true;
  1994.                     }
  1995.                     // --- End Sound Fix ---
  1996.  
  1997.                     break;  // no need to check other pockets for this ball
  1998.                 }
  1999.             }
  2000.         }
  2001.         return anyPocketed;
  2002.     }
  2003.  
  2004.     bool AreBallsMoving() {
  2005.         for (size_t i = 0; i < balls.size(); ++i) {
  2006.             if (!balls[i].isPocketed && (balls[i].vx != 0 || balls[i].vy != 0)) {
  2007.                 return true;
  2008.             }
  2009.         }
  2010.         return false;
  2011.     }
  2012.  
  2013.     void RespawnCueBall(bool behindHeadstring) {
  2014.         Ball* cueBall = GetCueBall();
  2015.         if (cueBall) {
  2016.             // Determine the initial target position
  2017.             float targetX, targetY;
  2018.             if (behindHeadstring) {
  2019.                 targetX = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
  2020.                 targetY = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  2021.             }
  2022.             else {
  2023.                 targetX = TABLE_LEFT + TABLE_WIDTH / 2.0f;
  2024.                 targetY = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  2025.             }
  2026.  
  2027.             // FOOLPROOF FIX: Check if the target spot is valid. If not, nudge it until it is.
  2028.             int attempts = 0;
  2029.             while (!IsValidCueBallPosition(targetX, targetY, behindHeadstring) && attempts < 100) {
  2030.                 // If the spot is occupied, try nudging the ball slightly.
  2031.                 targetX += (static_cast<float>(rand() % 100 - 50) / 50.0f) * BALL_RADIUS;
  2032.                 targetY += (static_cast<float>(rand() % 100 - 50) / 50.0f) * BALL_RADIUS;
  2033.                 // Clamp to stay within reasonable bounds
  2034.                 targetX = std::max(TABLE_LEFT + BALL_RADIUS, std::min(targetX, TABLE_RIGHT - BALL_RADIUS));
  2035.                 targetY = std::max(TABLE_TOP + BALL_RADIUS, std::min(targetY, TABLE_BOTTOM - BALL_RADIUS));
  2036.                 attempts++;
  2037.             }
  2038.  
  2039.             // Set the final, valid position.
  2040.             cueBall->x = targetX;
  2041.             cueBall->y = targetY;
  2042.             cueBall->vx = 0;
  2043.             cueBall->vy = 0;
  2044.             cueBall->isPocketed = false;
  2045.  
  2046.             // Set the correct game state for ball-in-hand.
  2047.             if (currentPlayer == 1) {
  2048.                 currentGameState = BALL_IN_HAND_P1;
  2049.                 aiTurnPending = false;
  2050.             }
  2051.             else {
  2052.                 currentGameState = BALL_IN_HAND_P2;
  2053.                 if (isPlayer2AI) {
  2054.                     aiTurnPending = true;
  2055.                 }
  2056.             }
  2057.         }
  2058.     }
  2059.  
  2060.  
  2061.     // --- Game Logic ---
  2062.  
  2063.     void ApplyShot(float power, float angle, float spinX, float spinY) {
  2064.         Ball* cueBall = GetCueBall();
  2065.         if (cueBall) {
  2066.  
  2067.             // --- Play Cue Strike Sound (Threaded) ---
  2068.             if (power > 0.1f) { // Only play if it's an audible shot
  2069.                 std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  2070.             }
  2071.             // --- End Sound ---
  2072.  
  2073.             cueBall->vx = cosf(angle) * power;
  2074.             cueBall->vy = sinf(angle) * power;
  2075.  
  2076.             // Apply English (Spin) - Simplified effect (Unchanged)
  2077.             cueBall->vx += sinf(angle) * spinY * 0.5f;
  2078.             cueBall->vy -= cosf(angle) * spinY * 0.5f;
  2079.             cueBall->vx -= cosf(angle) * spinX * 0.5f;
  2080.             cueBall->vy -= sinf(angle) * spinX * 0.5f;
  2081.  
  2082.             // Store spin (Unchanged)
  2083.             cueSpinX = spinX;
  2084.             cueSpinY = spinY;
  2085.  
  2086.             // --- Reset Foul Tracking flags for the new shot ---
  2087.             // (Also reset in LBUTTONUP, but good to ensure here too)
  2088.             firstHitBallIdThisShot = -1;      // No ball hit yet
  2089.             cueHitObjectBallThisShot = false; // Cue hasn't hit anything yet
  2090.             railHitAfterContact = false;     // No rail hit after contact yet
  2091.             // --- End Reset ---
  2092.  
  2093.                     // If this was the opening break shot, clear the flag
  2094.             if (isOpeningBreakShot) {
  2095.                 isOpeningBreakShot = false; // Mark opening break as taken
  2096.             }
  2097.         }
  2098.     }
  2099.  
  2100.  
  2101.     // ---------------------------------------------------------------------
  2102.     //  ProcessShotResults()
  2103.     // ---------------------------------------------------------------------
  2104.     void ProcessShotResults() {
  2105.         bool cueBallPocketed = false;
  2106.         bool eightBallPocketed = false;
  2107.         bool playerContinuesTurn = false;
  2108.  
  2109.         // --- Step 1: Update Ball Counts FIRST (THE CRITICAL FIX) ---
  2110.         // We must update the score before any other game logic runs.
  2111.         PlayerInfo& shootingPlayer = (currentPlayer == 1) ? player1Info : player2Info;
  2112.         int ownBallsPocketedThisTurn = 0;
  2113.  
  2114.         for (int id : pocketedThisTurn) {
  2115.             Ball* b = GetBallById(id);
  2116.             if (!b) continue;
  2117.  
  2118.             if (b->id == 0) {
  2119.                 cueBallPocketed = true;
  2120.             }
  2121.             else if (b->id == 8) {
  2122.                 eightBallPocketed = true;
  2123.             }
  2124.             else {
  2125.                 // This is a numbered ball. Update the pocketed count for the correct player.
  2126.                 if (b->type == player1Info.assignedType && player1Info.assignedType != BallType::NONE) {
  2127.                     player1Info.ballsPocketedCount++;
  2128.                 }
  2129.                 else if (b->type == player2Info.assignedType && player2Info.assignedType != BallType::NONE) {
  2130.                     player2Info.ballsPocketedCount++;
  2131.                 }
  2132.  
  2133.                 if (b->type == shootingPlayer.assignedType) {
  2134.                     ownBallsPocketedThisTurn++;
  2135.                 }
  2136.             }
  2137.         }
  2138.  
  2139.         if (ownBallsPocketedThisTurn > 0) {
  2140.             playerContinuesTurn = true;
  2141.         }
  2142.  
  2143.         // --- Step 2: Handle Game-Ending 8-Ball Shot ---
  2144.         // Now that the score is updated, this check will have the correct information.
  2145.         if (eightBallPocketed) {
  2146.             CheckGameOverConditions(true, cueBallPocketed);
  2147.             if (currentGameState == GAME_OVER) {
  2148.                 pocketedThisTurn.clear();
  2149.                 return;
  2150.             }
  2151.         }
  2152.  
  2153.         // --- Step 3: Check for Fouls ---
  2154.         bool turnFoul = false;
  2155.         if (cueBallPocketed) {
  2156.             turnFoul = true;
  2157.         }
  2158.         else {
  2159.             Ball* firstHit = GetBallById(firstHitBallIdThisShot);
  2160.             if (!firstHit) { // Rule: Hitting nothing is a foul.
  2161.                 turnFoul = true;
  2162.             }
  2163.             else { // Rule: Hitting the wrong ball type is a foul.
  2164.                 if (player1Info.assignedType != BallType::NONE) { // Colors are assigned.
  2165.                     // We check if the player WAS on the 8-ball BEFORE this shot.
  2166.                     bool wasOnEightBall = (shootingPlayer.assignedType != BallType::NONE && (shootingPlayer.ballsPocketedCount - ownBallsPocketedThisTurn) >= 7);
  2167.                     if (wasOnEightBall) {
  2168.                         if (firstHit->id != 8) turnFoul = true;
  2169.                     }
  2170.                     else {
  2171.                         if (firstHit->type != shootingPlayer.assignedType) turnFoul = true;
  2172.                     }
  2173.                 }
  2174.             }
  2175.         } //reenable below disabled for debugging
  2176.         //if (!turnFoul && cueHitObjectBallThisShot && !railHitAfterContact && pocketedThisTurn.empty()) {
  2177.             //turnFoul = true;
  2178.         //}
  2179.         foulCommitted = turnFoul;
  2180.  
  2181.         // --- Step 4: Final State Transition ---
  2182.         if (foulCommitted) {
  2183.             SwitchTurns();
  2184.             RespawnCueBall(false);
  2185.         }
  2186.         else if (player1Info.assignedType == BallType::NONE && !pocketedThisTurn.empty() && !cueBallPocketed) {
  2187.             // Assign types on the break.
  2188.             for (int id : pocketedThisTurn) {
  2189.                 Ball* b = GetBallById(id);
  2190.                 if (b && b->type != BallType::EIGHT_BALL) {
  2191.                     AssignPlayerBallTypes(b->type);
  2192.                     break;
  2193.                 }
  2194.             }
  2195.             CheckAndTransitionToPocketChoice(currentPlayer);
  2196.         }
  2197.         else if (playerContinuesTurn) {
  2198.             // The player's turn continues. Now the check will work correctly.
  2199.             CheckAndTransitionToPocketChoice(currentPlayer);
  2200.         }
  2201.         else {
  2202.             SwitchTurns();
  2203.         }
  2204.  
  2205.         pocketedThisTurn.clear();
  2206.     }
  2207.  
  2208.     /*
  2209.     // --- Step 3: Final State Transition ---
  2210.     if (foulCommitted) {
  2211.         SwitchTurns();
  2212.         RespawnCueBall(false);
  2213.     }
  2214.     else if (playerContinuesTurn) {
  2215.         CheckAndTransitionToPocketChoice(currentPlayer);
  2216.     }
  2217.     else {
  2218.         SwitchTurns();
  2219.     }
  2220.  
  2221.     pocketedThisTurn.clear();
  2222.     } */
  2223.  
  2224.     //  Assign groups AND optionally give the shooter his first count.
  2225.     bool AssignPlayerBallTypes(BallType firstPocketedType, bool creditShooter /*= true*/)
  2226.     {
  2227.         if (firstPocketedType != SOLID && firstPocketedType != STRIPE)
  2228.             return false;                                 // safety
  2229.  
  2230.         /* ---------------------------------------------------------
  2231.            1.  Decide the groups
  2232.         --------------------------------------------------------- */
  2233.         if (currentPlayer == 1)
  2234.         {
  2235.             player1Info.assignedType = firstPocketedType;
  2236.             player2Info.assignedType =
  2237.                 (firstPocketedType == SOLID) ? STRIPE : SOLID;
  2238.         }
  2239.         else
  2240.         {
  2241.             player2Info.assignedType = firstPocketedType;
  2242.             player1Info.assignedType =
  2243.                 (firstPocketedType == SOLID) ? STRIPE : SOLID;
  2244.         }
  2245.  
  2246.         /* ---------------------------------------------------------
  2247.            2.  Count the very ball that made the assignment
  2248.         --------------------------------------------------------- */
  2249.         if (creditShooter)
  2250.         {
  2251.             if (currentPlayer == 1)
  2252.                 ++player1Info.ballsPocketedCount;
  2253.             else
  2254.                 ++player2Info.ballsPocketedCount;
  2255.         }
  2256.         return true;
  2257.     }
  2258.  
  2259.     /*bool AssignPlayerBallTypes(BallType firstPocketedType) {
  2260.         if (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE) {
  2261.             if (currentPlayer == 1) {
  2262.                 player1Info.assignedType = firstPocketedType;
  2263.                 player2Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
  2264.             }
  2265.             else {
  2266.                 player2Info.assignedType = firstPocketedType;
  2267.                 player1Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
  2268.             }
  2269.             return true; // Assignment was successful
  2270.         }
  2271.         return false; // No assignment made (e.g., 8-ball was pocketed on break)
  2272.     }*/
  2273.     // If 8-ball was first (illegal on break generally), rules vary.
  2274.     // Here, we might ignore assignment until a solid/stripe is pocketed legally.
  2275.     // Or assign based on what *else* was pocketed, if anything.
  2276.     // Simplification: Assignment only happens on SOLID or STRIPE first pocket.
  2277.  
  2278.  
  2279.     // --- Called in ProcessShotResults() after pocket detection ---
  2280.     void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed)
  2281.     {
  2282.         // Only care if the 8?ball really went in:
  2283.         if (!eightBallPocketed) return;
  2284.  
  2285.         // Who’s shooting now?
  2286.         PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
  2287.         PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
  2288.  
  2289.         // Which pocket did we CALL?
  2290.         int called = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  2291.         // Which pocket did it ACTUALLY fall into?
  2292.         int actual = lastEightBallPocketIndex;
  2293.  
  2294.         // Check legality: must have called a pocket ?0, must match actual,
  2295.         // must have pocketed all 7 of your balls first, and must not have scratched.
  2296.         bool legal = (called >= 0)
  2297.             && (called == actual)
  2298.             && (shooter.ballsPocketedCount >= 7)
  2299.             && (!cueBallPocketed);
  2300.  
  2301.         // Build a message that shows both values for debugging/tracing:
  2302.         if (legal) {
  2303.             gameOverMessage = shooter.name
  2304.                 + L" Wins! "
  2305.                 + L"(Called: " + std::to_wstring(called)
  2306.                 + L", Actual: " + std::to_wstring(actual) + L")";
  2307.         }
  2308.         else {
  2309.             gameOverMessage = opponent.name
  2310.                 + L" Wins! (Illegal 8-Ball) "
  2311.                 + L"(Called: " + std::to_wstring(called)
  2312.                 + L", Actual: " + std::to_wstring(actual) + L")";
  2313.         }
  2314.  
  2315.         currentGameState = GAME_OVER;
  2316.     }
  2317.  
  2318.  
  2319.  
  2320.     /*void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
  2321.         if (!eightBallPocketed) return;
  2322.  
  2323.         PlayerInfo& shootingPlayer = (currentPlayer == 1) ? player1Info : player2Info;
  2324.         PlayerInfo& opponentPlayer = (currentPlayer == 1) ? player2Info : player1Info;
  2325.  
  2326.         // Handle 8-ball on break: re-spot and continue.
  2327.         if (player1Info.assignedType == BallType::NONE) {
  2328.             Ball* b = GetBallById(8);
  2329.             if (b) { b->isPocketed = false; b->x = RACK_POS_X; b->y = RACK_POS_Y; b->vx = b->vy = 0; }
  2330.             if (cueBallPocketed) foulCommitted = true;
  2331.             return;
  2332.         }
  2333.  
  2334.         // --- FOOLPROOF WIN/LOSS LOGIC ---
  2335.         bool wasOnEightBall = IsPlayerOnEightBall(currentPlayer);
  2336.         int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  2337.         int actualPocket = -1;
  2338.  
  2339.         // Find which pocket the 8-ball actually went into.
  2340.         for (int id : pocketedThisTurn) {
  2341.             if (id == 8) {
  2342.                 Ball* b = GetBallById(8); // This ball is already marked as pocketed, but we need its last coords.
  2343.                 if (b) {
  2344.                     for (int p_idx = 0; p_idx < 6; ++p_idx) {
  2345.                         // Check last known position against pocket centers
  2346.                         if (GetDistanceSq(b->x, b->y, pocketPositions[p_idx].x, pocketPositions[p_idx].y) < POCKET_RADIUS * POCKET_RADIUS * 1.5f) {
  2347.                             actualPocket = p_idx;
  2348.                             break;
  2349.                         }
  2350.                     }
  2351.                 }
  2352.                 break;
  2353.             }
  2354.         }
  2355.  
  2356.         // Evaluate win/loss based on a clear hierarchy of rules.
  2357.         if (!wasOnEightBall) {
  2358.             gameOverMessage = opponentPlayer.name + L" Wins! (8-Ball Pocketed Early)";
  2359.         }
  2360.         else if (cueBallPocketed) {
  2361.             gameOverMessage = opponentPlayer.name + L" Wins! (Scratched on 8-Ball)";
  2362.         }
  2363.         else if (calledPocket == -1) {
  2364.             gameOverMessage = opponentPlayer.name + L" Wins! (Pocket Not Called)";
  2365.         }
  2366.         else if (actualPocket != calledPocket) {
  2367.             gameOverMessage = opponentPlayer.name + L" Wins! (8-Ball in Wrong Pocket)";
  2368.         }
  2369.         else {
  2370.             // WIN! All loss conditions failed, this must be a legal win.
  2371.             gameOverMessage = shootingPlayer.name + L" Wins!";
  2372.         }
  2373.  
  2374.         currentGameState = GAME_OVER;
  2375.     }*/
  2376.  
  2377.     /*void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed)
  2378.     {
  2379.         if (!eightBallPocketed) return;
  2380.  
  2381.         PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
  2382.         PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
  2383.         // Which pocket did we call?
  2384.         int called = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  2385.         // Which pocket did the ball really fall into?
  2386.         int actual = lastEightBallPocketIndex;
  2387.  
  2388.         // Legal victory only if:
  2389.         //  1) Shooter had already pocketed 7 of their object balls,
  2390.         //  2) They called a pocket,
  2391.         //  3) The 8?ball actually fell into that same pocket,
  2392.         //  4) They did not scratch on the 8?ball.
  2393.         bool legal =
  2394.             (shooter.ballsPocketedCount >= 7) &&
  2395.             (called >= 0) &&
  2396.             (called == actual) &&
  2397.             (!cueBallPocketed);
  2398.  
  2399.         if (legal) {
  2400.             gameOverMessage = shooter.name + L" Wins! "
  2401.                 L"(called: " + std::to_wstring(called) +
  2402.                 L", actual: " + std::to_wstring(actual) + L")";
  2403.         }
  2404.         else {
  2405.             gameOverMessage = opponent.name + L" Wins! (illegal 8-ball) "
  2406.             // For debugging you can append:
  2407.             + L" (called: " + std::to_wstring(called)
  2408.             + L", actual: " + std::to_wstring(actual) + L")";
  2409.         }
  2410.  
  2411.         currentGameState = GAME_OVER;
  2412.     }*/
  2413.  
  2414.     // ????????????????????????????????????????????????????????????????
  2415.     //  CheckGameOverConditions()
  2416.     //     – Called when the 8-ball has fallen.
  2417.     //     – Decides who wins and builds the gameOverMessage.
  2418.     // ????????????????????????????????????????????????????????????????
  2419.     /*void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed)
  2420.     {
  2421.         if (!eightBallPocketed) return;                     // safety
  2422.  
  2423.         PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
  2424.         PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
  2425.  
  2426.         int calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  2427.         int actualPocket = lastEightBallPocketIndex;
  2428.  
  2429.         bool clearedSeven = (shooter.ballsPocketedCount >= 7);
  2430.         bool noScratch = !cueBallPocketed;
  2431.         bool callMade = (calledPocket >= 0);
  2432.  
  2433.         // helper ? turn “-1” into "None" for readability
  2434.         auto pocketToStr = [](int idx) -> std::wstring
  2435.         {
  2436.             return (idx >= 0) ? std::to_wstring(idx) : L"None";
  2437.         };
  2438.  
  2439.         if (clearedSeven && noScratch && callMade && actualPocket == calledPocket)
  2440.         {
  2441.             // legitimate win
  2442.             gameOverMessage =
  2443.                 shooter.name +
  2444.                 L" Wins! (Called pocket: " + pocketToStr(calledPocket) +
  2445.                 L", Actual pocket: " + pocketToStr(actualPocket) + L")";
  2446.         }
  2447.         else
  2448.         {
  2449.             // wrong pocket, scratch, or early 8-ball
  2450.             gameOverMessage =
  2451.                 opponent.name +
  2452.                 L" Wins! (Called pocket: " + pocketToStr(calledPocket) +
  2453.                 L", Actual pocket: " + pocketToStr(actualPocket) + L")";
  2454.         }
  2455.  
  2456.         currentGameState = GAME_OVER;
  2457.     }*/
  2458.  
  2459.     /* void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
  2460.         if (!eightBallPocketed) return; // Only when 8-ball actually pocketed
  2461.  
  2462.         PlayerInfo& shooter = (currentPlayer == 1) ? player1Info : player2Info;
  2463.         PlayerInfo& opponent = (currentPlayer == 1) ? player2Info : player1Info;
  2464.         bool      onEightRoll = IsPlayerOnEightBall(currentPlayer);
  2465.         int       calledPocket = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  2466.         int       actualPocket = -1;
  2467.         Ball* bEight = GetBallById(8);
  2468.  
  2469.         // locate which hole the 8-ball went into
  2470.         if (bEight) {
  2471.             for (int i = 0; i < 6; ++i) {
  2472.                 if (GetDistanceSq(bEight->x, bEight->y,
  2473.                     pocketPositions[i].x, pocketPositions[i].y)
  2474.                     < POCKET_RADIUS * POCKET_RADIUS * 1.5f) {
  2475.                     actualPocket = i; break;
  2476.                 }
  2477.             }
  2478.         }
  2479.  
  2480.         // 1) On break / pre-assignment: re-spot & continue
  2481.         if (player1Info.assignedType == BallType::NONE) {
  2482.             if (bEight) {
  2483.                 bEight->isPocketed = false;
  2484.                 bEight->x = RACK_POS_X; bEight->y = RACK_POS_Y;
  2485.                 bEight->vx = bEight->vy = 0;
  2486.             }
  2487.             if (cueBallPocketed) foulCommitted = true;
  2488.             return;
  2489.         }
  2490.  
  2491.         // 2) Loss if pocketed 8 early
  2492.         if (!onEightRoll) {
  2493.             gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" pocketed 8-ball early)";
  2494.         }
  2495.         // 3) Loss if scratched
  2496.         else if (cueBallPocketed) {
  2497.             gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" scratched on 8-ball)";
  2498.         }
  2499.         // 4) Loss if no pocket call
  2500.         else if (calledPocket < 0) {
  2501.             gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" did not call a pocket)";
  2502.         }
  2503.         // 5) Loss if in wrong pocket
  2504.         else if (actualPocket != calledPocket) {
  2505.             gameOverMessage = opponent.name + L" Wins! (" + shooter.name + L" 8-ball in wrong pocket)";
  2506.         }
  2507.         // 6) Otherwise, valid win
  2508.         else {
  2509.             gameOverMessage = shooter.name + L" Wins!";
  2510.         }
  2511.  
  2512.         currentGameState = GAME_OVER;
  2513.     } */
  2514.  
  2515.  
  2516.     // Switch the shooter, handle fouls and decide what state we go to next.
  2517.     // ────────────────────────────────────────────────────────────────
  2518.     //  SwitchTurns – final version (arrow–leak bug fixed)
  2519.     // ────────────────────────────────────────────────────────────────
  2520.     void SwitchTurns()
  2521.     {
  2522.         /* --------------------------------------------------------- */
  2523.         /* 1.  Hand the table over to the other player               */
  2524.         /* --------------------------------------------------------- */
  2525.         currentPlayer = (currentPlayer == 1) ? 2 : 1;
  2526.  
  2527.         /* --------------------------------------------------------- */
  2528.         /* 2.  Generic per–turn resets                               */
  2529.         /* --------------------------------------------------------- */
  2530.         isAiming = false;
  2531.         shotPower = 0.0f;
  2532.         currentlyHoveredPocket = -1;
  2533.  
  2534.         /* --------------------------------------------------------- */
  2535.         /* 3.  Wipe every previous pocket call                       */
  2536.         /*    (the new shooter will choose again if needed)          */
  2537.         /* --------------------------------------------------------- */
  2538.         calledPocketP1 = -1;
  2539.         calledPocketP2 = -1;
  2540.         pocketCallMessage.clear();
  2541.  
  2542.         /* --------------------------------------------------------- */
  2543.         /* 4.  Handle fouls — cue-ball in hand overrides everything  */
  2544.         /* --------------------------------------------------------- */
  2545.         if (foulCommitted)
  2546.         {
  2547.             if (currentPlayer == 1)            // human
  2548.             {
  2549.                 currentGameState = BALL_IN_HAND_P1;
  2550.                 aiTurnPending = false;
  2551.             }
  2552.             else                               // P2
  2553.             {
  2554.                 currentGameState = BALL_IN_HAND_P2;
  2555.                 aiTurnPending = isPlayer2AI;   // AI will place cue-ball
  2556.             }
  2557.  
  2558.             foulCommitted = false;
  2559.             return;                            // we're done for this frame
  2560.         }
  2561.  
  2562.         /* --------------------------------------------------------- */
  2563.         /* 5.  Normal flow                                           */
  2564.         /*    Will put us in  ∘ PLAYER?_TURN                         */
  2565.         /*                    ∘ CHOOSING_POCKET_P?                   */
  2566.         /*                    ∘ AI_THINKING  (for CPU)               */
  2567.         /* --------------------------------------------------------- */
  2568.         CheckAndTransitionToPocketChoice(currentPlayer);
  2569.     }
  2570.  
  2571.  
  2572.     void AIBreakShot() {
  2573.         Ball* cueBall = GetCueBall();
  2574.         if (!cueBall) return;
  2575.  
  2576.         // This function is called when it's AI's turn for the opening break and state is PRE_BREAK_PLACEMENT.
  2577.         // AI will place the cue ball and then plan the shot.
  2578.         if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  2579.             // Place cue ball in the kitchen randomly
  2580.             /*float kitchenMinX = TABLE_LEFT + BALL_RADIUS; // [cite: 1071, 1072, 1587]
  2581.             float kitchenMaxX = HEADSTRING_X - BALL_RADIUS; // [cite: 1072, 1078, 1588]
  2582.             float kitchenMinY = TABLE_TOP + BALL_RADIUS; // [cite: 1071, 1072, 1588]
  2583.             float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS; // [cite: 1072, 1073, 1589]*/
  2584.  
  2585.             // --- AI Places Cue Ball for Break ---
  2586.     // Decide if placing center or side. For simplicity, let's try placing slightly off-center
  2587.     // towards one side for a more angled break, or center for direct apex hit.
  2588.     // A common strategy is to hit the second ball of the rack.
  2589.  
  2590.             float placementY = RACK_POS_Y; // Align vertically with the rack center
  2591.             float placementX;
  2592.  
  2593.             // Randomly choose a side or center-ish placement for variation.
  2594.             int placementChoice = rand() % 3; // 0: Left-ish, 1: Center-ish, 2: Right-ish in kitchen
  2595.  
  2596.             if (placementChoice == 0) { // Left-ish
  2597.                 placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) - (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the left within kitchen
  2598.             }
  2599.             else if (placementChoice == 2) { // Right-ish
  2600.                 placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) + (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the right within kitchen
  2601.             }
  2602.             else { // Center-ish
  2603.                 placementX = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // Roughly center of kitchen
  2604.             }
  2605.             placementX = std::max(TABLE_LEFT + BALL_RADIUS + 1.0f, std::min(placementX, HEADSTRING_X - BALL_RADIUS - 1.0f)); // Clamp within kitchen X
  2606.  
  2607.             bool validPos = false;
  2608.             int attempts = 0;
  2609.             while (!validPos && attempts < 100) {
  2610.                 /*cueBall->x = kitchenMinX + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxX - kitchenMinX)); // [cite: 1589]
  2611.                 cueBall->y = kitchenMinY + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxY - kitchenMinY)); // [cite: 1590]
  2612.                 if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1591]
  2613.                     validPos = true; // [cite: 1591]*/
  2614.                     // Try the chosen X, but vary Y slightly to find a clear spot
  2615.                 cueBall->x = placementX;
  2616.                 cueBall->y = placementY + (static_cast<float>(rand() % 100 - 50) / 100.0f) * BALL_RADIUS * 2.0f; // Vary Y a bit
  2617.                 cueBall->y = std::max(TABLE_TOP + BALL_RADIUS + 1.0f, std::min(cueBall->y, TABLE_BOTTOM - BALL_RADIUS - 1.0f)); // Clamp Y
  2618.  
  2619.                 if (IsValidCueBallPosition(cueBall->x, cueBall->y, true /* behind headstring */)) {
  2620.                     validPos = true;
  2621.                 }
  2622.                 attempts++; // [cite: 1592]
  2623.             }
  2624.             if (!validPos) {
  2625.                 // Fallback position
  2626.                 /*cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // [cite: 1071, 1078, 1593]
  2627.                 cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f; // [cite: 1071, 1073, 1594]
  2628.                 if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1594]
  2629.                     cueBall->x = HEADSTRING_X - BALL_RADIUS * 2; // [cite: 1072, 1078, 1594]
  2630.                     cueBall->y = RACK_POS_Y; // [cite: 1080, 1595]
  2631.                 }
  2632.             }
  2633.             cueBall->vx = 0; // [cite: 1595]
  2634.             cueBall->vy = 0; // [cite: 1596]
  2635.  
  2636.             // Plan a break shot: aim at the center of the rack (apex ball)
  2637.             float targetX = RACK_POS_X; // [cite: 1079] Aim for the apex ball X-coordinate
  2638.             float targetY = RACK_POS_Y; // [cite: 1080] Aim for the apex ball Y-coordinate
  2639.  
  2640.             float dx = targetX - cueBall->x; // [cite: 1599]
  2641.             float dy = targetY - cueBall->y; // [cite: 1600]
  2642.             float shotAngle = atan2f(dy, dx); // [cite: 1600]
  2643.             float shotPowerValue = MAX_SHOT_POWER; // [cite: 1076, 1600] Use MAX_SHOT_POWER*/
  2644.  
  2645.                 cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.75f; // A default safe spot in kitchen
  2646.                 cueBall->y = RACK_POS_Y;
  2647.             }
  2648.             cueBall->vx = 0; cueBall->vy = 0;
  2649.  
  2650.             // --- AI Plans the Break Shot ---
  2651.             float targetX, targetY;
  2652.             // If cue ball is near center of kitchen width, aim for apex.
  2653.             // Otherwise, aim for the second ball on the side the cue ball is on (for a cut break).
  2654.             float kitchenCenterRegion = (HEADSTRING_X - TABLE_LEFT) * 0.3f; // Define a "center" region
  2655.             if (std::abs(cueBall->x - (TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) / 2.0f)) < kitchenCenterRegion / 2.0f) {
  2656.                 // Center-ish placement: Aim for the apex ball (ball ID 1 or first ball in rack)
  2657.                 targetX = RACK_POS_X; // Apex ball X
  2658.                 targetY = RACK_POS_Y; // Apex ball Y
  2659.             }
  2660.             else {
  2661.                 // Side placement: Aim to hit the "second" ball of the rack for a wider spread.
  2662.                 // This is a simplification. A more robust way is to find the actual second ball.
  2663.                 // For now, aim slightly off the apex towards the side the cue ball is on.
  2664.                 targetX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f; // X of the second row of balls
  2665.                 targetY = RACK_POS_Y + ((cueBall->y > RACK_POS_Y) ? -BALL_RADIUS : BALL_RADIUS); // Aim at the upper or lower of the two second-row balls
  2666.             }
  2667.  
  2668.             float dx = targetX - cueBall->x;
  2669.             float dy = targetY - cueBall->y;
  2670.             float shotAngle = atan2f(dy, dx);
  2671.             float shotPowerValue = MAX_SHOT_POWER * (0.9f + (rand() % 11) / 100.0f); // Slightly vary max power
  2672.  
  2673.             // Store planned shot details for the AI
  2674.             /*aiPlannedShotDetails.angle = shotAngle; // [cite: 1102, 1601]
  2675.             aiPlannedShotDetails.power = shotPowerValue; // [cite: 1102, 1601]
  2676.             aiPlannedShotDetails.spinX = 0.0f; // [cite: 1102, 1601] No spin for a standard power break
  2677.             aiPlannedShotDetails.spinY = 0.0f; // [cite: 1103, 1602]
  2678.             aiPlannedShotDetails.isValid = true; // [cite: 1103, 1602]*/
  2679.  
  2680.             aiPlannedShotDetails.angle = shotAngle;
  2681.             aiPlannedShotDetails.power = shotPowerValue;
  2682.             aiPlannedShotDetails.spinX = 0.0f; // No spin for break usually
  2683.             aiPlannedShotDetails.spinY = 0.0f;
  2684.             aiPlannedShotDetails.isValid = true;
  2685.  
  2686.             // Update global cue parameters for immediate visual feedback if DrawAimingAids uses them
  2687.             /*::cueAngle = aiPlannedShotDetails.angle;      // [cite: 1109, 1603] Update global cueAngle
  2688.             ::shotPower = aiPlannedShotDetails.power;     // [cite: 1109, 1604] Update global shotPower
  2689.             ::cueSpinX = aiPlannedShotDetails.spinX;    // [cite: 1109]
  2690.             ::cueSpinY = aiPlannedShotDetails.spinY;    // [cite: 1110]*/
  2691.  
  2692.             ::cueAngle = aiPlannedShotDetails.angle;
  2693.             ::shotPower = aiPlannedShotDetails.power;
  2694.             ::cueSpinX = aiPlannedShotDetails.spinX;
  2695.             ::cueSpinY = aiPlannedShotDetails.spinY;
  2696.  
  2697.             // Set up for AI display via GameUpdate
  2698.             /*aiIsDisplayingAim = true;                   // [cite: 1104] Enable AI aiming visualization
  2699.             aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES; // [cite: 1105] Set duration for display
  2700.  
  2701.             currentGameState = AI_THINKING; // [cite: 1081] Transition to AI_THINKING state.
  2702.                                             // GameUpdate will handle the aiAimDisplayFramesLeft countdown
  2703.                                             // and then execute the shot using aiPlannedShotDetails.
  2704.                                             // isOpeningBreakShot will be set to false within ApplyShot.
  2705.  
  2706.             // No immediate ApplyShot or sound here; GameUpdate's AI execution logic will handle it.*/
  2707.  
  2708.             aiIsDisplayingAim = true;
  2709.             aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2710.             currentGameState = AI_THINKING; // State changes to AI_THINKING, GameUpdate will handle shot execution after display
  2711.             aiTurnPending = false;
  2712.  
  2713.             return; // The break shot is now planned and will be executed by GameUpdate
  2714.         }
  2715.  
  2716.         // 2. If not in PRE_BREAK_PLACEMENT (e.g., if this function were called at other times,
  2717.         //    though current game logic only calls it for PRE_BREAK_PLACEMENT)
  2718.         //    This part can be extended if AIBreakShot needs to handle other scenarios.
  2719.         //    For now, the primary logic is above.
  2720.     }
  2721.  
  2722.     // --- Helper Functions ---
  2723.  
  2724.     Ball* GetBallById(int id) {
  2725.         for (size_t i = 0; i < balls.size(); ++i) {
  2726.             if (balls[i].id == id) {
  2727.                 return &balls[i];
  2728.             }
  2729.         }
  2730.         return nullptr;
  2731.     }
  2732.  
  2733.     Ball* GetCueBall() {
  2734.         return GetBallById(0);
  2735.     }
  2736.  
  2737.     float GetDistance(float x1, float y1, float x2, float y2) {
  2738.         return sqrtf(GetDistanceSq(x1, y1, x2, y2));
  2739.     }
  2740.  
  2741.     float GetDistanceSq(float x1, float y1, float x2, float y2) {
  2742.         float dx = x2 - x1;
  2743.         float dy = y2 - y1;
  2744.         return dx * dx + dy * dy;
  2745.     }
  2746.  
  2747.     bool IsValidCueBallPosition(float x, float y, bool checkHeadstring) {
  2748.         // Basic bounds check (inside cushions)
  2749.         float left = TABLE_LEFT + CUSHION_THICKNESS + BALL_RADIUS;
  2750.         float right = TABLE_RIGHT - CUSHION_THICKNESS - BALL_RADIUS;
  2751.         float top = TABLE_TOP + CUSHION_THICKNESS + BALL_RADIUS;
  2752.         float bottom = TABLE_BOTTOM - CUSHION_THICKNESS - BALL_RADIUS;
  2753.  
  2754.         if (x < left || x > right || y < top || y > bottom) {
  2755.             return false;
  2756.         }
  2757.  
  2758.         // Check headstring restriction if needed
  2759.         if (checkHeadstring && x >= HEADSTRING_X) {
  2760.             return false;
  2761.         }
  2762.  
  2763.         // Check overlap with other balls
  2764.         for (size_t i = 0; i < balls.size(); ++i) {
  2765.             if (balls[i].id != 0 && !balls[i].isPocketed) { // Don't check against itself or pocketed balls
  2766.                 if (GetDistanceSq(x, y, balls[i].x, balls[i].y) < (BALL_RADIUS * 2.0f) * (BALL_RADIUS * 2.0f)) {
  2767.                     return false; // Overlapping another ball
  2768.                 }
  2769.             }
  2770.         }
  2771.  
  2772.         return true;
  2773.     }
  2774.  
  2775.     // --- NEW HELPER FUNCTION IMPLEMENTATIONS ---
  2776.  
  2777.     // Checks if a player has pocketed all their balls and is now on the 8-ball.
  2778.     bool IsPlayerOnEightBall(int player) {
  2779.         PlayerInfo& playerInfo = (player == 1) ? player1Info : player2Info;
  2780.         if (playerInfo.assignedType != BallType::NONE && playerInfo.assignedType != BallType::EIGHT_BALL && playerInfo.ballsPocketedCount >= 7) {
  2781.             Ball* eightBall = GetBallById(8);
  2782.             return (eightBall && !eightBall->isPocketed);
  2783.         }
  2784.         return false;
  2785.     }
  2786.  
  2787.     void CheckAndTransitionToPocketChoice(int playerID) {
  2788.         bool needsToCall = IsPlayerOnEightBall(playerID);
  2789.  
  2790.         if (needsToCall) {
  2791.             if (playerID == 1) { // Human Player 1
  2792.                 currentGameState = CHOOSING_POCKET_P1;
  2793.                 pocketCallMessage = player1Info.name + L": Choose a pocket for the 8-Ball...";
  2794.                 if (calledPocketP1 == -1) calledPocketP1 = 2; // Default to bottom-right
  2795.             }
  2796.             else { // Player 2
  2797.                 if (isPlayer2AI) {
  2798.                     // FOOLPROOF FIX: AI doesn't choose here. It transitions to a thinking state.
  2799.                     // AIMakeDecision will handle the choice and the pocket call.
  2800.                     currentGameState = AI_THINKING;
  2801.                     aiTurnPending = true; // Signal the main loop to run AIMakeDecision
  2802.                 }
  2803.                 else { // Human Player 2
  2804.                     currentGameState = CHOOSING_POCKET_P2;
  2805.                     pocketCallMessage = player2Info.name + L": Choose a pocket for the 8-Ball...";
  2806.                     if (calledPocketP2 == -1) calledPocketP2 = 2; // Default to bottom-right
  2807.                 }
  2808.             }
  2809.         }
  2810.         else {
  2811.             // Player does not need to call a pocket, proceed to normal turn.
  2812.             pocketCallMessage = L"";
  2813.             currentGameState = (playerID == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  2814.             if (playerID == 2 && isPlayer2AI) {
  2815.                 aiTurnPending = true;
  2816.             }
  2817.         }
  2818.     }
  2819.  
  2820.  
  2821.     template <typename T>
  2822.     void SafeRelease(T** ppT) {
  2823.         if (*ppT) {
  2824.             (*ppT)->Release();
  2825.             *ppT = nullptr;
  2826.         }
  2827.     }
  2828.  
  2829.     // --- CPU Ball?in?Hand Placement --------------------------------
  2830.     // Moves the cue ball to a legal "ball in hand" position for the AI.
  2831.     void AIPlaceCueBall() {
  2832.         Ball* cue = GetCueBall();
  2833.         if (!cue) return;
  2834.  
  2835.         // Simple strategy: place back behind the headstring at the standard break spot
  2836.         cue->x = TABLE_LEFT + TABLE_WIDTH * 0.15f;
  2837.         cue->y = RACK_POS_Y;
  2838.         cue->vx = cue->vy = 0.0f;
  2839.     }
  2840.  
  2841.     // --- Helper Function for Line Segment Intersection ---
  2842.     // Finds intersection point of line segment P1->P2 and line segment P3->P4
  2843.     // Returns true if they intersect, false otherwise. Stores intersection point in 'intersection'.
  2844.     bool LineSegmentIntersection(D2D1_POINT_2F p1, D2D1_POINT_2F p2, D2D1_POINT_2F p3, D2D1_POINT_2F p4, D2D1_POINT_2F& intersection)
  2845.     {
  2846.         float denominator = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
  2847.  
  2848.         // Check if lines are parallel or collinear
  2849.         if (fabs(denominator) < 1e-6) {
  2850.             return false;
  2851.         }
  2852.  
  2853.         float ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denominator;
  2854.         float ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denominator;
  2855.  
  2856.         // Check if intersection point lies on both segments
  2857.         if (ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f) {
  2858.             intersection.x = p1.x + ua * (p2.x - p1.x);
  2859.             intersection.y = p1.y + ua * (p2.y - p1.y);
  2860.             return true;
  2861.         }
  2862.  
  2863.         return false;
  2864.     }
  2865.  
  2866.     // --- INSERT NEW HELPER FUNCTION HERE ---
  2867.     // Calculates the squared distance from point P to the line segment AB.
  2868.     float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b) {
  2869.         float l2 = GetDistanceSq(a.x, a.y, b.x, b.y);
  2870.         if (l2 == 0.0f) return GetDistanceSq(p.x, p.y, a.x, a.y); // Segment is a point
  2871.         // Consider P projecting onto the line AB infinite line
  2872.         // t = [(P-A) . (B-A)] / |B-A|^2
  2873.         float t = ((p.x - a.x) * (b.x - a.x) + (p.y - a.y) * (b.y - a.y)) / l2;
  2874.         t = std::max(0.0f, std::min(1.0f, t)); // Clamp t to the segment [0, 1]
  2875.         // Projection falls on the segment
  2876.         D2D1_POINT_2F projection = D2D1::Point2F(a.x + t * (b.x - a.x), a.y + t * (b.y - a.y));
  2877.         return GetDistanceSq(p.x, p.y, projection.x, projection.y);
  2878.     }
  2879.     // --- End New Helper ---
  2880.  
  2881.     // --- NEW AI Implementation Functions ---
  2882.  
  2883.     void AIMakeDecision() {
  2884.         // Start with a clean slate for the AI's plan.
  2885.         aiPlannedShotDetails.isValid = false;
  2886.         Ball* cueBall = GetCueBall();
  2887.         if (!cueBall || !isPlayer2AI || currentPlayer != 2) return;
  2888.  
  2889.         // Ask the "expert" (AIFindBestShot) for the best possible shot.
  2890.         AIShotInfo bestShot = AIFindBestShot();
  2891.  
  2892.         if (bestShot.possible) {
  2893.             // A good shot was found.
  2894.             // If it's an 8-ball shot, "call" the pocket.
  2895.             if (bestShot.involves8Ball) {
  2896.                 calledPocketP2 = bestShot.pocketIndex;
  2897.             }
  2898.             else {
  2899.                 calledPocketP2 = -1; // Ensure no pocket is called on a normal shot.
  2900.             }
  2901.  
  2902.             // Commit the details of the best shot to the AI's plan.
  2903.             aiPlannedShotDetails.angle = bestShot.angle;
  2904.             aiPlannedShotDetails.power = bestShot.power;
  2905.             aiPlannedShotDetails.spinX = bestShot.spinX;
  2906.             aiPlannedShotDetails.spinY = bestShot.spinY;
  2907.             aiPlannedShotDetails.isValid = true;
  2908.  
  2909.         }
  2910.         else {
  2911.             // No good offensive shot found, must play a safe defensive shot.
  2912.             // (This is a fallback and your current AIFindBestShot should prevent this)
  2913.             aiPlannedShotDetails.isValid = false;
  2914.         }
  2915.  
  2916.         // --- FOOLPROOF FIX: Trigger the Aim Display ---
  2917.         // If any valid plan was made, update the visuals and start the display pause.
  2918.         if (aiPlannedShotDetails.isValid) {
  2919.  
  2920.             // STEP 1: Copy the AI's plan into the global variables used for drawing.
  2921.             // This is the critical missing link.
  2922.             cueAngle = aiPlannedShotDetails.angle;
  2923.             shotPower = aiPlannedShotDetails.power;
  2924.  
  2925.             // STEP 2: Trigger the visual display pause.
  2926.             // These are the two lines you correctly identified.
  2927.             aiIsDisplayingAim = true;
  2928.             aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2929.  
  2930.         }
  2931.         else {
  2932.             // Absolute fallback: If no plan could be made, switch turns to prevent a freeze.
  2933.             SwitchTurns();
  2934.         }
  2935.     }
  2936.  
  2937.  
  2938.     AIShotInfo AIFindBestShot()
  2939.     {
  2940.         AIShotInfo best;                       // .possible == false
  2941.         Ball* cue = GetCueBall();
  2942.         if (!cue) return best;
  2943.  
  2944.         const bool on8 = IsPlayerOnEightBall(2);
  2945.         const BallType wantType = player2Info.assignedType;
  2946.  
  2947.         for (Ball& b : balls)
  2948.         {
  2949.             if (b.isPocketed || b.id == 0) continue;
  2950.  
  2951.             // decide if this ball is a legal/interesting target
  2952.             bool ok =
  2953.                 on8 ? (b.id == 8) :
  2954.                 ((wantType == BallType::NONE) || (b.type == wantType));
  2955.  
  2956.             if (!ok) continue;
  2957.  
  2958.             for (int p = 0; p < 6; ++p)
  2959.             {
  2960.                 AIShotInfo cand = EvaluateShot(&b, p);
  2961.                 if (cand.possible &&
  2962.                     (!best.possible || cand.score > best.score))
  2963.                     best = cand;
  2964.             }
  2965.         }
  2966.  
  2967.         // fall-back: tap cue ball forward (safety) if no potting line exists
  2968.         if (!best.possible && cue)
  2969.         {
  2970.             best.possible = true;
  2971.             best.angle = static_cast<float>(rand()) / RAND_MAX * 2.0f * PI;
  2972.             best.power = MAX_SHOT_POWER * 0.30f;
  2973.             best.spinX = best.spinY = 0.0f;
  2974.             best.targetBall = nullptr;
  2975.             best.score = -99999.0f;
  2976.             best.pocketIndex = -1;
  2977.         }
  2978.         return best;
  2979.     }
  2980.  
  2981.  
  2982.     // Evaluate a potential shot at a specific target ball towards a specific pocket
  2983.     AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex) {
  2984.         AIShotInfo shotInfo; // Defaults to not possible
  2985.         shotInfo.targetBall = targetBall;
  2986.         shotInfo.pocketIndex = pocketIndex;
  2987.         shotInfo.involves8Ball = (targetBall && targetBall->id == 8);
  2988.  
  2989.         Ball* cueBall = GetCueBall();
  2990.         if (!cueBall || !targetBall) return shotInfo;
  2991.  
  2992.         // 1. Calculate Ghost Ball position (where cue must hit target)
  2993.         shotInfo.ghostBallPos = CalculateGhostBallPos(targetBall, pocketIndex);
  2994.  
  2995.         // 2. Check Path: Cue Ball -> Ghost Ball Position
  2996.         if (!IsPathClear(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.ghostBallPos, cueBall->id, targetBall->id)) {
  2997.             return shotInfo; // Path blocked, shot is impossible.
  2998.         }
  2999.  
  3000.         // 3. Calculate Angle and Power
  3001.         float dx = shotInfo.ghostBallPos.x - cueBall->x;
  3002.         float dy = shotInfo.ghostBallPos.y - cueBall->y;
  3003.         shotInfo.angle = atan2f(dy, dx);
  3004.  
  3005.         float cueToGhostDist = GetDistance(cueBall->x, cueBall->y, shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y);
  3006.         float targetToPocketDist = GetDistance(targetBall->x, targetBall->y, pocketPositions[pocketIndex].x, pocketPositions[pocketIndex].y);
  3007.         shotInfo.power = CalculateShotPower(cueToGhostDist, targetToPocketDist);
  3008.  
  3009.         // 4. Score the shot (simple scoring: closer and straighter is better)
  3010.         shotInfo.score = 1000.0f - (cueToGhostDist + targetToPocketDist);
  3011.  
  3012.         // If we reached here, the shot is geometrically possible.
  3013.         shotInfo.possible = true;
  3014.         return shotInfo;
  3015.     }
  3016.  
  3017.  
  3018.     //  Estimate the power that will carry the cue-ball to the ghost position
  3019.     //  *and* push the object-ball the remaining distance to the pocket.
  3020.     //
  3021.     //  • cueToGhostDist    – pixels from cue to ghost-ball centre
  3022.     //  • targetToPocketDist– pixels from object-ball to chosen pocket
  3023.     //
  3024.     //  The function is fully deterministic (good for AI search) yet produces
  3025.     //  human-looking power levels.
  3026.     //
  3027.     float CalculateShotPower(float cueToGhostDist, float targetToPocketDist)
  3028.     {
  3029.         // Total distance the *energy* must cover (cue path + object-ball path)
  3030.         float totalDist = cueToGhostDist + targetToPocketDist;
  3031.  
  3032.         // Typical diagonal of the playable area (approx.) – used for scaling
  3033.         constexpr float TABLE_DIAG = 900.0f;
  3034.  
  3035.         // 1.  Convert distance to a 0-1 number (0: tap-in, 1: table length)
  3036.         float norm = std::clamp(totalDist / TABLE_DIAG, 0.0f, 1.0f);
  3037.  
  3038.         // 2.  Ease-in curve (smoothstep) for nicer progression
  3039.         norm = norm * norm * (3.0f - 2.0f * norm);
  3040.  
  3041.         // 3.  Blend between a gentle minimum and the absolute maximum
  3042.         const float MIN_POWER = MAX_SHOT_POWER * 0.18f;     // just enough to move
  3043.         float power = MIN_POWER + norm * (MAX_SHOT_POWER - MIN_POWER);
  3044.  
  3045.         // 4.  Safety clamp (also screens out degenerate calls)
  3046.         power = std::clamp(power, 0.15f, MAX_SHOT_POWER);
  3047.  
  3048.         return power;
  3049.     }
  3050.  
  3051.     // ------------------------------------------------------------------
  3052.     //  Return the ghost-ball centre needed for the target ball to roll
  3053.     //  straight into the chosen pocket.
  3054.     // ------------------------------------------------------------------
  3055.     D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex)
  3056.     {
  3057.         if (!targetBall) return D2D1::Point2F(0, 0);
  3058.  
  3059.         D2D1_POINT_2F P = pocketPositions[pocketIndex];
  3060.  
  3061.         float vx = P.x - targetBall->x;
  3062.         float vy = P.y - targetBall->y;
  3063.         float L = sqrtf(vx * vx + vy * vy);
  3064.         if (L < 1.0f) L = 1.0f;                // safety
  3065.  
  3066.         vx /= L;   vy /= L;
  3067.  
  3068.         return D2D1::Point2F(
  3069.             targetBall->x - vx * (BALL_RADIUS * 2.0f),
  3070.             targetBall->y - vy * (BALL_RADIUS * 2.0f));
  3071.     }
  3072.  
  3073.     // Calculate the position the cue ball needs to hit for the target ball to go towards the pocket
  3074.     // ────────────────────────────────────────────────────────────────
  3075.     //   2.  Shot evaluation & search
  3076.     // ────────────────────────────────────────────────────────────────
  3077.  
  3078.     //  Calculate ghost-ball position so that cue hits target towards pocket
  3079.     static inline D2D1_POINT_2F GhostPos(const Ball* tgt, int pocketIdx)
  3080.     {
  3081.         D2D1_POINT_2F P = pocketPositions[pocketIdx];
  3082.         float vx = P.x - tgt->x;
  3083.         float vy = P.y - tgt->y;
  3084.         float L = sqrtf(vx * vx + vy * vy);
  3085.         vx /= L;  vy /= L;
  3086.         return D2D1::Point2F(tgt->x - vx * (BALL_RADIUS * 2.0f),
  3087.             tgt->y - vy * (BALL_RADIUS * 2.0f));
  3088.     }
  3089.  
  3090.     //  Heuristic: shorter + straighter + proper group = higher score
  3091.     static inline float ScoreShot(float cue2Ghost,
  3092.         float tgt2Pocket,
  3093.         bool  correctGroup,
  3094.         bool  involves8)
  3095.     {
  3096.         float base = 2000.0f - (cue2Ghost + tgt2Pocket);   // prefer close shots
  3097.         if (!correctGroup)  base -= 400.0f;                  // penalty
  3098.         if (involves8)      base += 150.0f;                  // a bit more desirable
  3099.         return base;
  3100.     }
  3101.  
  3102.     // Checks if line segment is clear of obstructing balls
  3103.     // ────────────────────────────────────────────────────────────────
  3104.     //   1.  Low-level helpers – IsPathClear & FindFirstHitBall
  3105.     // ────────────────────────────────────────────────────────────────
  3106.  
  3107.     //  Test if the capsule [ start … end ] (radius = BALL_RADIUS)
  3108.     //  intersects any ball except the ids we want to ignore.
  3109.     bool IsPathClear(D2D1_POINT_2F start,
  3110.         D2D1_POINT_2F end,
  3111.         int ignoredBallId1,
  3112.         int ignoredBallId2)
  3113.     {
  3114.         float dx = end.x - start.x;
  3115.         float dy = end.y - start.y;
  3116.         float lenSq = dx * dx + dy * dy;
  3117.         if (lenSq < 1e-3f) return true;             // degenerate → treat as clear
  3118.  
  3119.         for (const Ball& b : balls)
  3120.         {
  3121.             if (b.isPocketed)      continue;
  3122.             if (b.id == ignoredBallId1 ||
  3123.                 b.id == ignoredBallId2)             continue;
  3124.  
  3125.             // project ball centre onto the segment
  3126.             float t = ((b.x - start.x) * dx + (b.y - start.y) * dy) / lenSq;
  3127.             t = std::clamp(t, 0.0f, 1.0f);
  3128.  
  3129.             float cx = start.x + t * dx;
  3130.             float cy = start.y + t * dy;
  3131.  
  3132.             if (GetDistanceSq(b.x, b.y, cx, cy) < (BALL_RADIUS * BALL_RADIUS))
  3133.                 return false;                       // blocked
  3134.         }
  3135.         return true;
  3136.     }
  3137.  
  3138.     //  Cast an (infinite) ray and return the first non-pocketed ball hit.
  3139.     //  `hitDistSq` is distance² from the start point to the collision point.
  3140.     Ball* FindFirstHitBall(D2D1_POINT_2F start,
  3141.         float        angle,
  3142.         float& hitDistSq)
  3143.     {
  3144.         Ball* hitBall = nullptr;
  3145.         float  bestSq = std::numeric_limits<float>::max();
  3146.         float  cosA = cosf(angle);
  3147.         float  sinA = sinf(angle);
  3148.  
  3149.         for (Ball& b : balls)
  3150.         {
  3151.             if (b.id == 0 || b.isPocketed) continue;         // ignore cue & sunk balls
  3152.  
  3153.             float relX = b.x - start.x;
  3154.             float relY = b.y - start.y;
  3155.             float proj = relX * cosA + relY * sinA;          // distance along the ray
  3156.  
  3157.             if (proj <= 0) continue;                         // behind cue
  3158.  
  3159.             // closest approach of the ray to the sphere centre
  3160.             float closestX = start.x + proj * cosA;
  3161.             float closestY = start.y + proj * sinA;
  3162.             float dSq = GetDistanceSq(b.x, b.y, closestX, closestY);
  3163.  
  3164.             if (dSq <= BALL_RADIUS * BALL_RADIUS)            // intersection
  3165.             {
  3166.                 float back = sqrtf(BALL_RADIUS * BALL_RADIUS - dSq);
  3167.                 float collDist = proj - back;                // front surface
  3168.                 float collSq = collDist * collDist;
  3169.                 if (collSq < bestSq)
  3170.                 {
  3171.                     bestSq = collSq;
  3172.                     hitBall = &b;
  3173.                 }
  3174.             }
  3175.         }
  3176.         hitDistSq = bestSq;
  3177.         return hitBall;
  3178.     }
  3179.  
  3180.     // Basic check for reasonable AI aim angles (optional)
  3181.     bool IsValidAIAimAngle(float angle) {
  3182.         // Placeholder - could check for NaN or infinity if calculations go wrong
  3183.         return isfinite(angle);
  3184.     }
  3185.  
  3186.     //midi func = start
  3187.     void PlayMidiInBackground(HWND hwnd, const TCHAR* midiPath) {
  3188.         while (isMusicPlaying) {
  3189.             MCI_OPEN_PARMS mciOpen = { 0 };
  3190.             mciOpen.lpstrDeviceType = TEXT("sequencer");
  3191.             mciOpen.lpstrElementName = midiPath;
  3192.  
  3193.             if (mciSendCommand(0, MCI_OPEN, MCI_OPEN_TYPE | MCI_OPEN_ELEMENT, (DWORD_PTR)&mciOpen) == 0) {
  3194.                 midiDeviceID = mciOpen.wDeviceID;
  3195.  
  3196.                 MCI_PLAY_PARMS mciPlay = { 0 };
  3197.                 mciSendCommand(midiDeviceID, MCI_PLAY, 0, (DWORD_PTR)&mciPlay);
  3198.  
  3199.                 // Wait for playback to complete
  3200.                 MCI_STATUS_PARMS mciStatus = { 0 };
  3201.                 mciStatus.dwItem = MCI_STATUS_MODE;
  3202.  
  3203.                 do {
  3204.                     mciSendCommand(midiDeviceID, MCI_STATUS, MCI_STATUS_ITEM, (DWORD_PTR)&mciStatus);
  3205.                     Sleep(100); // adjust as needed
  3206.                 } while (mciStatus.dwReturn == MCI_MODE_PLAY && isMusicPlaying);
  3207.  
  3208.                 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  3209.                 midiDeviceID = 0;
  3210.             }
  3211.         }
  3212.     }
  3213.  
  3214.     void StartMidi(HWND hwnd, const TCHAR* midiPath) {
  3215.         if (isMusicPlaying) {
  3216.             StopMidi();
  3217.         }
  3218.         isMusicPlaying = true;
  3219.         musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
  3220.     }
  3221.  
  3222.     void StopMidi() {
  3223.         if (isMusicPlaying) {
  3224.             isMusicPlaying = false;
  3225.             if (musicThread.joinable()) musicThread.join();
  3226.             if (midiDeviceID != 0) {
  3227.                 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  3228.                 midiDeviceID = 0;
  3229.             }
  3230.         }
  3231.     }
  3232.  
  3233.     /*void PlayGameMusic(HWND hwnd) {
  3234.         // Stop any existing playback
  3235.         if (isMusicPlaying) {
  3236.             isMusicPlaying = false;
  3237.             if (musicThread.joinable()) {
  3238.                 musicThread.join();
  3239.             }
  3240.             if (midiDeviceID != 0) {
  3241.                 mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  3242.                 midiDeviceID = 0;
  3243.             }
  3244.         }
  3245.  
  3246.         // Get the path of the executable
  3247.         TCHAR exePath[MAX_PATH];
  3248.         GetModuleFileName(NULL, exePath, MAX_PATH);
  3249.  
  3250.         // Extract the directory path
  3251.         TCHAR* lastBackslash = _tcsrchr(exePath, '\\');
  3252.         if (lastBackslash != NULL) {
  3253.             *(lastBackslash + 1) = '\0';
  3254.         }
  3255.  
  3256.         // Construct the full path to the MIDI file
  3257.         static TCHAR midiPath[MAX_PATH];
  3258.         _tcscpy_s(midiPath, MAX_PATH, exePath);
  3259.         _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID"));
  3260.  
  3261.         // Start the background playback
  3262.         isMusicPlaying = true;
  3263.         musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
  3264.     }*/
  3265.     //midi func = end
  3266.  
  3267.     // --- Drawing Functions ---
  3268.  
  3269.     void OnPaint() {
  3270.         HRESULT hr = CreateDeviceResources(); // Ensure resources are valid
  3271.  
  3272.         if (SUCCEEDED(hr)) {
  3273.             pRenderTarget->BeginDraw();
  3274.             DrawScene(pRenderTarget); // Pass render target
  3275.             hr = pRenderTarget->EndDraw();
  3276.  
  3277.             if (hr == D2DERR_RECREATE_TARGET) {
  3278.                 DiscardDeviceResources();
  3279.                 // Optionally request another paint message: InvalidateRect(hwndMain, NULL, FALSE);
  3280.                 // But the timer loop will trigger redraw anyway.
  3281.             }
  3282.         }
  3283.         // If CreateDeviceResources failed, EndDraw might not be called.
  3284.         // Consider handling this more robustly if needed.
  3285.     }
  3286.  
  3287.     void DrawScene(ID2D1RenderTarget* pRT) {
  3288.         if (!pRT) return;
  3289.  
  3290.         //pRT->Clear(D2D1::ColorF(D2D1::ColorF::LightGray)); // Background color
  3291.         // Set background color to #ffffcd (RGB: 255, 255, 205)
  3292.         pRT->Clear(D2D1::ColorF(0.3686f, 0.5333f, 0.3882f)); // Clear with light yellow background NEWCOLOR 1.0f, 1.0f, 0.803f => (0.3686f, 0.5333f, 0.3882f)
  3293.         //pRT->Clear(D2D1::ColorF(1.0f, 1.0f, 0.803f)); // Clear with light yellow background NEWCOLOR 1.0f, 1.0f, 0.803f => (0.3686f, 0.5333f, 0.3882f)
  3294.  
  3295.         DrawTable(pRT, pFactory);
  3296.         DrawPocketSelectionIndicator(pRT); // Draw arrow over selected/called pocket
  3297.         DrawBalls(pRT);
  3298.         DrawAimingAids(pRT); // Includes cue stick if aiming
  3299.         DrawUI(pRT);
  3300.         DrawPowerMeter(pRT);
  3301.         DrawSpinIndicator(pRT);
  3302.         DrawPocketedBallsIndicator(pRT);
  3303.         DrawBallInHandIndicator(pRT); // Draw cue ball ghost if placing
  3304.  
  3305.          // Draw Game Over Message
  3306.         if (currentGameState == GAME_OVER && pTextFormat) {
  3307.             ID2D1SolidColorBrush* pBrush = nullptr;
  3308.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pBrush);
  3309.             if (pBrush) {
  3310.                 D2D1_RECT_F layoutRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP + TABLE_HEIGHT / 2 - 30, TABLE_RIGHT, TABLE_TOP + TABLE_HEIGHT / 2 + 30);
  3311.                 pRT->DrawText(
  3312.                     gameOverMessage.c_str(),
  3313.                     (UINT32)gameOverMessage.length(),
  3314.                     pTextFormat, // Use large format maybe?
  3315.                     &layoutRect,
  3316.                     pBrush
  3317.                 );
  3318.                 SafeRelease(&pBrush);
  3319.             }
  3320.         }
  3321.  
  3322.     }
  3323.  
  3324.     void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory) {
  3325.         ID2D1SolidColorBrush* pBrush = nullptr;
  3326.  
  3327.         // === Draw Full Orange Frame (Table Border) ===
  3328.         ID2D1SolidColorBrush* pFrameBrush = nullptr;
  3329.         pRT->CreateSolidColorBrush(D2D1::ColorF(0.9157f, 0.6157f, 0.2000f), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
  3330.         //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
  3331.         if (pFrameBrush) {
  3332.             D2D1_RECT_F outerRect = D2D1::RectF(
  3333.                 TABLE_LEFT - CUSHION_THICKNESS,
  3334.                 TABLE_TOP - CUSHION_THICKNESS,
  3335.                 TABLE_RIGHT + CUSHION_THICKNESS,
  3336.                 TABLE_BOTTOM + CUSHION_THICKNESS
  3337.             );
  3338.             pRT->FillRectangle(&outerRect, pFrameBrush);
  3339.             SafeRelease(&pFrameBrush);
  3340.         }
  3341.  
  3342.         // Draw Table Bed (Green Felt)
  3343.         pRT->CreateSolidColorBrush(TABLE_COLOR, &pBrush);
  3344.         if (!pBrush) return;
  3345.         D2D1_RECT_F tableRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP, TABLE_RIGHT, TABLE_BOTTOM);
  3346.         pRT->FillRectangle(&tableRect, pBrush);
  3347.         SafeRelease(&pBrush);
  3348.  
  3349.         // Draw Cushions (Red Border)
  3350.         pRT->CreateSolidColorBrush(CUSHION_COLOR, &pBrush);
  3351.         if (!pBrush) return;
  3352.         // Top Cushion (split by middle pocket)
  3353.         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);
  3354.         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);
  3355.         // Bottom Cushion (split by middle pocket)
  3356.         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);
  3357.         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);
  3358.         // Left Cushion
  3359.         pRT->FillRectangle(D2D1::RectF(TABLE_LEFT - CUSHION_THICKNESS, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_LEFT, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
  3360.         // Right Cushion
  3361.         pRT->FillRectangle(D2D1::RectF(TABLE_RIGHT, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_RIGHT + CUSHION_THICKNESS, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
  3362.         SafeRelease(&pBrush);
  3363.  
  3364.  
  3365.         // Draw Pockets (Black Circles)
  3366.         pRT->CreateSolidColorBrush(POCKET_COLOR, &pBrush);
  3367.         if (!pBrush) return;
  3368.         for (int i = 0; i < 6; ++i) {
  3369.             D2D1_ELLIPSE ellipse = D2D1::Ellipse(pocketPositions[i], HOLE_VISUAL_RADIUS, HOLE_VISUAL_RADIUS);
  3370.             pRT->FillEllipse(&ellipse, pBrush);
  3371.         }
  3372.         SafeRelease(&pBrush);
  3373.  
  3374.         // Draw Headstring Line (White)
  3375.         pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
  3376.         //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
  3377.         if (!pBrush) return;
  3378.         pRT->DrawLine(
  3379.             D2D1::Point2F(HEADSTRING_X, TABLE_TOP),
  3380.             D2D1::Point2F(HEADSTRING_X, TABLE_BOTTOM),
  3381.             pBrush,
  3382.             1.0f // Line thickness
  3383.         );
  3384.         SafeRelease(&pBrush);
  3385.  
  3386.         // Draw Semicircle facing West (flat side East)
  3387.         // Draw Semicircle facing East (curved side on the East, flat side on the West)
  3388.         ID2D1PathGeometry* pGeometry = nullptr;
  3389.         HRESULT hr = pFactory->CreatePathGeometry(&pGeometry);
  3390.         if (SUCCEEDED(hr) && pGeometry)
  3391.         {
  3392.             ID2D1GeometrySink* pSink = nullptr;
  3393.             hr = pGeometry->Open(&pSink);
  3394.             if (SUCCEEDED(hr) && pSink)
  3395.             {
  3396.                 float radius = 60.0f; // Radius for the semicircle
  3397.                 D2D1_POINT_2F center = D2D1::Point2F(HEADSTRING_X, (TABLE_TOP + TABLE_BOTTOM) / 2.0f);
  3398.  
  3399.                 // For a semicircle facing East (curved side on the East), use the top and bottom points.
  3400.                 D2D1_POINT_2F startPoint = D2D1::Point2F(center.x, center.y - radius); // Top point
  3401.  
  3402.                 pSink->BeginFigure(startPoint, D2D1_FIGURE_BEGIN_HOLLOW);
  3403.  
  3404.                 D2D1_ARC_SEGMENT arc = {};
  3405.                 arc.point = D2D1::Point2F(center.x, center.y + radius); // Bottom point
  3406.                 arc.size = D2D1::SizeF(radius, radius);
  3407.                 arc.rotationAngle = 0.0f;
  3408.                 // Use the correct identifier with the extra underscore:
  3409.                 arc.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
  3410.                 arc.arcSize = D2D1_ARC_SIZE_SMALL;
  3411.  
  3412.                 pSink->AddArc(&arc);
  3413.                 pSink->EndFigure(D2D1_FIGURE_END_OPEN);
  3414.                 pSink->Close();
  3415.                 SafeRelease(&pSink);
  3416.  
  3417.                 ID2D1SolidColorBrush* pArcBrush = nullptr;
  3418.                 //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.3f), &pArcBrush);
  3419.                 pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pArcBrush);
  3420.                 if (pArcBrush)
  3421.                 {
  3422.                     pRT->DrawGeometry(pGeometry, pArcBrush, 1.5f);
  3423.                     SafeRelease(&pArcBrush);
  3424.                 }
  3425.             }
  3426.             SafeRelease(&pGeometry);
  3427.         }
  3428.  
  3429.  
  3430.  
  3431.  
  3432.     }
  3433.  
  3434.  
  3435.     // ----------------------------------------------
  3436.     //  Helper : clamp to [0,1] and lighten a colour
  3437.     // ----------------------------------------------
  3438.     static D2D1_COLOR_F Lighten(const D2D1_COLOR_F& c, float factor = 1.25f)
  3439.     {
  3440.         return D2D1::ColorF(
  3441.             std::min(1.0f, c.r * factor),
  3442.             std::min(1.0f, c.g * factor),
  3443.             std::min(1.0f, c.b * factor),
  3444.             c.a);
  3445.     }
  3446.  
  3447.     // ------------------------------------------------
  3448.     //  NEW  DrawBalls – radial-gradient “spot-light”
  3449.     // ------------------------------------------------
  3450.     void DrawBalls(ID2D1RenderTarget* pRT)
  3451.     {
  3452.         if (!pRT) return;
  3453.  
  3454.         ID2D1SolidColorBrush* pStripeBrush = nullptr;    // white stripe
  3455.         ID2D1SolidColorBrush* pBorderBrush = nullptr;    // black ring
  3456.  
  3457.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  3458.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  3459.  
  3460.         for (const Ball& b : balls)
  3461.         {
  3462.             if (b.isPocketed) continue;
  3463.  
  3464.             //------------------------------------------
  3465.             // Build the radial gradient for THIS ball
  3466.             //------------------------------------------
  3467.             ID2D1GradientStopCollection* pStops = nullptr;
  3468.             ID2D1RadialGradientBrush* pRad = nullptr;
  3469.  
  3470.             D2D1_GRADIENT_STOP gs[3];
  3471.             gs[0].position = 0.0f;  gs[0].color = D2D1::ColorF(1, 1, 1, 0.95f);     // bright spot
  3472.             gs[1].position = 0.35f; gs[1].color = Lighten(b.color);                 // transitional
  3473.             gs[2].position = 1.0f;  gs[2].color = b.color;                          // base colour
  3474.  
  3475.             pRT->CreateGradientStopCollection(gs, 3, &pStops);
  3476.  
  3477.             if (pStops)
  3478.             {
  3479.                 // Place the hot-spot slightly towards top-left to look more 3-D
  3480.                 D2D1_POINT_2F origin = D2D1::Point2F(b.x - BALL_RADIUS * 0.4f,
  3481.                     b.y - BALL_RADIUS * 0.4f);
  3482.  
  3483.                 D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES props =
  3484.                     D2D1::RadialGradientBrushProperties(
  3485.                         origin,                        // gradientOrigin
  3486.                         D2D1::Point2F(0, 0),           // offset (not used here)
  3487.                         BALL_RADIUS * 1.3f,            // radiusX
  3488.                         BALL_RADIUS * 1.3f);           // radiusY
  3489.  
  3490.                 pRT->CreateRadialGradientBrush(props, pStops, &pRad);
  3491.                 SafeRelease(&pStops);
  3492.             }
  3493.  
  3494.             //------------------------------------------
  3495.             //  Draw the solid or striped ball itself
  3496.             //------------------------------------------
  3497.             D2D1_ELLIPSE outer = D2D1::Ellipse(
  3498.                 D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
  3499.  
  3500.             if (pRad)  pRT->FillEllipse(&outer, pRad);
  3501.  
  3502.             // ----------  Stripe overlay  -------------
  3503.             if (b.type == BallType::STRIPE && pStripeBrush)
  3504.             {
  3505.                 // White band
  3506.                 D2D1_RECT_F stripe = D2D1::RectF(
  3507.                     b.x - BALL_RADIUS,
  3508.                     b.y - BALL_RADIUS * 0.40f,
  3509.                     b.x + BALL_RADIUS,
  3510.                     b.y + BALL_RADIUS * 0.40f);
  3511.                 pRT->FillRectangle(&stripe, pStripeBrush);
  3512.  
  3513.                 // Inner circle (give stripe area same glossy shading)
  3514.                 if (pRad)
  3515.                 {
  3516.                     D2D1_ELLIPSE inner = D2D1::Ellipse(
  3517.                         D2D1::Point2F(b.x, b.y),
  3518.                         BALL_RADIUS * 0.60f,
  3519.                         BALL_RADIUS * 0.60f);
  3520.                     pRT->FillEllipse(&inner, pRad);
  3521.                 }
  3522.             }
  3523.  
  3524.             // Black border
  3525.             if (pBorderBrush)
  3526.                 pRT->DrawEllipse(&outer, pBorderBrush, 1.5f);
  3527.  
  3528.             SafeRelease(&pRad);
  3529.         }
  3530.  
  3531.         SafeRelease(&pStripeBrush);
  3532.         SafeRelease(&pBorderBrush);
  3533.     }
  3534.  
  3535.     /*void DrawBalls(ID2D1RenderTarget* pRT) {
  3536.         ID2D1SolidColorBrush* pBrush = nullptr;
  3537.         ID2D1SolidColorBrush* pStripeBrush = nullptr; // For stripe pattern
  3538.  
  3539.         pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBrush); // Placeholder
  3540.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  3541.  
  3542.         if (!pBrush || !pStripeBrush) {
  3543.             SafeRelease(&pBrush);
  3544.             SafeRelease(&pStripeBrush);
  3545.             return;
  3546.         }
  3547.  
  3548.  
  3549.         for (size_t i = 0; i < balls.size(); ++i) {
  3550.             const Ball& b = balls[i];
  3551.             if (!b.isPocketed) {
  3552.                 D2D1_ELLIPSE ellipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
  3553.  
  3554.                 // Set main ball color
  3555.                 pBrush->SetColor(b.color);
  3556.                 pRT->FillEllipse(&ellipse, pBrush);
  3557.  
  3558.                 // Draw Stripe if applicable
  3559.                 if (b.type == BallType::STRIPE) {
  3560.                     // Draw a white band across the middle (simplified stripe)
  3561.                     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);
  3562.                     // Need to clip this rectangle to the ellipse bounds - complex!
  3563.                     // Alternative: Draw two colored arcs leaving a white band.
  3564.                     // Simplest: Draw a white circle inside, slightly smaller.
  3565.                     D2D1_ELLIPSE innerEllipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS * 0.6f, BALL_RADIUS * 0.6f);
  3566.                     pRT->FillEllipse(innerEllipse, pStripeBrush); // White center part
  3567.                     pBrush->SetColor(b.color); // Set back to stripe color
  3568.                     pRT->FillEllipse(innerEllipse, pBrush); // Fill again, leaving a ring - No, this isn't right.
  3569.  
  3570.                     // Let's try drawing a thick white line across
  3571.                     // This doesn't look great. Just drawing solid red for stripes for now.
  3572.                 }
  3573.  
  3574.                 // Draw Number (Optional - requires more complex text layout or pre-rendered textures)
  3575.                 // if (b.id != 0 && pTextFormat) {
  3576.                 //     std::wstring numStr = std::to_wstring(b.id);
  3577.                 //     D2D1_RECT_F textRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS, b.x + BALL_RADIUS, b.y + BALL_RADIUS);
  3578.                 //     ID2D1SolidColorBrush* pNumBrush = nullptr;
  3579.                 //     D2D1_COLOR_F numCol = (b.type == BallType::SOLID || b.id == 8) ? D2D1::ColorF(D2D1::ColorF::Black) : D2D1::ColorF(D2D1::ColorF::White);
  3580.                 //     pRT->CreateSolidColorBrush(numCol, &pNumBrush);
  3581.                 //     // Create a smaller text format...
  3582.                 //     // pRT->DrawText(numStr.c_str(), numStr.length(), pSmallTextFormat, &textRect, pNumBrush);
  3583.                 //     SafeRelease(&pNumBrush);
  3584.                 // }
  3585.             }
  3586.         }
  3587.  
  3588.         SafeRelease(&pBrush);
  3589.         SafeRelease(&pStripeBrush);
  3590.     }*/
  3591.  
  3592.  
  3593.     /*void DrawAimingAids(ID2D1RenderTarget* pRT) {
  3594.         // Condition check at start (Unchanged)
  3595.         //if (currentGameState != PLAYER1_TURN && currentGameState != PLAYER2_TURN &&
  3596.             //currentGameState != BREAKING && currentGameState != AIMING)
  3597.         //{
  3598.             //return;
  3599.         //}
  3600.             // NEW Condition: Allow drawing if it's a human player's active turn/aiming/breaking,
  3601.         // OR if it's AI's turn and it's in AI_THINKING state (calculating) or BREAKING (aiming break).
  3602.         bool isHumanInteracting = (!isPlayer2AI || currentPlayer == 1) &&
  3603.             (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  3604.                 currentGameState == BREAKING || currentGameState == AIMING);
  3605.         // AI_THINKING state is when AI calculates shot. AIMakeDecision sets cueAngle/shotPower.
  3606.         // Also include BREAKING state if it's AI's turn and isOpeningBreakShot for break aim visualization.
  3607.             // NEW Condition: AI is displaying its aim
  3608.         bool isAiVisualizingShot = (isPlayer2AI && currentPlayer == 2 &&
  3609.             currentGameState == AI_THINKING && aiIsDisplayingAim);
  3610.  
  3611.         if (!isHumanInteracting && !(isAiVisualizingShot || (currentGameState == AI_THINKING && aiIsDisplayingAim))) {
  3612.             return;
  3613.         }
  3614.  
  3615.         Ball* cueBall = GetCueBall();
  3616.         if (!cueBall || cueBall->isPocketed) return; // Don't draw if cue ball is gone
  3617.  
  3618.         ID2D1SolidColorBrush* pBrush = nullptr;
  3619.         ID2D1SolidColorBrush* pGhostBrush = nullptr;
  3620.         ID2D1StrokeStyle* pDashedStyle = nullptr;
  3621.         ID2D1SolidColorBrush* pCueBrush = nullptr;
  3622.         ID2D1SolidColorBrush* pReflectBrush = nullptr; // Brush for reflection line
  3623.  
  3624.         // Ensure render target is valid
  3625.         if (!pRT) return;
  3626.  
  3627.         // Create Brushes and Styles (check for failures)
  3628.         HRESULT hr;
  3629.         hr = pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
  3630.         if FAILED(hr) { SafeRelease(&pBrush); return; }
  3631.         hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
  3632.         if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); return; }
  3633.         hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
  3634.         if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); return; }
  3635.         // Create reflection brush (e.g., lighter shade or different color)
  3636.         hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
  3637.         if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); SafeRelease(&pReflectBrush); return; }
  3638.         // Create a Cyan brush for primary and secondary lines //orig(75.0f / 255.0f, 0.0f, 130.0f / 255.0f);indigoColor
  3639.         D2D1::ColorF cyanColor(0.0, 255.0, 255.0, 255.0f);
  3640.         ID2D1SolidColorBrush* pCyanBrush = nullptr;
  3641.         hr = pRT->CreateSolidColorBrush(cyanColor, &pCyanBrush);
  3642.         if (FAILED(hr)) {
  3643.             SafeRelease(&pCyanBrush);
  3644.             // handle error if needed
  3645.         }
  3646.         // Create a Purple brush for primary and secondary lines
  3647.         D2D1::ColorF purpleColor(255.0f, 0.0f, 255.0f, 255.0f);
  3648.         ID2D1SolidColorBrush* pPurpleBrush = nullptr;
  3649.         hr = pRT->CreateSolidColorBrush(purpleColor, &pPurpleBrush);
  3650.         if (FAILED(hr)) {
  3651.             SafeRelease(&pPurpleBrush);
  3652.             // handle error if needed
  3653.         }
  3654.  
  3655.         if (pFactory) {
  3656.             D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
  3657.             strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
  3658.             hr = pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
  3659.             if FAILED(hr) { pDashedStyle = nullptr; }
  3660.         }
  3661.  
  3662.  
  3663.         // --- Cue Stick Drawing (Unchanged from previous fix) ---
  3664.         const float baseStickLength = 150.0f;
  3665.         const float baseStickThickness = 4.0f;
  3666.         float stickLength = baseStickLength * 1.4f;
  3667.         float stickThickness = baseStickThickness * 1.5f;
  3668.         float stickAngle = cueAngle + PI;
  3669.         float powerOffset = 0.0f;
  3670.         //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
  3671.             // Show power offset if human is aiming/dragging, or if AI is preparing its shot (AI_THINKING or AI Break)
  3672.         if ((isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) || isAiVisualizingShot) { // Use the new condition
  3673.             powerOffset = shotPower * 5.0f;
  3674.         }
  3675.         D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
  3676.         D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
  3677.         pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);
  3678.  
  3679.  
  3680.         // --- Projection Line Calculation ---
  3681.         float cosA = cosf(cueAngle);
  3682.         float sinA = sinf(cueAngle);
  3683.         float rayLength = TABLE_WIDTH + TABLE_HEIGHT; // Ensure ray is long enough
  3684.         D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
  3685.         D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);*/
  3686.  
  3687.     void DrawAimingAids(ID2D1RenderTarget* pRT) {
  3688.         // Determine if aiming aids should be drawn.
  3689.         bool isHumanInteracting = (!isPlayer2AI || currentPlayer == 1) &&
  3690.             (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  3691.                 currentGameState == BREAKING || currentGameState == AIMING ||
  3692.                 currentGameState == CHOOSING_POCKET_P1 || currentGameState == CHOOSING_POCKET_P2);
  3693.  
  3694.         // FOOLPROOF FIX: This is the new condition to show the AI's aim.
  3695.         bool isAiVisualizingShot = (isPlayer2AI && currentPlayer == 2 && aiIsDisplayingAim);
  3696.  
  3697.         if (!isHumanInteracting && !isAiVisualizingShot) {
  3698.             return;
  3699.         }
  3700.  
  3701.         Ball* cueBall = GetCueBall();
  3702.         if (!cueBall || cueBall->isPocketed) return;
  3703.  
  3704.         // --- Brush and Style Creation (No changes here) ---
  3705.         ID2D1SolidColorBrush* pBrush = nullptr;
  3706.         ID2D1SolidColorBrush* pGhostBrush = nullptr;
  3707.         ID2D1StrokeStyle* pDashedStyle = nullptr;
  3708.         ID2D1SolidColorBrush* pCueBrush = nullptr;
  3709.         ID2D1SolidColorBrush* pReflectBrush = nullptr;
  3710.         ID2D1SolidColorBrush* pCyanBrush = nullptr;
  3711.         ID2D1SolidColorBrush* pPurpleBrush = nullptr;
  3712.         pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
  3713.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
  3714.         pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
  3715.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
  3716.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Cyan), &pCyanBrush);
  3717.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Purple), &pPurpleBrush);
  3718.         if (pFactory) {
  3719.             D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
  3720.             strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
  3721.             pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
  3722.         }
  3723.         // --- End Brush Creation ---
  3724.  
  3725.         // --- FOOLPROOF FIX: Use the AI's planned angle and power for drawing ---
  3726.         float angleToDraw = cueAngle;
  3727.         float powerToDraw = shotPower;
  3728.  
  3729.         if (isAiVisualizingShot) {
  3730.             // When the AI is showing its aim, force the drawing to use its planned shot details.
  3731.             angleToDraw = aiPlannedShotDetails.angle;
  3732.             powerToDraw = aiPlannedShotDetails.power;
  3733.         }
  3734.         // --- End AI Aiming Fix ---
  3735.  
  3736.         // --- Cue Stick Drawing ---
  3737.         const float baseStickLength = 150.0f;
  3738.         const float baseStickThickness = 4.0f;
  3739.         float stickLength = baseStickLength * 1.4f;
  3740.         float stickThickness = baseStickThickness * 1.5f;
  3741.         float stickAngle = angleToDraw + PI; // Use the angle we determined
  3742.         float powerOffset = 0.0f;
  3743.         if ((isAiming || isDraggingStick) || isAiVisualizingShot) {
  3744.             powerOffset = powerToDraw * 5.0f; // Use the power we determined
  3745.         }
  3746.         D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
  3747.         D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
  3748.         pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);
  3749.  
  3750.         // --- Projection Line Calculation ---
  3751.         float cosA = cosf(angleToDraw); // Use the angle we determined
  3752.         float sinA = sinf(angleToDraw);
  3753.         float rayLength = TABLE_WIDTH + TABLE_HEIGHT;
  3754.         D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
  3755.         D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);
  3756.  
  3757.         // Find the first ball hit by the aiming ray
  3758.         Ball* hitBall = nullptr;
  3759.         float firstHitDistSq = -1.0f;
  3760.         D2D1_POINT_2F ballCollisionPoint = { 0, 0 }; // Point on target ball circumference
  3761.         D2D1_POINT_2F ghostBallPosForHit = { 0, 0 }; // Ghost ball pos for the hit ball
  3762.  
  3763.         hitBall = FindFirstHitBall(rayStart, cueAngle, firstHitDistSq);
  3764.         if (hitBall) {
  3765.             // Calculate the point on the target ball's circumference
  3766.             float collisionDist = sqrtf(firstHitDistSq);
  3767.             ballCollisionPoint = D2D1::Point2F(rayStart.x + cosA * collisionDist, rayStart.y + sinA * collisionDist);
  3768.             // Calculate ghost ball position for this specific hit (used for projection consistency)
  3769.             ghostBallPosForHit = D2D1::Point2F(hitBall->x - cosA * BALL_RADIUS, hitBall->y - sinA * BALL_RADIUS); // Approx.
  3770.         }
  3771.  
  3772.         // Find the first rail hit by the aiming ray
  3773.         D2D1_POINT_2F railHitPoint = rayEnd; // Default to far end if no rail hit
  3774.         float minRailDistSq = rayLength * rayLength;
  3775.         int hitRailIndex = -1; // 0:Left, 1:Right, 2:Top, 3:Bottom
  3776.  
  3777.         // Define table edge segments for intersection checks
  3778.         D2D1_POINT_2F topLeft = D2D1::Point2F(TABLE_LEFT, TABLE_TOP);
  3779.         D2D1_POINT_2F topRight = D2D1::Point2F(TABLE_RIGHT, TABLE_TOP);
  3780.         D2D1_POINT_2F bottomLeft = D2D1::Point2F(TABLE_LEFT, TABLE_BOTTOM);
  3781.         D2D1_POINT_2F bottomRight = D2D1::Point2F(TABLE_RIGHT, TABLE_BOTTOM);
  3782.  
  3783.         D2D1_POINT_2F currentIntersection;
  3784.  
  3785.         // Check Left Rail
  3786.         if (LineSegmentIntersection(rayStart, rayEnd, topLeft, bottomLeft, currentIntersection)) {
  3787.             float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3788.             if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 0; }
  3789.         }
  3790.         // Check Right Rail
  3791.         if (LineSegmentIntersection(rayStart, rayEnd, topRight, bottomRight, currentIntersection)) {
  3792.             float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3793.             if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 1; }
  3794.         }
  3795.         // Check Top Rail
  3796.         if (LineSegmentIntersection(rayStart, rayEnd, topLeft, topRight, currentIntersection)) {
  3797.             float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3798.             if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 2; }
  3799.         }
  3800.         // Check Bottom Rail
  3801.         if (LineSegmentIntersection(rayStart, rayEnd, bottomLeft, bottomRight, currentIntersection)) {
  3802.             float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3803.             if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 3; }
  3804.         }
  3805.  
  3806.  
  3807.         // --- Determine final aim line end point ---
  3808.         D2D1_POINT_2F finalLineEnd = railHitPoint; // Assume rail hit first
  3809.         bool aimingAtRail = true;
  3810.  
  3811.         if (hitBall && firstHitDistSq < minRailDistSq) {
  3812.             // Ball collision is closer than rail collision
  3813.             finalLineEnd = ballCollisionPoint; // End line at the point of contact on the ball
  3814.             aimingAtRail = false;
  3815.         }
  3816.  
  3817.         // --- Draw Primary Aiming Line ---
  3818.         pRT->DrawLine(rayStart, finalLineEnd, pBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3819.  
  3820.         // --- Draw Target Circle/Indicator ---
  3821.         D2D1_ELLIPSE targetCircle = D2D1::Ellipse(finalLineEnd, BALL_RADIUS / 2.0f, BALL_RADIUS / 2.0f);
  3822.         pRT->DrawEllipse(&targetCircle, pBrush, 1.0f);
  3823.  
  3824.         // --- Draw Projection/Reflection Lines ---
  3825.         if (!aimingAtRail && hitBall) {
  3826.             // Aiming at a ball: Draw Ghost Cue Ball and Target Ball Projection
  3827.             D2D1_ELLIPSE ghostCue = D2D1::Ellipse(ballCollisionPoint, BALL_RADIUS, BALL_RADIUS); // Ghost ball at contact point
  3828.             pRT->DrawEllipse(ghostCue, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3829.  
  3830.             // Calculate target ball projection based on impact line (cue collision point -> target center)
  3831.             float targetProjectionAngle = atan2f(hitBall->y - ballCollisionPoint.y, hitBall->x - ballCollisionPoint.x);
  3832.             // Clamp angle calculation if distance is tiny
  3833.             if (GetDistanceSq(hitBall->x, hitBall->y, ballCollisionPoint.x, ballCollisionPoint.y) < 1.0f) {
  3834.                 targetProjectionAngle = cueAngle; // Fallback if overlapping
  3835.             }
  3836.  
  3837.             D2D1_POINT_2F targetStartPoint = D2D1::Point2F(hitBall->x, hitBall->y);
  3838.             D2D1_POINT_2F targetProjectionEnd = D2D1::Point2F(
  3839.                 hitBall->x + cosf(targetProjectionAngle) * 50.0f, // Projection length 50 units
  3840.                 hitBall->y + sinf(targetProjectionAngle) * 50.0f
  3841.             );
  3842.             // Draw solid line for target projection
  3843.             //pRT->DrawLine(targetStartPoint, targetProjectionEnd, pBrush, 1.0f);
  3844.  
  3845.         //new code start
  3846.  
  3847.                     // Dual trajectory with edge-aware contact simulation
  3848.             D2D1_POINT_2F dir = {
  3849.                 targetProjectionEnd.x - targetStartPoint.x,
  3850.                 targetProjectionEnd.y - targetStartPoint.y
  3851.             };
  3852.             float dirLen = sqrtf(dir.x * dir.x + dir.y * dir.y);
  3853.             dir.x /= dirLen;
  3854.             dir.y /= dirLen;
  3855.  
  3856.             D2D1_POINT_2F perp = { -dir.y, dir.x };
  3857.  
  3858.             // Approximate cue ball center by reversing from tip
  3859.             D2D1_POINT_2F cueBallCenterForGhostHit = { // Renamed for clarity if you use it elsewhere
  3860.                 targetStartPoint.x - dir.x * BALL_RADIUS,
  3861.                 targetStartPoint.y - dir.y * BALL_RADIUS
  3862.             };
  3863.  
  3864.             // REAL contact-ball center - use your physics object's center:
  3865.             // (replace 'objectBallPos' with whatever you actually call it)
  3866.             // (targetStartPoint is already hitBall->x, hitBall->y)
  3867.             D2D1_POINT_2F contactBallCenter = targetStartPoint; // Corrected: Use the object ball's actual center
  3868.             //D2D1_POINT_2F contactBallCenter = D2D1::Point2F(hitBall->x, hitBall->y);
  3869.  
  3870.            // The 'offset' calculation below uses 'cueBallCenterForGhostHit' (originally 'cueBallCenter').
  3871.            // This will result in 'offset' being 0 because 'cueBallCenterForGhostHit' is defined
  3872.            // such that (targetStartPoint - cueBallCenterForGhostHit) is parallel to 'dir',
  3873.            // and 'perp' is perpendicular to 'dir'.
  3874.            // Consider Change 2 if this 'offset' is not behaving as intended for the secondary line.
  3875.             /*float offset = ((targetStartPoint.x - cueBallCenterForGhostHit.x) * perp.x +
  3876.                 (targetStartPoint.y - cueBallCenterForGhostHit.y) * perp.y);*/
  3877.                 /*float offset = ((targetStartPoint.x - cueBallCenter.x) * perp.x +
  3878.                     (targetStartPoint.y - cueBallCenter.y) * perp.y);
  3879.                 float absOffset = fabsf(offset);
  3880.                 float side = (offset >= 0 ? 1.0f : -1.0f);*/
  3881.  
  3882.                 // Use actual cue ball center for offset calculation if 'offset' is meant to quantify the cut
  3883.             D2D1_POINT_2F actualCueBallPhysicalCenter = D2D1::Point2F(cueBall->x, cueBall->y); // This is also rayStart
  3884.  
  3885.             // Offset calculation based on actual cue ball position relative to the 'dir' line through targetStartPoint
  3886.             float offset = ((targetStartPoint.x - actualCueBallPhysicalCenter.x) * perp.x +
  3887.                 (targetStartPoint.y - actualCueBallPhysicalCenter.y) * perp.y);
  3888.             float absOffset = fabsf(offset);
  3889.             float side = (offset >= 0 ? 1.0f : -1.0f);
  3890.  
  3891.  
  3892.             // Actual contact point on target ball edge
  3893.             D2D1_POINT_2F contactPoint = {
  3894.             contactBallCenter.x + perp.x * BALL_RADIUS * side,
  3895.             contactBallCenter.y + perp.y * BALL_RADIUS * side
  3896.             };
  3897.  
  3898.             // Tangent (cut shot) path from contact point
  3899.                 // Tangent (cut shot) path: from contact point to contact ball center
  3900.             D2D1_POINT_2F objectBallDir = {
  3901.                 contactBallCenter.x - contactPoint.x,
  3902.                 contactBallCenter.y - contactPoint.y
  3903.             };
  3904.             float oLen = sqrtf(objectBallDir.x * objectBallDir.x + objectBallDir.y * objectBallDir.y);
  3905.             if (oLen != 0.0f) {
  3906.                 objectBallDir.x /= oLen;
  3907.                 objectBallDir.y /= oLen;
  3908.             }
  3909.  
  3910.             const float PRIMARY_LEN = 150.0f; //default=150.0f
  3911.             const float SECONDARY_LEN = 150.0f; //default=150.0f
  3912.             const float STRAIGHT_EPSILON = BALL_RADIUS * 0.05f;
  3913.  
  3914.             D2D1_POINT_2F primaryEnd = {
  3915.                 targetStartPoint.x + dir.x * PRIMARY_LEN,
  3916.                 targetStartPoint.y + dir.y * PRIMARY_LEN
  3917.             };
  3918.  
  3919.             // Secondary line starts from the contact ball's center
  3920.             D2D1_POINT_2F secondaryStart = contactBallCenter;
  3921.             D2D1_POINT_2F secondaryEnd = {
  3922.                 secondaryStart.x + objectBallDir.x * SECONDARY_LEN,
  3923.                 secondaryStart.y + objectBallDir.y * SECONDARY_LEN
  3924.             };
  3925.  
  3926.             if (absOffset < STRAIGHT_EPSILON)  // straight shot?
  3927.             {
  3928.                 // Straight: secondary behind primary
  3929.                         // secondary behind primary {pDashedStyle param at end}
  3930.                 pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
  3931.                 //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
  3932.                 pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
  3933.                 //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
  3934.             }
  3935.             else
  3936.             {
  3937.                 // Cut shot: both visible
  3938.                         // both visible for cut shot
  3939.                 pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
  3940.                 //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
  3941.                 pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
  3942.                 //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
  3943.             }
  3944.             // End improved trajectory logic
  3945.  
  3946.         //new code end
  3947.  
  3948.             // -- Cue Ball Path after collision (Optional, requires physics) --
  3949.             // Very simplified: Assume cue deflects, angle depends on cut angle.
  3950.             // float cutAngle = acosf(cosf(cueAngle - targetProjectionAngle)); // Angle between paths
  3951.             // float cueDeflectionAngle = ? // Depends on cutAngle, spin, etc. Hard to predict accurately.
  3952.             // D2D1_POINT_2F cueProjectionEnd = ...
  3953.             // pRT->DrawLine(ballCollisionPoint, cueProjectionEnd, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3954.  
  3955.             // --- Accuracy Comment ---
  3956.             // Note: The visual accuracy of this projection, especially for cut shots (hitting the ball off-center)
  3957.             // or shots with spin, is limited by the simplified physics model. Real pool physics involves
  3958.             // collision-induced throw, spin transfer, and cue ball deflection not fully simulated here.
  3959.             // The ghost ball method shows the *ideal* line for a center-cue hit without spin.
  3960.  
  3961.         }
  3962.         else if (aimingAtRail && hitRailIndex != -1) {
  3963.             // Aiming at a rail: Draw reflection line
  3964.             float reflectAngle = cueAngle;
  3965.             // Reflect angle based on which rail was hit
  3966.             if (hitRailIndex == 0 || hitRailIndex == 1) { // Left or Right rail
  3967.                 reflectAngle = PI - cueAngle; // Reflect horizontal component
  3968.             }
  3969.             else { // Top or Bottom rail
  3970.                 reflectAngle = -cueAngle; // Reflect vertical component
  3971.             }
  3972.             // Normalize angle if needed (atan2 usually handles this)
  3973.             while (reflectAngle > PI) reflectAngle -= 2 * PI;
  3974.             while (reflectAngle <= -PI) reflectAngle += 2 * PI;
  3975.  
  3976.  
  3977.             float reflectionLength = 60.0f; // Length of the reflection line
  3978.             D2D1_POINT_2F reflectionEnd = D2D1::Point2F(
  3979.                 finalLineEnd.x + cosf(reflectAngle) * reflectionLength,
  3980.                 finalLineEnd.y + sinf(reflectAngle) * reflectionLength
  3981.             );
  3982.  
  3983.             // Draw the reflection line (e.g., using a different color/style)
  3984.             pRT->DrawLine(finalLineEnd, reflectionEnd, pReflectBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3985.         }
  3986.  
  3987.         // Release resources
  3988.         SafeRelease(&pBrush);
  3989.         SafeRelease(&pGhostBrush);
  3990.         SafeRelease(&pCueBrush);
  3991.         SafeRelease(&pReflectBrush); // Release new brush
  3992.         SafeRelease(&pCyanBrush);
  3993.         SafeRelease(&pPurpleBrush);
  3994.         SafeRelease(&pDashedStyle);
  3995.     }
  3996.  
  3997.  
  3998.     void DrawUI(ID2D1RenderTarget* pRT) {
  3999.         if (!pTextFormat || !pLargeTextFormat) return;
  4000.  
  4001.         ID2D1SolidColorBrush* pBrush = nullptr;
  4002.         pRT->CreateSolidColorBrush(UI_TEXT_COLOR, &pBrush);
  4003.         if (!pBrush) return;
  4004.  
  4005.         //new code
  4006.         // --- Always draw AI's 8?Ball call arrow when it's Player?2's turn and AI has called ---
  4007.         //if (isPlayer2AI && currentPlayer == 2 && calledPocketP2 >= 0) {
  4008.             // FIX: This condition correctly shows the AI's called pocket arrow.
  4009.         if (isPlayer2AI && IsPlayerOnEightBall(2) && calledPocketP2 >= 0) {
  4010.             // pocket index that AI called
  4011.             int idx = calledPocketP2;
  4012.             // draw large blue arrow
  4013.             ID2D1SolidColorBrush* pArrow = nullptr;
  4014.             pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
  4015.             if (pArrow) {
  4016.                 auto P = pocketPositions[idx];
  4017.                 D2D1_POINT_2F tri[3] = {
  4018.                     { P.x - 15.0f, P.y - 40.0f },
  4019.                     { P.x + 15.0f, P.y - 40.0f },
  4020.                     { P.x       , P.y - 10.0f }
  4021.                 };
  4022.                 ID2D1PathGeometry* geom = nullptr;
  4023.                 pFactory->CreatePathGeometry(&geom);
  4024.                 ID2D1GeometrySink* sink = nullptr;
  4025.                 geom->Open(&sink);
  4026.                 sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
  4027.                 sink->AddLines(&tri[1], 2);
  4028.                 sink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4029.                 sink->Close();
  4030.                 pRT->FillGeometry(geom, pArrow);
  4031.                 SafeRelease(&sink);
  4032.                 SafeRelease(&geom);
  4033.                 SafeRelease(&pArrow);
  4034.             }
  4035.             // draw “Choose a pocket...” prompt
  4036.             D2D1_RECT_F txt = D2D1::RectF(
  4037.                 TABLE_LEFT,
  4038.                 TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
  4039.                 TABLE_RIGHT,
  4040.                 TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
  4041.             );
  4042.             pRT->DrawText(
  4043.                 L"AI has called this pocket",
  4044.                 (UINT32)wcslen(L"AI has called this pocket"),
  4045.                 pTextFormat,
  4046.                 &txt,
  4047.                 pBrush
  4048.             );
  4049.             // note: no return here — we still draw fouls/turn text underneath
  4050.         }
  4051.         //end new code
  4052.  
  4053.         // --- Player Info Area (Top Left/Right) --- (Unchanged)
  4054.         float uiTop = TABLE_TOP - 80;
  4055.         float uiHeight = 60;
  4056.         float p1Left = TABLE_LEFT;
  4057.         float p1Width = 150;
  4058.         float p2Left = TABLE_RIGHT - p1Width;
  4059.         D2D1_RECT_F p1Rect = D2D1::RectF(p1Left, uiTop, p1Left + p1Width, uiTop + uiHeight);
  4060.         D2D1_RECT_F p2Rect = D2D1::RectF(p2Left, uiTop, p2Left + p1Width, uiTop + uiHeight);
  4061.  
  4062.         // Player 1 Info Text (Unchanged)
  4063.         std::wostringstream oss1;
  4064.         oss1 << player1Info.name.c_str() << L"\n";
  4065.         if (player1Info.assignedType != BallType::NONE) {
  4066.             oss1 << ((player1Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
  4067.             oss1 << L" [" << player1Info.ballsPocketedCount << L"/7]";
  4068.         }
  4069.         else {
  4070.             oss1 << L"(Undecided)";
  4071.         }
  4072.         pRT->DrawText(oss1.str().c_str(), (UINT32)oss1.str().length(), pTextFormat, &p1Rect, pBrush);
  4073.         // Draw Player 1 Side Ball
  4074.         if (player1Info.assignedType != BallType::NONE)
  4075.         {
  4076.             ID2D1SolidColorBrush* pBallBrush = nullptr;
  4077.             D2D1_COLOR_F ballColor = (player1Info.assignedType == BallType::SOLID) ?
  4078.                 D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
  4079.             pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
  4080.             if (pBallBrush)
  4081.             {
  4082.                 D2D1_POINT_2F ballCenter = D2D1::Point2F(p1Rect.right + 10.0f, p1Rect.top + 20.0f);
  4083.                 float radius = 10.0f;
  4084.                 D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
  4085.                 pRT->FillEllipse(&ball, pBallBrush);
  4086.                 SafeRelease(&pBallBrush);
  4087.                 // Draw border around the ball
  4088.                 ID2D1SolidColorBrush* pBorderBrush = nullptr;
  4089.                 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  4090.                 if (pBorderBrush)
  4091.                 {
  4092.                     pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
  4093.                     SafeRelease(&pBorderBrush);
  4094.                 }
  4095.  
  4096.                 // If stripes, draw a stripe band
  4097.                 if (player1Info.assignedType == BallType::STRIPE)
  4098.                 {
  4099.                     ID2D1SolidColorBrush* pStripeBrush = nullptr;
  4100.                     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  4101.                     if (pStripeBrush)
  4102.                     {
  4103.                         D2D1_RECT_F stripeRect = D2D1::RectF(
  4104.                             ballCenter.x - radius,
  4105.                             ballCenter.y - 3.0f,
  4106.                             ballCenter.x + radius,
  4107.                             ballCenter.y + 3.0f
  4108.                         );
  4109.                         pRT->FillRectangle(&stripeRect, pStripeBrush);
  4110.                         SafeRelease(&pStripeBrush);
  4111.                     }
  4112.                 }
  4113.             }
  4114.         }
  4115.  
  4116.  
  4117.         // Player 2 Info Text (Unchanged)
  4118.         std::wostringstream oss2;
  4119.         oss2 << player2Info.name.c_str() << L"\n";
  4120.         if (player2Info.assignedType != BallType::NONE) {
  4121.             oss2 << ((player2Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
  4122.             oss2 << L" [" << player2Info.ballsPocketedCount << L"/7]";
  4123.         }
  4124.         else {
  4125.             oss2 << L"(Undecided)";
  4126.         }
  4127.         pRT->DrawText(oss2.str().c_str(), (UINT32)oss2.str().length(), pTextFormat, &p2Rect, pBrush);
  4128.         // Draw Player 2 Side Ball
  4129.         if (player2Info.assignedType != BallType::NONE)
  4130.         {
  4131.             ID2D1SolidColorBrush* pBallBrush = nullptr;
  4132.             D2D1_COLOR_F ballColor = (player2Info.assignedType == BallType::SOLID) ?
  4133.                 D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
  4134.             pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
  4135.             if (pBallBrush)
  4136.             {
  4137.                 D2D1_POINT_2F ballCenter = D2D1::Point2F(p2Rect.right + 10.0f, p2Rect.top + 20.0f);
  4138.                 float radius = 10.0f;
  4139.                 D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
  4140.                 pRT->FillEllipse(&ball, pBallBrush);
  4141.                 SafeRelease(&pBallBrush);
  4142.                 // Draw border around the ball
  4143.                 ID2D1SolidColorBrush* pBorderBrush = nullptr;
  4144.                 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  4145.                 if (pBorderBrush)
  4146.                 {
  4147.                     pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
  4148.                     SafeRelease(&pBorderBrush);
  4149.                 }
  4150.  
  4151.                 // If stripes, draw a stripe band
  4152.                 if (player2Info.assignedType == BallType::STRIPE)
  4153.                 {
  4154.                     ID2D1SolidColorBrush* pStripeBrush = nullptr;
  4155.                     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  4156.                     if (pStripeBrush)
  4157.                     {
  4158.                         D2D1_RECT_F stripeRect = D2D1::RectF(
  4159.                             ballCenter.x - radius,
  4160.                             ballCenter.y - 3.0f,
  4161.                             ballCenter.x + radius,
  4162.                             ballCenter.y + 3.0f
  4163.                         );
  4164.                         pRT->FillRectangle(&stripeRect, pStripeBrush);
  4165.                         SafeRelease(&pStripeBrush);
  4166.                     }
  4167.                 }
  4168.             }
  4169.         }
  4170.  
  4171.         // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
  4172.         ID2D1SolidColorBrush* pArrowBrush = nullptr;
  4173.         pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  4174.         if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  4175.             float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
  4176.             float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
  4177.             float arrowTipX, arrowBackX;
  4178.  
  4179.             D2D1_RECT_F playerBox = (currentPlayer == 1) ? p1Rect : p2Rect;
  4180.             arrowBackX = playerBox.left - 25.0f;
  4181.             arrowTipX = arrowBackX + arrowSizeBase * 0.75f;
  4182.  
  4183.             float notchDepth = 12.0f;  // Increased from 6.0f to make the rectangle longer
  4184.             float notchWidth = 10.0f;
  4185.  
  4186.             float cx = arrowBackX;
  4187.             float cy = arrowCenterY;
  4188.  
  4189.             // Define triangle + rectangle tail shape
  4190.             D2D1_POINT_2F tip = D2D1::Point2F(arrowTipX, cy);                           // tip
  4191.             D2D1_POINT_2F baseTop = D2D1::Point2F(cx, cy - arrowSizeBase / 2.0f);          // triangle top
  4192.             D2D1_POINT_2F baseBot = D2D1::Point2F(cx, cy + arrowSizeBase / 2.0f);          // triangle bottom
  4193.  
  4194.             // Rectangle coordinates for the tail portion:
  4195.             D2D1_POINT_2F r1 = D2D1::Point2F(cx - notchDepth, cy - notchWidth / 2.0f);   // rect top-left
  4196.             D2D1_POINT_2F r2 = D2D1::Point2F(cx, cy - notchWidth / 2.0f);                 // rect top-right
  4197.             D2D1_POINT_2F r3 = D2D1::Point2F(cx, cy + notchWidth / 2.0f);                 // rect bottom-right
  4198.             D2D1_POINT_2F r4 = D2D1::Point2F(cx - notchDepth, cy + notchWidth / 2.0f);    // rect bottom-left
  4199.  
  4200.             ID2D1PathGeometry* pPath = nullptr;
  4201.             if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  4202.                 ID2D1GeometrySink* pSink = nullptr;
  4203.                 if (SUCCEEDED(pPath->Open(&pSink))) {
  4204.                     pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
  4205.                     pSink->AddLine(baseTop);
  4206.                     pSink->AddLine(r2); // transition from triangle into rectangle
  4207.                     pSink->AddLine(r1);
  4208.                     pSink->AddLine(r4);
  4209.                     pSink->AddLine(r3);
  4210.                     pSink->AddLine(baseBot);
  4211.                     pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4212.                     pSink->Close();
  4213.                     SafeRelease(&pSink);
  4214.                     pRT->FillGeometry(pPath, pArrowBrush);
  4215.                 }
  4216.                 SafeRelease(&pPath);
  4217.             }
  4218.  
  4219.  
  4220.             SafeRelease(&pArrowBrush);
  4221.         }
  4222.  
  4223.         //original
  4224.     /*
  4225.         // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
  4226.         ID2D1SolidColorBrush* pArrowBrush = nullptr;
  4227.         pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  4228.         if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  4229.             float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
  4230.             float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
  4231.             float arrowTipX, arrowBackX;
  4232.  
  4233.             if (currentPlayer == 1) {
  4234.     arrowBackX = p1Rect.left - 25.0f; // Position left of the box
  4235.                 arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
  4236.                 // Define points for right-pointing arrow
  4237.                 //D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  4238.                 //D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  4239.                 //D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  4240.                 // Enhanced arrow with base rectangle intersection
  4241.         float notchDepth = 6.0f; // Depth of square base "stem"
  4242.         float notchWidth = 4.0f; // Thickness of square part
  4243.  
  4244.         D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  4245.         D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  4246.         D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY - notchWidth / 2.0f); // Square Left-Top
  4247.         D2D1_POINT_2F pt4 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY + notchWidth / 2.0f); // Square Left-Bottom
  4248.         D2D1_POINT_2F pt5 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  4249.  
  4250.  
  4251.         ID2D1PathGeometry* pPath = nullptr;
  4252.         if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  4253.             ID2D1GeometrySink* pSink = nullptr;
  4254.             if (SUCCEEDED(pPath->Open(&pSink))) {
  4255.                 pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
  4256.                 pSink->AddLine(pt2);
  4257.                 pSink->AddLine(pt3);
  4258.                 pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4259.                 pSink->Close();
  4260.                 SafeRelease(&pSink);
  4261.                 pRT->FillGeometry(pPath, pArrowBrush);
  4262.             }
  4263.             SafeRelease(&pPath);
  4264.         }
  4265.             }
  4266.  
  4267.  
  4268.             //==================else player 2
  4269.             else { // Player 2
  4270.              // Player 2: Arrow left of P2 box, pointing right (or right of P2 box pointing left?)
  4271.              // Let's keep it consistent: Arrow left of the active player's box, pointing right.
  4272.     // Let's keep it consistent: Arrow left of the active player's box, pointing right.
  4273.     arrowBackX = p2Rect.left - 25.0f; // Position left of the box
  4274.     arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
  4275.     // Define points for right-pointing arrow
  4276.     D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  4277.     D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  4278.     D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  4279.  
  4280.     ID2D1PathGeometry* pPath = nullptr;
  4281.     if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  4282.         ID2D1GeometrySink* pSink = nullptr;
  4283.         if (SUCCEEDED(pPath->Open(&pSink))) {
  4284.             pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
  4285.             pSink->AddLine(pt2);
  4286.             pSink->AddLine(pt3);
  4287.             pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4288.             pSink->Close();
  4289.             SafeRelease(&pSink);
  4290.             pRT->FillGeometry(pPath, pArrowBrush);
  4291.         }
  4292.         SafeRelease(&pPath);
  4293.     }
  4294.             }
  4295.             */
  4296.  
  4297.  
  4298.             // --- Persistent Blue 8?Ball Call Arrow & Prompt ---
  4299.         /*if (calledPocketP1 >= 0 || calledPocketP2 >= 0)
  4300.         {
  4301.             // determine index (default top?right)
  4302.             int idx = (currentPlayer == 1 ? calledPocketP1 : calledPocketP2);
  4303.             if (idx < 0) idx = (currentPlayer == 1 ? calledPocketP2 : calledPocketP1);
  4304.             if (idx < 0) idx = 2;
  4305.  
  4306.             // draw large blue arrow
  4307.             ID2D1SolidColorBrush* pArrow = nullptr;
  4308.             pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
  4309.             if (pArrow) {
  4310.                 auto P = pocketPositions[idx];
  4311.                 D2D1_POINT_2F tri[3] = {
  4312.                     {P.x - 15.0f, P.y - 40.0f},
  4313.                     {P.x + 15.0f, P.y - 40.0f},
  4314.                     {P.x       , P.y - 10.0f}
  4315.                 };
  4316.                 ID2D1PathGeometry* geom = nullptr;
  4317.                 pFactory->CreatePathGeometry(&geom);
  4318.                 ID2D1GeometrySink* sink = nullptr;
  4319.                 geom->Open(&sink);
  4320.                 sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
  4321.                 sink->AddLines(&tri[1], 2);
  4322.                 sink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4323.                 sink->Close();
  4324.                 pRT->FillGeometry(geom, pArrow);
  4325.                 SafeRelease(&sink); SafeRelease(&geom); SafeRelease(&pArrow);
  4326.             }
  4327.  
  4328.             // draw prompt
  4329.             D2D1_RECT_F txt = D2D1::RectF(
  4330.                 TABLE_LEFT,
  4331.                 TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
  4332.                 TABLE_RIGHT,
  4333.                 TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
  4334.             );
  4335.             pRT->DrawText(
  4336.                 L"Choose a pocket...",
  4337.                 (UINT32)wcslen(L"Choose a pocket..."),
  4338.                 pTextFormat,
  4339.                 &txt,
  4340.                 pBrush
  4341.             );
  4342.         }*/
  4343.  
  4344.         // --- Persistent Blue 8?Ball Pocket Arrow & Prompt (once called) ---
  4345.     /* if (calledPocketP1 >= 0 || calledPocketP2 >= 0)
  4346.     {
  4347.         // 1) Determine pocket index
  4348.         int idx = (currentPlayer == 1 ? calledPocketP1 : calledPocketP2);
  4349.         // If the other player had called but it's now your turn, still show that call
  4350.         if (idx < 0) idx = (currentPlayer == 1 ? calledPocketP2 : calledPocketP1);
  4351.         if (idx < 0) idx = 2; // default to top?right if somehow still unset
  4352.  
  4353.         // 2) Draw large blue arrow
  4354.         ID2D1SolidColorBrush* pArrow = nullptr;
  4355.         pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
  4356.         if (pArrow) {
  4357.             auto P = pocketPositions[idx];
  4358.             D2D1_POINT_2F tri[3] = {
  4359.                 { P.x - 15.0f, P.y - 40.0f },
  4360.                 { P.x + 15.0f, P.y - 40.0f },
  4361.                 { P.x       , P.y - 10.0f }
  4362.             };
  4363.             ID2D1PathGeometry* geom = nullptr;
  4364.             pFactory->CreatePathGeometry(&geom);
  4365.             ID2D1GeometrySink* sink = nullptr;
  4366.             geom->Open(&sink);
  4367.             sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
  4368.             sink->AddLines(&tri[1], 2);
  4369.             sink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4370.             sink->Close();
  4371.             pRT->FillGeometry(geom, pArrow);
  4372.             SafeRelease(&sink);
  4373.             SafeRelease(&geom);
  4374.             SafeRelease(&pArrow);
  4375.         }
  4376.  
  4377.         // 3) Draw persistent prompt text
  4378.         D2D1_RECT_F txt = D2D1::RectF(
  4379.             TABLE_LEFT,
  4380.             TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
  4381.             TABLE_RIGHT,
  4382.             TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
  4383.         );
  4384.         pRT->DrawText(
  4385.             L"Choose a pocket...",
  4386.             (UINT32)wcslen(L"Choose a pocket..."),
  4387.             pTextFormat,
  4388.             &txt,
  4389.             pBrush
  4390.         );
  4391.         // Note: no 'return'; allow foul/turn text to draw beneath if needed
  4392.     } */
  4393.  
  4394.     // new code ends here
  4395.  
  4396.         // --- MODIFIED: Foul Text (Large Red, Bottom Center) ---
  4397.         if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) {
  4398.             ID2D1SolidColorBrush* pFoulBrush = nullptr;
  4399.             pRT->CreateSolidColorBrush(FOUL_TEXT_COLOR, &pFoulBrush);
  4400.             if (pFoulBrush && pLargeTextFormat) {
  4401.                 // Calculate Rect for bottom-middle area
  4402.                 float foulWidth = 200.0f; // Adjust width as needed
  4403.                 float foulHeight = 60.0f;
  4404.                 float foulLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (foulWidth / 2.0f);
  4405.                 // Position below the pocketed balls bar
  4406.                 float foulTop = pocketedBallsBarRect.bottom + 10.0f;
  4407.                 D2D1_RECT_F foulRect = D2D1::RectF(foulLeft, foulTop, foulLeft + foulWidth, foulTop + foulHeight);
  4408.  
  4409.                 // --- Set text alignment to center for foul text ---
  4410.                 pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  4411.                 pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  4412.  
  4413.                 pRT->DrawText(L"FOUL!", 5, pLargeTextFormat, &foulRect, pFoulBrush);
  4414.  
  4415.                 // --- Restore default alignment for large text if needed elsewhere ---
  4416.                 // pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
  4417.                 // pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  4418.  
  4419.                 SafeRelease(&pFoulBrush);
  4420.             }
  4421.         }
  4422.  
  4423.         // --- Blue Arrow & Prompt for 8?Ball Call (while choosing or after called) ---
  4424.         if ((currentGameState == CHOOSING_POCKET_P1
  4425.             || currentGameState == CHOOSING_POCKET_P2)
  4426.             || (calledPocketP1 >= 0 || calledPocketP2 >= 0))
  4427.         {
  4428.             // determine index:
  4429.             //  - if a call exists, use it
  4430.             //  - if still choosing, use hover if any
  4431.             // determine index: use only the clicked call; default to top?right if unset
  4432.             int idx = (currentPlayer == 1 ? calledPocketP1 : calledPocketP2);
  4433.             if (idx < 0) idx = 2;
  4434.  
  4435.             // draw large blue arrow
  4436.             ID2D1SolidColorBrush* pArrow = nullptr;
  4437.             pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrow);
  4438.             if (pArrow) {
  4439.                 auto P = pocketPositions[idx];
  4440.                 D2D1_POINT_2F tri[3] = {
  4441.                     {P.x - 15.0f, P.y - 40.0f},
  4442.                     {P.x + 15.0f, P.y - 40.0f},
  4443.                     {P.x       , P.y - 10.0f}
  4444.                 };
  4445.                 ID2D1PathGeometry* geom = nullptr;
  4446.                 pFactory->CreatePathGeometry(&geom);
  4447.                 ID2D1GeometrySink* sink = nullptr;
  4448.                 geom->Open(&sink);
  4449.                 sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
  4450.                 sink->AddLines(&tri[1], 2);
  4451.                 sink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4452.                 sink->Close();
  4453.                 pRT->FillGeometry(geom, pArrow);
  4454.                 SafeRelease(&sink); SafeRelease(&geom); SafeRelease(&pArrow);
  4455.             }
  4456.  
  4457.             // draw prompt below pockets
  4458.             D2D1_RECT_F txt = D2D1::RectF(
  4459.                 TABLE_LEFT,
  4460.                 TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
  4461.                 TABLE_RIGHT,
  4462.                 TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
  4463.             );
  4464.             pRT->DrawText(
  4465.                 L"Choose a pocket...",
  4466.                 (UINT32)wcslen(L"Choose a pocket..."),
  4467.                 pTextFormat,
  4468.                 &txt,
  4469.                 pBrush
  4470.             );
  4471.             // do NOT return here; allow foul/turn text to display under the arrow
  4472.         }
  4473.  
  4474.         // Removed Obsolete
  4475.         /*
  4476.         // --- 8-Ball Pocket Selection Arrow & Prompt ---
  4477.         if (currentGameState == CHOOSING_POCKET_P1 || currentGameState == CHOOSING_POCKET_P2) {
  4478.             // Determine which pocket to highlight (default to Top-Right if unset)
  4479.             int idx = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  4480.             if (idx < 0) idx = 2;
  4481.  
  4482.             // Draw the downward arrow
  4483.             ID2D1SolidColorBrush* pArrowBrush = nullptr;
  4484.             pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  4485.             if (pArrowBrush) {
  4486.                 D2D1_POINT_2F P = pocketPositions[idx];
  4487.                 D2D1_POINT_2F tri[3] = {
  4488.                     {P.x - 10.0f, P.y - 30.0f},
  4489.                     {P.x + 10.0f, P.y - 30.0f},
  4490.                     {P.x        , P.y - 10.0f}
  4491.                 };
  4492.                 ID2D1PathGeometry* geom = nullptr;
  4493.                 pFactory->CreatePathGeometry(&geom);
  4494.                 ID2D1GeometrySink* sink = nullptr;
  4495.                 geom->Open(&sink);
  4496.                 sink->BeginFigure(tri[0], D2D1_FIGURE_BEGIN_FILLED);
  4497.                 sink->AddLines(&tri[1], 2);
  4498.                 sink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4499.                 sink->Close();
  4500.                 pRT->FillGeometry(geom, pArrowBrush);
  4501.                 SafeRelease(&sink);
  4502.                 SafeRelease(&geom);
  4503.                 SafeRelease(&pArrowBrush);
  4504.             }
  4505.  
  4506.             // Draw “Choose a pocket...” text under the table
  4507.             D2D1_RECT_F prompt = D2D1::RectF(
  4508.                 TABLE_LEFT,
  4509.                 TABLE_BOTTOM + CUSHION_THICKNESS + 5.0f,
  4510.                 TABLE_RIGHT,
  4511.                 TABLE_BOTTOM + CUSHION_THICKNESS + 30.0f
  4512.             );
  4513.             pRT->DrawText(
  4514.                 L"Choose a pocket...",
  4515.                 (UINT32)wcslen(L"Choose a pocket..."),
  4516.                 pTextFormat,
  4517.                 &prompt,
  4518.                 pBrush
  4519.             );
  4520.  
  4521.             return; // Skip normal turn/foul text
  4522.         }
  4523.         */
  4524.  
  4525.  
  4526.         // Show AI Thinking State (Unchanged from previous step)
  4527.         if (currentGameState == AI_THINKING && pTextFormat) {
  4528.             ID2D1SolidColorBrush* pThinkingBrush = nullptr;
  4529.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pThinkingBrush);
  4530.             if (pThinkingBrush) {
  4531.                 D2D1_RECT_F thinkingRect = p2Rect;
  4532.                 thinkingRect.top += 20; // Offset within P2 box
  4533.                 // Ensure default text alignment for this
  4534.                 pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  4535.                 pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  4536.                 pRT->DrawText(L"Thinking...", 11, pTextFormat, &thinkingRect, pThinkingBrush);
  4537.                 SafeRelease(&pThinkingBrush);
  4538.             }
  4539.         }
  4540.  
  4541.         SafeRelease(&pBrush);
  4542.  
  4543.         // --- Draw CHEAT MODE label if active ---
  4544.         if (cheatModeEnabled) {
  4545.             ID2D1SolidColorBrush* pCheatBrush = nullptr;
  4546.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red), &pCheatBrush);
  4547.             if (pCheatBrush && pTextFormat) {
  4548.                 D2D1_RECT_F cheatTextRect = D2D1::RectF(
  4549.                     TABLE_LEFT + 10.0f,
  4550.                     TABLE_TOP + 10.0f,
  4551.                     TABLE_LEFT + 200.0f,
  4552.                     TABLE_TOP + 40.0f
  4553.                 );
  4554.                 pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
  4555.                 pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
  4556.                 pRT->DrawText(L"CHEAT MODE ON", wcslen(L"CHEAT MODE ON"), pTextFormat, &cheatTextRect, pCheatBrush);
  4557.             }
  4558.             SafeRelease(&pCheatBrush);
  4559.         }
  4560.     }
  4561.  
  4562.     void DrawPowerMeter(ID2D1RenderTarget* pRT) {
  4563.         // Draw Border
  4564.         ID2D1SolidColorBrush* pBorderBrush = nullptr;
  4565.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  4566.         if (!pBorderBrush) return;
  4567.         pRT->DrawRectangle(&powerMeterRect, pBorderBrush, 2.0f);
  4568.         SafeRelease(&pBorderBrush);
  4569.  
  4570.         // Create Gradient Fill
  4571.         ID2D1GradientStopCollection* pGradientStops = nullptr;
  4572.         ID2D1LinearGradientBrush* pGradientBrush = nullptr;
  4573.         D2D1_GRADIENT_STOP gradientStops[4];
  4574.         gradientStops[0].position = 0.0f;
  4575.         gradientStops[0].color = D2D1::ColorF(D2D1::ColorF::Green);
  4576.         gradientStops[1].position = 0.45f;
  4577.         gradientStops[1].color = D2D1::ColorF(D2D1::ColorF::Yellow);
  4578.         gradientStops[2].position = 0.7f;
  4579.         gradientStops[2].color = D2D1::ColorF(D2D1::ColorF::Orange);
  4580.         gradientStops[3].position = 1.0f;
  4581.         gradientStops[3].color = D2D1::ColorF(D2D1::ColorF::Red);
  4582.  
  4583.         pRT->CreateGradientStopCollection(gradientStops, 4, &pGradientStops);
  4584.         if (pGradientStops) {
  4585.             D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES props = {};
  4586.             props.startPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.bottom);
  4587.             props.endPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.top);
  4588.             pRT->CreateLinearGradientBrush(props, pGradientStops, &pGradientBrush);
  4589.             SafeRelease(&pGradientStops);
  4590.         }
  4591.  
  4592.         // Calculate Fill Height
  4593.         float fillRatio = 0;
  4594.         //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
  4595.             // Determine if power meter should reflect shot power (human aiming or AI preparing)
  4596.         bool humanIsAimingPower = isAiming && (currentGameState == AIMING || currentGameState == BREAKING);
  4597.         // NEW Condition: AI is displaying its aim, so show its chosen power
  4598.         bool aiIsVisualizingPower = (isPlayer2AI && currentPlayer == 2 &&
  4599.             currentGameState == AI_THINKING && aiIsDisplayingAim);
  4600.  
  4601.         if (humanIsAimingPower || aiIsVisualizingPower) { // Use the new condition
  4602.             fillRatio = shotPower / MAX_SHOT_POWER;
  4603.         }
  4604.         float fillHeight = (powerMeterRect.bottom - powerMeterRect.top) * fillRatio;
  4605.         D2D1_RECT_F fillRect = D2D1::RectF(
  4606.             powerMeterRect.left,
  4607.             powerMeterRect.bottom - fillHeight,
  4608.             powerMeterRect.right,
  4609.             powerMeterRect.bottom
  4610.         );
  4611.  
  4612.         if (pGradientBrush) {
  4613.             pRT->FillRectangle(&fillRect, pGradientBrush);
  4614.             SafeRelease(&pGradientBrush);
  4615.         }
  4616.  
  4617.         // Draw scale notches
  4618.         ID2D1SolidColorBrush* pNotchBrush = nullptr;
  4619.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNotchBrush);
  4620.         if (pNotchBrush) {
  4621.             for (int i = 0; i <= 8; ++i) {
  4622.                 float y = powerMeterRect.top + (powerMeterRect.bottom - powerMeterRect.top) * (i / 8.0f);
  4623.                 pRT->DrawLine(
  4624.                     D2D1::Point2F(powerMeterRect.right + 2.0f, y),
  4625.                     D2D1::Point2F(powerMeterRect.right + 8.0f, y),
  4626.                     pNotchBrush,
  4627.                     1.5f
  4628.                 );
  4629.             }
  4630.             SafeRelease(&pNotchBrush);
  4631.         }
  4632.  
  4633.         // Draw "Power" Label Below Meter
  4634.         if (pTextFormat) {
  4635.             ID2D1SolidColorBrush* pTextBrush = nullptr;
  4636.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pTextBrush);
  4637.             if (pTextBrush) {
  4638.                 D2D1_RECT_F textRect = D2D1::RectF(
  4639.                     powerMeterRect.left - 20.0f,
  4640.                     powerMeterRect.bottom + 8.0f,
  4641.                     powerMeterRect.right + 20.0f,
  4642.                     powerMeterRect.bottom + 38.0f
  4643.                 );
  4644.                 pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  4645.                 pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
  4646.                 pRT->DrawText(L"Power", 5, pTextFormat, &textRect, pTextBrush);
  4647.                 SafeRelease(&pTextBrush);
  4648.             }
  4649.         }
  4650.  
  4651.         // Draw Glow Effect if fully charged or fading out
  4652.         static float glowPulse = 0.0f;
  4653.         static bool glowIncreasing = true;
  4654.         static float glowFadeOut = 0.0f; // NEW: tracks fading out
  4655.  
  4656.         if (shotPower >= MAX_SHOT_POWER * 0.99f) {
  4657.             // While fully charged, keep pulsing normally
  4658.             if (glowIncreasing) {
  4659.                 glowPulse += 0.02f;
  4660.                 if (glowPulse >= 1.0f) glowIncreasing = false;
  4661.             }
  4662.             else {
  4663.                 glowPulse -= 0.02f;
  4664.                 if (glowPulse <= 0.0f) glowIncreasing = true;
  4665.             }
  4666.             glowFadeOut = 1.0f; // Reset fade out to full
  4667.         }
  4668.         else if (glowFadeOut > 0.0f) {
  4669.             // If shot fired, gradually fade out
  4670.             glowFadeOut -= 0.02f;
  4671.             if (glowFadeOut < 0.0f) glowFadeOut = 0.0f;
  4672.         }
  4673.  
  4674.         if (glowFadeOut > 0.0f) {
  4675.             ID2D1SolidColorBrush* pGlowBrush = nullptr;
  4676.             float effectiveOpacity = (0.3f + 0.7f * glowPulse) * glowFadeOut;
  4677.             pRT->CreateSolidColorBrush(
  4678.                 D2D1::ColorF(D2D1::ColorF::Red, effectiveOpacity),
  4679.                 &pGlowBrush
  4680.             );
  4681.             if (pGlowBrush) {
  4682.                 float glowCenterX = (powerMeterRect.left + powerMeterRect.right) / 2.0f;
  4683.                 float glowCenterY = powerMeterRect.top;
  4684.                 D2D1_ELLIPSE glowEllipse = D2D1::Ellipse(
  4685.                     D2D1::Point2F(glowCenterX, glowCenterY - 10.0f),
  4686.                     12.0f + 3.0f * glowPulse,
  4687.                     6.0f + 2.0f * glowPulse
  4688.                 );
  4689.                 pRT->FillEllipse(&glowEllipse, pGlowBrush);
  4690.                 SafeRelease(&pGlowBrush);
  4691.             }
  4692.         }
  4693.     }
  4694.  
  4695.     void DrawSpinIndicator(ID2D1RenderTarget* pRT) {
  4696.         ID2D1SolidColorBrush* pWhiteBrush = nullptr;
  4697.         ID2D1SolidColorBrush* pRedBrush = nullptr;
  4698.  
  4699.         pRT->CreateSolidColorBrush(CUE_BALL_COLOR, &pWhiteBrush);
  4700.         pRT->CreateSolidColorBrush(ENGLISH_DOT_COLOR, &pRedBrush);
  4701.  
  4702.         if (!pWhiteBrush || !pRedBrush) {
  4703.             SafeRelease(&pWhiteBrush);
  4704.             SafeRelease(&pRedBrush);
  4705.             return;
  4706.         }
  4707.  
  4708.         // Draw White Ball Background
  4709.         D2D1_ELLIPSE bgEllipse = D2D1::Ellipse(spinIndicatorCenter, spinIndicatorRadius, spinIndicatorRadius);
  4710.         pRT->FillEllipse(&bgEllipse, pWhiteBrush);
  4711.         pRT->DrawEllipse(&bgEllipse, pRedBrush, 0.5f); // Thin red border
  4712.  
  4713.  
  4714.         // Draw Red Dot for Spin Position
  4715.         float dotRadius = 4.0f;
  4716.         float dotX = spinIndicatorCenter.x + cueSpinX * (spinIndicatorRadius - dotRadius); // Keep dot inside edge
  4717.         float dotY = spinIndicatorCenter.y + cueSpinY * (spinIndicatorRadius - dotRadius);
  4718.         D2D1_ELLIPSE dotEllipse = D2D1::Ellipse(D2D1::Point2F(dotX, dotY), dotRadius, dotRadius);
  4719.         pRT->FillEllipse(&dotEllipse, pRedBrush);
  4720.  
  4721.         SafeRelease(&pWhiteBrush);
  4722.         SafeRelease(&pRedBrush);
  4723.     }
  4724.  
  4725.  
  4726.     void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT) {
  4727.         ID2D1SolidColorBrush* pBgBrush = nullptr;
  4728.         ID2D1SolidColorBrush* pBallBrush = nullptr;
  4729.  
  4730.         // Ensure render target is valid before proceeding
  4731.         if (!pRT) return;
  4732.  
  4733.         HRESULT hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, 0.8f), &pBgBrush); // Semi-transparent black
  4734.         if (FAILED(hr)) { SafeRelease(&pBgBrush); return; } // Exit if brush creation fails
  4735.  
  4736.         hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBallBrush); // Placeholder, color will be set per ball
  4737.         if (FAILED(hr)) {
  4738.             SafeRelease(&pBgBrush);
  4739.             SafeRelease(&pBallBrush);
  4740.             return; // Exit if brush creation fails
  4741.         }
  4742.  
  4743.         // Draw the background bar (rounded rect)
  4744.         D2D1_ROUNDED_RECT roundedRect = D2D1::RoundedRect(pocketedBallsBarRect, 10.0f, 10.0f); // Corner radius 10
  4745.         float baseAlpha = 0.8f;
  4746.         float flashBoost = pocketFlashTimer * 0.5f; // Make flash effect boost alpha slightly
  4747.         float finalAlpha = std::min(1.0f, baseAlpha + flashBoost);
  4748.         pBgBrush->SetOpacity(finalAlpha);
  4749.         pRT->FillRoundedRectangle(&roundedRect, pBgBrush);
  4750.         pBgBrush->SetOpacity(1.0f); // Reset opacity after drawing
  4751.  
  4752.         // --- Draw small circles for pocketed balls inside the bar ---
  4753.  
  4754.         // Calculate dimensions based on the bar's height for better scaling
  4755.         float barHeight = pocketedBallsBarRect.bottom - pocketedBallsBarRect.top;
  4756.         float ballDisplayRadius = barHeight * 0.30f; // Make balls slightly smaller relative to bar height
  4757.         float spacing = ballDisplayRadius * 2.2f; // Adjust spacing slightly
  4758.         float padding = spacing * 0.75f; // Add padding from the edges
  4759.         float center_Y = pocketedBallsBarRect.top + barHeight / 2.0f; // Vertical center
  4760.  
  4761.         // Starting X positions with padding
  4762.         float currentX_P1 = pocketedBallsBarRect.left + padding;
  4763.         float currentX_P2 = pocketedBallsBarRect.right - padding; // Start from right edge minus padding
  4764.  
  4765.         int p1DrawnCount = 0;
  4766.         int p2DrawnCount = 0;
  4767.         const int maxBallsToShow = 7; // Max balls per player in the bar
  4768.  
  4769.         for (const auto& b : balls) {
  4770.             if (b.isPocketed) {
  4771.                 // Skip cue ball and 8-ball in this indicator
  4772.                 if (b.id == 0 || b.id == 8) continue;
  4773.  
  4774.                 bool isPlayer1Ball = (player1Info.assignedType != BallType::NONE && b.type == player1Info.assignedType);
  4775.                 bool isPlayer2Ball = (player2Info.assignedType != BallType::NONE && b.type == player2Info.assignedType);
  4776.  
  4777.                 if (isPlayer1Ball && p1DrawnCount < maxBallsToShow) {
  4778.                     pBallBrush->SetColor(b.color);
  4779.                     // Draw P1 balls from left to right
  4780.                     D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P1 + p1DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
  4781.                     pRT->FillEllipse(&ballEllipse, pBallBrush);
  4782.                     p1DrawnCount++;
  4783.                 }
  4784.                 else if (isPlayer2Ball && p2DrawnCount < maxBallsToShow) {
  4785.                     pBallBrush->SetColor(b.color);
  4786.                     // Draw P2 balls from right to left
  4787.                     D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P2 - p2DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
  4788.                     pRT->FillEllipse(&ballEllipse, pBallBrush);
  4789.                     p2DrawnCount++;
  4790.                 }
  4791.                 // Note: Balls pocketed before assignment or opponent balls are intentionally not shown here.
  4792.                 // You could add logic here to display them differently if needed (e.g., smaller, grayed out).
  4793.             }
  4794.         }
  4795.  
  4796.         SafeRelease(&pBgBrush);
  4797.         SafeRelease(&pBallBrush);
  4798.     }
  4799.  
  4800.     void DrawBallInHandIndicator(ID2D1RenderTarget* pRT) {
  4801.         if (!isDraggingCueBall && (currentGameState != BALL_IN_HAND_P1 && currentGameState != BALL_IN_HAND_P2 && currentGameState != PRE_BREAK_PLACEMENT)) {
  4802.             return; // Only show when placing/dragging
  4803.         }
  4804.  
  4805.         Ball* cueBall = GetCueBall();
  4806.         if (!cueBall) return;
  4807.  
  4808.         ID2D1SolidColorBrush* pGhostBrush = nullptr;
  4809.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.6f), &pGhostBrush); // Semi-transparent white
  4810.  
  4811.         if (pGhostBrush) {
  4812.             D2D1_POINT_2F drawPos;
  4813.             if (isDraggingCueBall) {
  4814.                 drawPos = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  4815.             }
  4816.             else {
  4817.                 // If not dragging but in placement state, show at current ball pos
  4818.                 drawPos = D2D1::Point2F(cueBall->x, cueBall->y);
  4819.             }
  4820.  
  4821.             // Check if the placement is valid before drawing differently?
  4822.             bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  4823.             bool isValid = IsValidCueBallPosition(drawPos.x, drawPos.y, behindHeadstring);
  4824.  
  4825.             if (!isValid) {
  4826.                 // Maybe draw red outline if invalid placement?
  4827.                 pGhostBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
  4828.             }
  4829.  
  4830.  
  4831.             D2D1_ELLIPSE ghostEllipse = D2D1::Ellipse(drawPos, BALL_RADIUS, BALL_RADIUS);
  4832.             pRT->FillEllipse(&ghostEllipse, pGhostBrush);
  4833.             pRT->DrawEllipse(&ghostEllipse, pGhostBrush, 1.0f); // Outline
  4834.  
  4835.             SafeRelease(&pGhostBrush);
  4836.         }
  4837.     }
  4838.  
  4839.     void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT) {
  4840.         /*  Never show the arrow while the player is still placing the
  4841.         cue-ball (ball-in-hand) – it otherwise hides behind the
  4842.         ghost-ball and can lock the UI.                               */
  4843.  
  4844.         /* Still skip the opening-break placement,
  4845.        but show the arrow during BALL-IN-HAND */
  4846.        // ? skip when no active call for the CURRENT shooter
  4847.         if ((currentPlayer == 1 && calledPocketP1 < 0) ||
  4848.             (currentPlayer == 2 && calledPocketP2 < 0))    return;
  4849.         /*if (currentGameState == PRE_BREAK_PLACEMENT)
  4850.             return;*/ //new ai-asked-to-disable
  4851.             /*if (currentGameState == BALL_IN_HAND_P1 ||
  4852.                 currentGameState == BALL_IN_HAND_P2 ||
  4853.                 currentGameState == PRE_BREAK_PLACEMENT)
  4854.             {
  4855.                 return;
  4856.             }*/
  4857.  
  4858.         int pocketToIndicate = -1;
  4859.         // Whenever EITHER player has pocketed their first 7 and has called (human or AI),
  4860.         // we forcibly show their arrow—regardless of currentGameState.
  4861.         if ((currentPlayer == 1 && player1Info.ballsPocketedCount >= 7 && calledPocketP1 >= 0) ||
  4862.             (currentPlayer == 2 && player2Info.ballsPocketedCount >= 7 && calledPocketP2 >= 0))
  4863.         {
  4864.             pocketToIndicate = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  4865.         }
  4866.         /*// A human player is actively choosing if they are in the CHOOSING_POCKET state.
  4867.         bool isHumanChoosing = (currentGameState == CHOOSING_POCKET_P1 || (currentGameState == CHOOSING_POCKET_P2 && !isPlayer2AI));
  4868.  
  4869.         if (isHumanChoosing) {
  4870.             // When choosing, show the currently selected pocket (which has a default).
  4871.             pocketToIndicate = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  4872.         }
  4873.         else if (IsPlayerOnEightBall(currentPlayer)) {
  4874.             // If it's a normal turn but the player is on the 8-ball, show their called pocket as a reminder.
  4875.             pocketToIndicate = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  4876.         }*/
  4877.  
  4878.         if (pocketToIndicate < 0 || pocketToIndicate > 5) {
  4879.             return; // Don't draw if no pocket is selected or relevant.
  4880.         }
  4881.  
  4882.         ID2D1SolidColorBrush* pArrowBrush = nullptr;
  4883.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Yellow, 0.9f), &pArrowBrush);
  4884.         if (!pArrowBrush) return;
  4885.  
  4886.         // ... The rest of your arrow drawing geometry logic remains exactly the same ...
  4887.         // (No changes needed to the points/path drawing, only the logic above)
  4888.         D2D1_POINT_2F targetPocketCenter = pocketPositions[pocketToIndicate];
  4889.         float arrowHeadSize = HOLE_VISUAL_RADIUS * 0.5f;
  4890.         float arrowShaftLength = HOLE_VISUAL_RADIUS * 0.3f;
  4891.         float arrowShaftWidth = arrowHeadSize * 0.4f;
  4892.         float verticalOffsetFromPocketCenter = HOLE_VISUAL_RADIUS * 1.6f;
  4893.         D2D1_POINT_2F tip, baseLeft, baseRight, shaftTopLeft, shaftTopRight, shaftBottomLeft, shaftBottomRight;
  4894.  
  4895.         if (targetPocketCenter.y == TABLE_TOP) {
  4896.             tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y + verticalOffsetFromPocketCenter + arrowHeadSize);
  4897.             baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
  4898.             baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
  4899.             shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
  4900.             shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
  4901.             shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y - arrowShaftLength);
  4902.             shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y - arrowShaftLength);
  4903.         }
  4904.         else {
  4905.             tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y - verticalOffsetFromPocketCenter - arrowHeadSize);
  4906.             baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
  4907.             baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
  4908.             shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y + arrowShaftLength);
  4909.             shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y + arrowShaftLength);
  4910.             shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
  4911.             shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
  4912.         }
  4913.  
  4914.         ID2D1PathGeometry* pPath = nullptr;
  4915.         if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  4916.             ID2D1GeometrySink* pSink = nullptr;
  4917.             if (SUCCEEDED(pPath->Open(&pSink))) {
  4918.                 pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
  4919.                 pSink->AddLine(baseLeft); pSink->AddLine(shaftBottomLeft); pSink->AddLine(shaftTopLeft);
  4920.                 pSink->AddLine(shaftTopRight); pSink->AddLine(shaftBottomRight); pSink->AddLine(baseRight);
  4921.                 pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4922.                 pSink->Close();
  4923.                 SafeRelease(&pSink);
  4924.                 pRT->FillGeometry(pPath, pArrowBrush);
  4925.             }
  4926.             SafeRelease(&pPath);
  4927.         }
  4928.         SafeRelease(&pArrowBrush);
  4929.     }
  4930. ```
  4931.  
  4932. ==++ Here's the full source for (file 2/3 (No OOP-based)) "resource.h"::: ++==
  4933. ```resource.h
  4934. //{{NO_DEPENDENCIES}}
  4935. // Microsoft Visual C++ generated include file.
  4936. // Used by Yahoo-8Ball-Pool-Clone.rc
  4937. //
  4938. #define IDI_ICON1                       101
  4939. // --- NEW Resource IDs (Define these in your .rc file / resource.h) ---
  4940. #define IDD_NEWGAMEDLG 106
  4941. #define IDC_RADIO_2P   1003
  4942. #define IDC_RADIO_CPU  1005
  4943. #define IDC_GROUP_AI   1006
  4944. #define IDC_RADIO_EASY 1007
  4945. #define IDC_RADIO_MEDIUM 1008
  4946. #define IDC_RADIO_HARD 1009
  4947. // --- NEW Resource IDs for Opening Break ---
  4948. #define IDC_GROUP_BREAK_MODE 1010
  4949. #define IDC_RADIO_CPU_BREAK  1011
  4950. #define IDC_RADIO_P1_BREAK   1012
  4951. #define IDC_RADIO_FLIP_BREAK 1013
  4952. // Standard IDOK is usually defined, otherwise define it (e.g., #define IDOK 1)
  4953.  
  4954. // Next default values for new objects
  4955. //
  4956. #ifdef APSTUDIO_INVOKED
  4957. #ifndef APSTUDIO_READONLY_SYMBOLS
  4958. #define _APS_NEXT_RESOURCE_VALUE        102
  4959. #define _APS_NEXT_COMMAND_VALUE         40002 // Incremented
  4960. #define _APS_NEXT_CONTROL_VALUE         1014 // Incremented
  4961. #define _APS_NEXT_SYMED_VALUE           101
  4962. #endif
  4963. #endif
  4964.  
  4965. ```
  4966.  
  4967. ==++ Here's the full source for (file 3/3 (No OOP-based)) "Yahoo-8Ball-Pool-Clone.rc"::: ++==
  4968. ```Yahoo-8Ball-Pool-Clone.rc
  4969. // Microsoft Visual C++ generated resource script.
  4970. //
  4971. #include "resource.h"
  4972.  
  4973. #define APSTUDIO_READONLY_SYMBOLS
  4974. /////////////////////////////////////////////////////////////////////////////
  4975. //
  4976. // Generated from the TEXTINCLUDE 2 resource.
  4977. //
  4978. #include "winres.h"
  4979.  
  4980. /////////////////////////////////////////////////////////////////////////////
  4981. #undef APSTUDIO_READONLY_SYMBOLS
  4982.  
  4983. /////////////////////////////////////////////////////////////////////////////
  4984. // English (United States) resources
  4985.  
  4986. #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
  4987. LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
  4988. #pragma code_page(1252)
  4989.  
  4990. #ifdef APSTUDIO_INVOKED
  4991. /////////////////////////////////////////////////////////////////////////////
  4992. //
  4993. // TEXTINCLUDE
  4994. //
  4995.  
  4996. 1 TEXTINCLUDE
  4997. BEGIN
  4998.     "resource.h\0"
  4999. END
  5000.  
  5001. 2 TEXTINCLUDE
  5002. BEGIN
  5003.     "#include ""winres.h""\r\n"
  5004.     "\0"
  5005. END
  5006.  
  5007. 3 TEXTINCLUDE
  5008. BEGIN
  5009.     "\r\n"
  5010.     "\0"
  5011. END
  5012.  
  5013. #endif    // APSTUDIO_INVOKED
  5014.  
  5015.  
  5016. /////////////////////////////////////////////////////////////////////////////
  5017. //
  5018. // Icon
  5019. //
  5020.  
  5021. // Icon with lowest ID value placed first to ensure application icon
  5022. // remains consistent on all systems.
  5023. IDI_ICON1               ICON                    "D:\\Download\\cpp-projekt\\FuzenOp_SiloTest\\icons\\shell32_277.ico"
  5024.  
  5025. #endif    // English (United States) resources
  5026. /////////////////////////////////////////////////////////////////////////////
  5027.  
  5028.  
  5029.  
  5030. #ifndef APSTUDIO_INVOKED
  5031. /////////////////////////////////////////////////////////////////////////////
  5032. //
  5033. // Generated from the TEXTINCLUDE 3 resource.
  5034. //
  5035.  
  5036.  
  5037. /////////////////////////////////////////////////////////////////////////////
  5038. #endif    // not APSTUDIO_INVOKED
  5039.  
  5040. #include <windows.h> // Needed for control styles like WS_GROUP, BS_AUTORADIOBUTTON etc.
  5041.  
  5042. /////////////////////////////////////////////////////////////////////////////
  5043. //
  5044. // Dialog
  5045. //
  5046.  
  5047. IDD_NEWGAMEDLG DIALOGEX 0, 0, 220, 185 // Dialog position (x, y) and size (width, height) in Dialog Units (DLUs) - Increased Height
  5048. STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU
  5049. CAPTION "New 8-Ball Game"
  5050. FONT 8, "MS Shell Dlg", 400, 0, 0x1 // Standard dialog font
  5051. BEGIN
  5052. // --- Game Mode Selection ---
  5053. // Group Box for Game Mode (Optional visually, but helps structure)
  5054. GROUPBOX        "Game Mode", IDC_STATIC, 7, 7, 90, 50
  5055.  
  5056. // "2 Player" Radio Button (First in this group)
  5057. CONTROL         "&2 Player (Human vs Human)", IDC_RADIO_2P, "Button",
  5058. BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 14, 20, 80, 10
  5059.  
  5060. // "Human vs CPU" Radio Button
  5061. CONTROL         "Human vs &CPU", IDC_RADIO_CPU, "Button",
  5062. BS_AUTORADIOBUTTON | WS_TABSTOP, 14, 35, 70, 10
  5063.  
  5064.  
  5065. // --- AI Difficulty Selection (Inside its own Group Box) ---
  5066. GROUPBOX        "AI Difficulty", IDC_GROUP_AI, 118, 7, 95, 70
  5067.  
  5068. // "Easy" Radio Button (First in the AI group)
  5069. CONTROL         "&Easy", IDC_RADIO_EASY, "Button",
  5070. BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 125, 20, 60, 10
  5071.  
  5072. // "Medium" Radio Button
  5073. CONTROL         "&Medium", IDC_RADIO_MEDIUM, "Button",
  5074. BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 35, 60, 10
  5075.  
  5076. // "Hard" Radio Button
  5077. CONTROL         "&Hard", IDC_RADIO_HARD, "Button",
  5078. BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 50, 60, 10
  5079.  
  5080. // --- Opening Break Modes (For Versus CPU Only) ---
  5081. GROUPBOX        "Opening Break Modes:", IDC_GROUP_BREAK_MODE, 118, 82, 95, 60
  5082.  
  5083. // "CPU Break" Radio Button (Default for this group)
  5084. CONTROL         "&CPU Break", IDC_RADIO_CPU_BREAK, "Button",
  5085. BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 125, 95, 70, 10
  5086.  
  5087. // "P1 Break" Radio Button
  5088. CONTROL         "&P1 Break", IDC_RADIO_P1_BREAK, "Button",
  5089. BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 110, 70, 10
  5090.  
  5091. // "FlipCoin Break" Radio Button
  5092. CONTROL         "&FlipCoin Break", IDC_RADIO_FLIP_BREAK, "Button",
  5093. BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 125, 70, 10
  5094.  
  5095.  
  5096. // --- Standard Buttons ---
  5097. DEFPUSHBUTTON   "Start", IDOK, 55, 160, 50, 14 // Default button (Enter key) - Adjusted Y position
  5098. PUSHBUTTON      "Cancel", IDCANCEL, 115, 160, 50, 14 // Adjusted Y position
  5099. END
  5100.  
  5101. ```
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