alien_fx_fiend

Direct2D 8-Ball Pool Using Vector Graphics: AllFeatures JamPacked Y!Clone RevealCueStick+AIBreakShot

May 9th, 2025
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  1. Follow Project On Github::: https://github.com/alienfxfiend/Prelude-in-C/tree/main/Yahoo-8Ball-Pool-Clone
  2.  
  3. ==++ Here's the full source for (file 1/3 (No OOP-based)) "Yahoo-8Ball-Pool-Clone"::: ++==
  4. ```Pool-Game-Clone.cpp
  5. #define WIN32_LEAN_AND_MEAN
  6. #define NOMINMAX
  7. #include <windows.h>
  8. #include <d2d1.h>
  9. #include <dwrite.h>
  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. #pragma comment(lib, "Comctl32.lib") // Link against common controls library
  25. #pragma comment(lib, "d2d1.lib")
  26. #pragma comment(lib, "dwrite.lib")
  27. #pragma comment(lib, "Winmm.lib") // Link against Windows Multimedia library
  28.  
  29. // --- Constants ---
  30. const float PI = 3.1415926535f;
  31. const float BALL_RADIUS = 10.0f;
  32. const float TABLE_LEFT = 100.0f;
  33. const float TABLE_TOP = 100.0f;
  34. const float TABLE_WIDTH = 700.0f;
  35. const float TABLE_HEIGHT = 350.0f;
  36. const float TABLE_RIGHT = TABLE_LEFT + TABLE_WIDTH;
  37. const float TABLE_BOTTOM = TABLE_TOP + TABLE_HEIGHT;
  38. const float CUSHION_THICKNESS = 20.0f;
  39. const float HOLE_VISUAL_RADIUS = 22.0f; // Visual size of the hole
  40. const float POCKET_RADIUS = HOLE_VISUAL_RADIUS * 1.05f; // Make detection radius slightly larger // Make detection radius match visual size (or slightly larger)
  41. const float MAX_SHOT_POWER = 15.0f;
  42. const float FRICTION = 0.985f; // Friction factor per frame
  43. const float MIN_VELOCITY_SQ = 0.01f * 0.01f; // Stop balls below this squared velocity
  44. const float HEADSTRING_X = TABLE_LEFT + TABLE_WIDTH * 0.30f; // 30% line
  45. const float RACK_POS_X = TABLE_LEFT + TABLE_WIDTH * 0.65f; // 65% line for rack apex
  46. const float RACK_POS_Y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  47. const UINT ID_TIMER = 1;
  48. const int TARGET_FPS = 60; // Target frames per second for timer
  49.  
  50. // --- Enums ---
  51. // --- MODIFIED/NEW Enums ---
  52. enum GameState {
  53.    SHOWING_DIALOG,     // NEW: Game is waiting for initial dialog input
  54.    PRE_BREAK_PLACEMENT,// Player placing cue ball for break
  55.    BREAKING,           // Player is aiming/shooting the break shot
  56.    AIMING,             // Player is aiming
  57.    AI_THINKING,        // NEW: AI is calculating its move
  58.    SHOT_IN_PROGRESS,   // Balls are moving
  59.    ASSIGNING_BALLS,    // Turn after break where ball types are assigned
  60.    PLAYER1_TURN,
  61.    PLAYER2_TURN,
  62.    BALL_IN_HAND_P1,
  63.    BALL_IN_HAND_P2,
  64.    GAME_OVER
  65. };
  66.  
  67. enum BallType {
  68.    NONE,
  69.    SOLID,  // Yellow (1-7)
  70.    STRIPE, // Red (9-15)
  71.    EIGHT_BALL, // Black (8)
  72.    CUE_BALL // White (0)
  73. };
  74.  
  75. // NEW Enums for Game Mode and AI Difficulty
  76. enum GameMode {
  77.    HUMAN_VS_HUMAN,
  78.    HUMAN_VS_AI
  79. };
  80.  
  81. enum AIDifficulty {
  82.    EASY,
  83.    MEDIUM,
  84.    HARD
  85. };
  86.  
  87. // --- Structs ---
  88. struct Ball {
  89.    int id;             // 0=Cue, 1-7=Solid, 8=Eight, 9-15=Stripe
  90.    BallType type;
  91.    float x, y;
  92.    float vx, vy;
  93.    D2D1_COLOR_F color;
  94.    bool isPocketed;
  95. };
  96.  
  97. struct PlayerInfo {
  98.    BallType assignedType;
  99.    int ballsPocketedCount;
  100.    std::wstring name;
  101. };
  102.  
  103. // --- Global Variables ---
  104.  
  105. // Direct2D & DirectWrite
  106. ID2D1Factory* pFactory = nullptr;
  107. //ID2D1Factory* g_pD2DFactory = nullptr;
  108. ID2D1HwndRenderTarget* pRenderTarget = nullptr;
  109. IDWriteFactory* pDWriteFactory = nullptr;
  110. IDWriteTextFormat* pTextFormat = nullptr;
  111. IDWriteTextFormat* pLargeTextFormat = nullptr; // For "Foul!"
  112.  
  113. // Game State
  114. HWND hwndMain = nullptr;
  115. GameState currentGameState = SHOWING_DIALOG; // Start by showing dialog
  116. std::vector<Ball> balls;
  117. int currentPlayer = 1; // 1 or 2
  118. PlayerInfo player1Info = { BallType::NONE, 0, L"Player 1" };
  119. PlayerInfo player2Info = { BallType::NONE, 0, L"CPU" }; // Default P2 name
  120. bool foulCommitted = false;
  121. std::wstring gameOverMessage = L"";
  122. bool firstBallPocketedAfterBreak = false;
  123. std::vector<int> pocketedThisTurn;
  124. // --- NEW: Foul Tracking Globals ---
  125. int firstHitBallIdThisShot = -1;      // ID of the first object ball hit by cue ball (-1 if none)
  126. bool cueHitObjectBallThisShot = false; // Did cue ball hit an object ball this shot?
  127. bool railHitAfterContact = false;     // Did any ball hit a rail AFTER cue hit an object ball?
  128. // --- End New Foul Tracking Globals ---
  129.  
  130. // NEW Game Mode/AI Globals
  131. GameMode gameMode = HUMAN_VS_HUMAN; // Default mode
  132. AIDifficulty aiDifficulty = MEDIUM; // Default difficulty
  133. bool isPlayer2AI = false;           // Is Player 2 controlled by AI?
  134. bool aiTurnPending = false;         // Flag: AI needs to take its turn when possible
  135. // bool aiIsThinking = false;       // Replaced by AI_THINKING game state
  136. // NEW: Flag to indicate if the current shot is the opening break of the game
  137. bool isOpeningBreakShot = false;
  138.  
  139. // NEW: For AI shot planning and visualization
  140. struct AIPlannedShot {
  141.    float angle;
  142.    float power;
  143.    float spinX;
  144.    float spinY;
  145.    bool isValid; // Is there a valid shot planned?
  146. };
  147. AIPlannedShot aiPlannedShotDetails; // Stores the AI's next shot
  148. bool aiIsDisplayingAim = false;    // True when AI has decided a shot and is in "display aim" mode
  149. int aiAimDisplayFramesLeft = 0;  // How many frames left to display AI aim
  150. const int AI_AIM_DISPLAY_DURATION_FRAMES = 45; // Approx 0.75 seconds at 60 FPS, adjust as needed
  151.  
  152. // Input & Aiming
  153. POINT ptMouse = { 0, 0 };
  154. bool isAiming = false;
  155. bool isDraggingCueBall = false;
  156. // --- ENSURE THIS LINE EXISTS HERE ---
  157. bool isDraggingStick = false; // True specifically when drag initiated on the stick graphic
  158. // --- End Ensure ---
  159. bool isSettingEnglish = false;
  160. D2D1_POINT_2F aimStartPoint = { 0, 0 };
  161. float cueAngle = 0.0f;
  162. float shotPower = 0.0f;
  163. float cueSpinX = 0.0f; // Range -1 to 1
  164. float cueSpinY = 0.0f; // Range -1 to 1
  165. float pocketFlashTimer = 0.0f;
  166. bool cheatModeEnabled = false; // Cheat Mode toggle (G key)
  167. int draggingBallId = -1;
  168. bool keyboardAimingActive = false; // NEW FLAG: true when arrow keys modify aim/power
  169. MCIDEVICEID midiDeviceID = 0; //midi func
  170. std::atomic<bool> isMusicPlaying(false); //midi func
  171. std::thread musicThread; //midi func
  172. void StartMidi(HWND hwnd, const TCHAR* midiPath);
  173. void StopMidi();
  174.  
  175. // UI Element Positions
  176. D2D1_RECT_F powerMeterRect = { TABLE_RIGHT + CUSHION_THICKNESS + 10, TABLE_TOP, TABLE_RIGHT + CUSHION_THICKNESS + 40, TABLE_BOTTOM };
  177. D2D1_RECT_F spinIndicatorRect = { TABLE_LEFT - CUSHION_THICKNESS - 60, TABLE_TOP + 20, TABLE_LEFT - CUSHION_THICKNESS - 20, TABLE_TOP + 60 }; // Circle area
  178. D2D1_POINT_2F spinIndicatorCenter = { spinIndicatorRect.left + (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f, spinIndicatorRect.top + (spinIndicatorRect.bottom - spinIndicatorRect.top) / 2.0f };
  179. float spinIndicatorRadius = (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f;
  180. D2D1_RECT_F pocketedBallsBarRect = { TABLE_LEFT, TABLE_BOTTOM + CUSHION_THICKNESS + 30, TABLE_RIGHT, TABLE_BOTTOM + CUSHION_THICKNESS + 70 };
  181.  
  182. // Corrected Pocket Center Positions (aligned with table corners/edges)
  183. const D2D1_POINT_2F pocketPositions[6] = {
  184.     {TABLE_LEFT, TABLE_TOP},                           // Top-Left
  185.     {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP},      // Top-Middle
  186.     {TABLE_RIGHT, TABLE_TOP},                          // Top-Right
  187.     {TABLE_LEFT, TABLE_BOTTOM},                        // Bottom-Left
  188.     {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_BOTTOM},   // Bottom-Middle
  189.     {TABLE_RIGHT, TABLE_BOTTOM}                        // Bottom-Right
  190. };
  191.  
  192. // Colors
  193. 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)
  194. //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)
  195. const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF(0.3608f, 0.0275f, 0.0078f)); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
  196. //const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF::Red); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
  197. const D2D1_COLOR_F POCKET_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  198. const D2D1_COLOR_F CUE_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::White);
  199. const D2D1_COLOR_F EIGHT_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  200. const D2D1_COLOR_F SOLID_COLOR = D2D1::ColorF(D2D1::ColorF::Yellow); // Solids = Yellow
  201. const D2D1_COLOR_F STRIPE_COLOR = D2D1::ColorF(D2D1::ColorF::Red);   // Stripes = Red
  202. const D2D1_COLOR_F AIM_LINE_COLOR = D2D1::ColorF(D2D1::ColorF::White, 0.7f); // Semi-transparent white
  203. const D2D1_COLOR_F FOUL_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
  204. const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(0.1333f, 0.7294f, 0.7490f); //NEWCOLOR 0.1333f, 0.7294f, 0.7490f => ::Blue
  205. //const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(D2D1::ColorF::Blue);
  206. const D2D1_COLOR_F ENGLISH_DOT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
  207. const D2D1_COLOR_F UI_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  208.  
  209. // --- Forward Declarations ---
  210. HRESULT CreateDeviceResources();
  211. void DiscardDeviceResources();
  212. void OnPaint();
  213. void OnResize(UINT width, UINT height);
  214. void InitGame();
  215. void GameUpdate();
  216. void UpdatePhysics();
  217. void CheckCollisions();
  218. bool CheckPockets(); // Returns true if any ball was pocketed
  219. void ProcessShotResults();
  220. void ApplyShot(float power, float angle, float spinX, float spinY);
  221. void RespawnCueBall(bool behindHeadstring);
  222. bool AreBallsMoving();
  223. void SwitchTurns();
  224. void AssignPlayerBallTypes(BallType firstPocketedType);
  225. void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed);
  226. Ball* GetBallById(int id);
  227. Ball* GetCueBall();
  228. //void PlayGameMusic(HWND hwnd); //midi func
  229. void AIBreakShot();
  230.  
  231. // Drawing Functions
  232. void DrawScene(ID2D1RenderTarget* pRT);
  233. void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory);
  234. void DrawBalls(ID2D1RenderTarget* pRT);
  235. void DrawCueStick(ID2D1RenderTarget* pRT);
  236. void DrawAimingAids(ID2D1RenderTarget* pRT);
  237. void DrawUI(ID2D1RenderTarget* pRT);
  238. void DrawPowerMeter(ID2D1RenderTarget* pRT);
  239. void DrawSpinIndicator(ID2D1RenderTarget* pRT);
  240. void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT);
  241. void DrawBallInHandIndicator(ID2D1RenderTarget* pRT);
  242.  
  243. // Helper Functions
  244. float GetDistance(float x1, float y1, float x2, float y2);
  245. float GetDistanceSq(float x1, float y1, float x2, float y2);
  246. bool IsValidCueBallPosition(float x, float y, bool checkHeadstring);
  247. template <typename T> void SafeRelease(T** ppT);
  248. // --- ADD FORWARD DECLARATION FOR NEW HELPER HERE ---
  249. float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b);
  250. // --- End Forward Declaration ---
  251. 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
  252.  
  253. // --- NEW Forward Declarations ---
  254.  
  255. // AI Related
  256. struct AIShotInfo; // Define below
  257. void TriggerAIMove();
  258. void AIMakeDecision();
  259. void AIPlaceCueBall();
  260. AIShotInfo AIFindBestShot();
  261. AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex);
  262. bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2);
  263. Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq); // Added hitDistSq output
  264. float CalculateShotPower(float cueToGhostDist, float targetToPocketDist);
  265. D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex);
  266. bool IsValidAIAimAngle(float angle); // Basic check
  267.  
  268. // Dialog Related
  269. INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
  270. void ShowNewGameDialog(HINSTANCE hInstance);
  271. void ResetGame(HINSTANCE hInstance); // Function to handle F2 reset
  272.  
  273. // --- Forward Declaration for Window Procedure --- <<< Add this line HERE
  274. LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
  275.  
  276. // --- NEW Struct for AI Shot Evaluation ---
  277. struct AIShotInfo {
  278.     bool possible = false;          // Is this shot considered viable?
  279.     Ball* targetBall = nullptr;     // Which ball to hit
  280.     int pocketIndex = -1;           // Which pocket to aim for (0-5)
  281.     D2D1_POINT_2F ghostBallPos = { 0,0 }; // Where cue ball needs to hit target ball
  282.     float angle = 0.0f;             // Calculated shot angle
  283.     float power = 0.0f;             // Calculated shot power
  284.     float score = -1.0f;            // Score for this shot (higher is better)
  285.     bool involves8Ball = false;     // Is the target the 8-ball?
  286. };
  287.  
  288. /*
  289. table = TABLE_COLOR new: #29662d (0.1608, 0.4000, 0.1765) => old: (0.0f, 0.5f, 0.1f)
  290. rail CUSHION_COLOR = #5c0702 (0.3608, 0.0275, 0.0078) => ::Red
  291. gap = #e99d33 (0.9157, 0.6157, 0.2000) => ::Orange
  292. winbg = #5e8863 (0.3686, 0.5333, 0.3882) => 1.0f, 1.0f, 0.803f
  293. headstring = #47742f (0.2784, 0.4549, 0.1843) => ::White
  294. bluearrow = #08b0a5 (0.0314, 0.6902, 0.6471) *#22babf (0.1333,0.7294,0.7490) => ::Blue
  295. */
  296.  
  297. // --- NEW Dialog Procedure ---
  298. INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) {
  299.     switch (message) {
  300.     case WM_INITDIALOG:
  301.     {
  302.         // --- ACTION 4: Center Dialog Box ---
  303. // Optional: Force centering if default isn't working
  304.         RECT rcDlg, rcOwner, rcScreen;
  305.         HWND hwndOwner = GetParent(hDlg); // GetParent(hDlg) might be better if hwndMain is passed
  306.         if (hwndOwner == NULL) hwndOwner = GetDesktopWindow();
  307.  
  308.         GetWindowRect(hwndOwner, &rcOwner);
  309.         GetWindowRect(hDlg, &rcDlg);
  310.         CopyRect(&rcScreen, &rcOwner); // Use owner rect as reference bounds
  311.  
  312.         // Offset the owner rect relative to the screen if it's not the desktop
  313.         if (GetParent(hDlg) != NULL) { // If parented to main window (passed to DialogBoxParam)
  314.             OffsetRect(&rcOwner, -rcScreen.left, -rcScreen.top);
  315.             OffsetRect(&rcDlg, -rcScreen.left, -rcScreen.top);
  316.             OffsetRect(&rcScreen, -rcScreen.left, -rcScreen.top);
  317.         }
  318.  
  319.  
  320.         // Calculate centered position
  321.         int x = rcOwner.left + (rcOwner.right - rcOwner.left - (rcDlg.right - rcDlg.left)) / 2;
  322.         int y = rcOwner.top + (rcOwner.bottom - rcOwner.top - (rcDlg.bottom - rcDlg.top)) / 2;
  323.  
  324.         // Ensure it stays within screen bounds (optional safety)
  325.         x = std::max(static_cast<int>(rcScreen.left), x);
  326.         y = std::max(static_cast<int>(rcScreen.top), y);
  327.         if (x + (rcDlg.right - rcDlg.left) > rcScreen.right)
  328.             x = rcScreen.right - (rcDlg.right - rcDlg.left);
  329.         if (y + (rcDlg.bottom - rcDlg.top) > rcScreen.bottom)
  330.             y = rcScreen.bottom - (rcDlg.bottom - rcDlg.top);
  331.  
  332.  
  333.         // Set the dialog position
  334.         SetWindowPos(hDlg, HWND_TOP, x, y, 0, 0, SWP_NOSIZE);
  335.  
  336.         // --- End Centering Code ---
  337.  
  338.         // Set initial state based on current global settings (or defaults)
  339.         CheckRadioButton(hDlg, IDC_RADIO_2P, IDC_RADIO_CPU, (gameMode == HUMAN_VS_HUMAN) ? IDC_RADIO_2P : IDC_RADIO_CPU);
  340.  
  341.         CheckRadioButton(hDlg, IDC_RADIO_EASY, IDC_RADIO_HARD,
  342.             (aiDifficulty == EASY) ? IDC_RADIO_EASY : ((aiDifficulty == MEDIUM) ? IDC_RADIO_MEDIUM : IDC_RADIO_HARD));
  343.  
  344.         // Enable/Disable AI group based on initial mode
  345.         EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), gameMode == HUMAN_VS_AI);
  346.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), gameMode == HUMAN_VS_AI);
  347.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), gameMode == HUMAN_VS_AI);
  348.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), gameMode == HUMAN_VS_AI);
  349.     }
  350.     return (INT_PTR)TRUE;
  351.  
  352.     case WM_COMMAND:
  353.         switch (LOWORD(wParam)) {
  354.         case IDC_RADIO_2P:
  355.         case IDC_RADIO_CPU:
  356.         {
  357.             bool isCPU = IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED;
  358.             // Enable/Disable AI group controls based on selection
  359.             EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), isCPU);
  360.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), isCPU);
  361.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), isCPU);
  362.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), isCPU);
  363.         }
  364.         return (INT_PTR)TRUE;
  365.  
  366.         case IDOK:
  367.             // Retrieve selected options and store in global variables
  368.             if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED) {
  369.                 gameMode = HUMAN_VS_AI;
  370.                 if (IsDlgButtonChecked(hDlg, IDC_RADIO_EASY) == BST_CHECKED) aiDifficulty = EASY;
  371.                 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_MEDIUM) == BST_CHECKED) aiDifficulty = MEDIUM;
  372.                 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_HARD) == BST_CHECKED) aiDifficulty = HARD;
  373.             }
  374.             else {
  375.                 gameMode = HUMAN_VS_HUMAN;
  376.             }
  377.             EndDialog(hDlg, IDOK); // Close dialog, return IDOK
  378.             return (INT_PTR)TRUE;
  379.  
  380.         case IDCANCEL: // Handle Cancel or closing the dialog
  381.             EndDialog(hDlg, IDCANCEL);
  382.             return (INT_PTR)TRUE;
  383.         }
  384.         break; // End WM_COMMAND
  385.     }
  386.     return (INT_PTR)FALSE; // Default processing
  387. }
  388.  
  389. // --- NEW Helper to Show Dialog ---
  390. void ShowNewGameDialog(HINSTANCE hInstance) {
  391.     if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), hwndMain, NewGameDialogProc, 0) == IDOK) {
  392.         // User clicked Start, reset game with new settings
  393.         isPlayer2AI = (gameMode == HUMAN_VS_AI); // Update AI flag
  394.         if (isPlayer2AI) {
  395.             switch (aiDifficulty) {
  396.             case EASY: player2Info.name = L"CPU (Easy)"; break;
  397.             case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
  398.             case HARD: player2Info.name = L"CPU (Hard)"; break;
  399.             }
  400.         }
  401.         else {
  402.             player2Info.name = L"Player 2";
  403.         }
  404.         // Update window title
  405.         std::wstring windowTitle = L"Direct2D 8-Ball Pool";
  406.         if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
  407.         else windowTitle += L" (Human vs " + player2Info.name + L")";
  408.         SetWindowText(hwndMain, windowTitle.c_str());
  409.  
  410.         InitGame(); // Re-initialize game logic & board
  411.         InvalidateRect(hwndMain, NULL, TRUE); // Force redraw
  412.     }
  413.     else {
  414.         // User cancelled dialog - maybe just resume game? Or exit?
  415.         // For simplicity, we do nothing, game continues as it was.
  416.         // To exit on cancel from F2, would need more complex state management.
  417.     }
  418. }
  419.  
  420. // --- NEW Reset Game Function ---
  421. void ResetGame(HINSTANCE hInstance) {
  422.     // Call the helper function to show the dialog and re-init if OK clicked
  423.     ShowNewGameDialog(hInstance);
  424. }
  425.  
  426. // --- WinMain ---
  427. int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR, int nCmdShow) {
  428.     if (FAILED(CoInitialize(NULL))) {
  429.         MessageBox(NULL, L"COM Initialization Failed.", L"Error", MB_OK | MB_ICONERROR);
  430.         return -1;
  431.     }
  432.  
  433.     // --- NEW: Show configuration dialog FIRST ---
  434.     if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), NULL, NewGameDialogProc, 0) != IDOK) {
  435.         // User cancelled the dialog
  436.         CoUninitialize();
  437.         return 0; // Exit gracefully if dialog cancelled
  438.     }
  439.     // Global gameMode and aiDifficulty are now set by the DialogProc
  440.  
  441.     // Set AI flag based on game mode
  442.     isPlayer2AI = (gameMode == HUMAN_VS_AI);
  443.     if (isPlayer2AI) {
  444.         switch (aiDifficulty) {
  445.         case EASY: player2Info.name = L"CPU (Easy)"; break;
  446.         case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
  447.         case HARD: player2Info.name = L"CPU (Hard)"; break;
  448.         }
  449.     }
  450.     else {
  451.         player2Info.name = L"Player 2";
  452.     }
  453.     // --- End of Dialog Logic ---
  454.  
  455.  
  456.     WNDCLASS wc = { };
  457.     wc.lpfnWndProc = WndProc;
  458.     wc.hInstance = hInstance;
  459.     wc.lpszClassName = L"Direct2D_8BallPool";
  460.     wc.hCursor = LoadCursor(NULL, IDC_ARROW);
  461.     wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
  462.     wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1)); // Use your actual icon ID here
  463.  
  464.     if (!RegisterClass(&wc)) {
  465.         MessageBox(NULL, L"Window Registration Failed.", L"Error", MB_OK | MB_ICONERROR);
  466.         CoUninitialize();
  467.         return -1;
  468.     }
  469.  
  470.     // --- ACTION 4: Calculate Centered Window Position ---
  471.     const int WINDOW_WIDTH = 1000; // Define desired width
  472.     const int WINDOW_HEIGHT = 700; // Define desired height
  473.     int screenWidth = GetSystemMetrics(SM_CXSCREEN);
  474.     int screenHeight = GetSystemMetrics(SM_CYSCREEN);
  475.     int windowX = (screenWidth - WINDOW_WIDTH) / 2;
  476.     int windowY = (screenHeight - WINDOW_HEIGHT) / 2;
  477.  
  478.     // --- Change Window Title based on mode ---
  479.     std::wstring windowTitle = L"Direct2D 8-Ball Pool";
  480.     if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
  481.     else windowTitle += L" (Human vs " + player2Info.name + L")";
  482.  
  483.     DWORD dwStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; // No WS_THICKFRAME, No WS_MAXIMIZEBOX
  484.  
  485.     hwndMain = CreateWindowEx(
  486.         0, L"Direct2D_8BallPool", windowTitle.c_str(), dwStyle,
  487.         windowX, windowY, WINDOW_WIDTH, WINDOW_HEIGHT,
  488.         NULL, NULL, hInstance, NULL
  489.     );
  490.  
  491.     if (!hwndMain) {
  492.         MessageBox(NULL, L"Window Creation Failed.", L"Error", MB_OK | MB_ICONERROR);
  493.         CoUninitialize();
  494.         return -1;
  495.     }
  496.  
  497.     // Initialize Direct2D Resources AFTER window creation
  498.     if (FAILED(CreateDeviceResources())) {
  499.         MessageBox(NULL, L"Failed to create Direct2D resources.", L"Error", MB_OK | MB_ICONERROR);
  500.         DestroyWindow(hwndMain);
  501.         CoUninitialize();
  502.         return -1;
  503.     }
  504.  
  505.     InitGame(); // Initialize game state AFTER resources are ready & mode is set
  506.     Sleep(500); // Allow window to fully initialize before starting the countdown //midi func
  507.     StartMidi(hwndMain, TEXT("BSQ.MID")); // Replace with your MIDI filename
  508.     //PlayGameMusic(hwndMain); //midi func
  509.  
  510.     ShowWindow(hwndMain, nCmdShow);
  511.     UpdateWindow(hwndMain);
  512.  
  513.     if (!SetTimer(hwndMain, ID_TIMER, 1000 / TARGET_FPS, NULL)) {
  514.         MessageBox(NULL, L"Could not SetTimer().", L"Error", MB_OK | MB_ICONERROR);
  515.         DestroyWindow(hwndMain);
  516.         CoUninitialize();
  517.         return -1;
  518.     }
  519.  
  520.     MSG msg = { };
  521.     // --- Modified Main Loop ---
  522.     // Handles the case where the game starts in SHOWING_DIALOG state (handled now before loop)
  523.     // or gets reset to it via F2. The main loop runs normally once game starts.
  524.     while (GetMessage(&msg, NULL, 0, 0)) {
  525.         // We might need modeless dialog handling here if F2 shows dialog
  526.         // while window is active, but DialogBoxParam is modal.
  527.         // Let's assume F2 hides main window, shows dialog, then restarts game loop.
  528.         // Simpler: F2 calls ResetGame which calls DialogBoxParam (modal) then InitGame.
  529.         TranslateMessage(&msg);
  530.         DispatchMessage(&msg);
  531.     }
  532.  
  533.  
  534.     KillTimer(hwndMain, ID_TIMER);
  535.     DiscardDeviceResources();
  536.     CoUninitialize();
  537.  
  538.     return (int)msg.wParam;
  539. }
  540.  
  541. // --- WndProc ---
  542. LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
  543.     // Declare cueBall pointer once at the top, used in multiple cases
  544.     // For clarity, often better to declare within each case where needed.
  545.     Ball* cueBall = nullptr; // Initialize to nullptr
  546.     switch (msg) {
  547.     case WM_CREATE:
  548.         // Resources are now created in WinMain after CreateWindowEx
  549.         return 0;
  550.  
  551.     case WM_PAINT:
  552.         OnPaint();
  553.         // Validate the entire window region after painting
  554.         ValidateRect(hwnd, NULL);
  555.         return 0;
  556.  
  557.     case WM_SIZE: {
  558.         UINT width = LOWORD(lParam);
  559.         UINT height = HIWORD(lParam);
  560.         OnResize(width, height);
  561.         return 0;
  562.     }
  563.  
  564.     case WM_TIMER:
  565.         if (wParam == ID_TIMER) {
  566.             GameUpdate(); // Update game logic and physics
  567.             InvalidateRect(hwnd, NULL, FALSE); // Request redraw
  568.         }
  569.         return 0;
  570.  
  571.         // --- NEW: Handle F2 Key for Reset ---
  572.         // --- MODIFIED: Handle More Keys ---
  573.     case WM_KEYDOWN:
  574.     { // Add scope for variable declarations
  575.  
  576.         // --- FIX: Get Cue Ball pointer for this scope ---
  577.         cueBall = GetCueBall();
  578.         // We might allow some keys even if cue ball is gone (like F1/F2), but actions need it
  579.         // --- End Fix ---
  580.  
  581.         // Check which player can interact via keyboard (Humans only)
  582.         bool canPlayerControl = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P1 || currentGameState == PRE_BREAK_PLACEMENT)) ||
  583.             (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT)));
  584.  
  585.         // --- F1 / F2 Keys (Always available) ---
  586.         if (wParam == VK_F2) {
  587.             HINSTANCE hInstance = (HINSTANCE)GetWindowLongPtr(hwnd, GWLP_HINSTANCE);
  588.             ResetGame(hInstance); // Call reset function
  589.             return 0; // Indicate key was processed
  590.         }
  591.         else if (wParam == VK_F1) {
  592.             MessageBox(hwnd,
  593.                 L"Direct2D-based StickPool game made in C++ from scratch (2764+ lines of code)\n" // Update line count if needed
  594.                 L"First successful Clone in C++ (no other sites or projects were there to glean from.) Made /w AI assist\n"
  595.                 L"(others were in JS/ non-8-Ball in C# etc.) w/o OOP and Graphics Frameworks all in a Single file.\n"
  596.                 L"Copyright (C) 2025 Evans Thorpemorton, Entisoft Solutions.\n"
  597.                 L"Includes AI Difficulty Modes, Aim-Trajectory For Table Rails + Hard Angles TipShots. || F2=New Game",
  598.                 L"About This Game", MB_OK | MB_ICONINFORMATION);
  599.             return 0; // Indicate key was processed
  600.         }
  601.  
  602.         // Check for 'M' key (uppercase or lowercase)
  603.             // Toggle music with "M"
  604.         if (wParam == 'M' || wParam == 'm') {
  605.             //static bool isMusicPlaying = false;
  606.             if (isMusicPlaying) {
  607.                 // Stop the music
  608.                 StopMidi();
  609.                 isMusicPlaying = false;
  610.             }
  611.             else {
  612.                 // Build the MIDI file path
  613.                 TCHAR midiPath[MAX_PATH];
  614.                 GetModuleFileName(NULL, midiPath, MAX_PATH);
  615.                 // Keep only the directory part
  616.                 TCHAR* lastBackslash = _tcsrchr(midiPath, '\\');
  617.                 if (lastBackslash != NULL) {
  618.                     *(lastBackslash + 1) = '\0';
  619.                 }
  620.                 // Append the MIDI filename
  621.                 _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID")); // Adjust filename if needed
  622.  
  623.                 // Start playing MIDI
  624.                 StartMidi(hwndMain, midiPath);
  625.                 isMusicPlaying = true;
  626.             }
  627.         }
  628.  
  629.  
  630.         // --- Player Interaction Keys (Only if allowed) ---
  631.         if (canPlayerControl) {
  632.             // --- Get Shift Key State ---
  633.             bool shiftPressed = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  634.             float angleStep = shiftPressed ? 0.05f : 0.01f; // Base step / Faster step (Adjust as needed) // Multiplier was 5x
  635.             float powerStep = 0.2f; // Power step (Adjust as needed)
  636.  
  637.             switch (wParam) {
  638.             case VK_LEFT: // Rotate Cue Stick Counter-Clockwise
  639.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  640.                     cueAngle -= angleStep;
  641.                     // Normalize angle (keep between 0 and 2*PI)
  642.                     if (cueAngle < 0) cueAngle += 2 * PI;
  643.                     // Ensure state shows aiming visuals if turn just started
  644.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  645.                     isAiming = false; // Keyboard adjust doesn't use mouse aiming state
  646.                     isDraggingStick = false;
  647.                     keyboardAimingActive = true;
  648.                 }
  649.                 break;
  650.  
  651.             case VK_RIGHT: // Rotate Cue Stick Clockwise
  652.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  653.                     cueAngle += angleStep;
  654.                     // Normalize angle (keep between 0 and 2*PI)
  655.                     if (cueAngle >= 2 * PI) cueAngle -= 2 * PI;
  656.                     // Ensure state shows aiming visuals if turn just started
  657.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  658.                     isAiming = false;
  659.                     isDraggingStick = false;
  660.                     keyboardAimingActive = true;
  661.                 }
  662.                 break;
  663.  
  664.             case VK_UP: // Decrease Shot Power
  665.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  666.                     shotPower -= powerStep;
  667.                     if (shotPower < 0.0f) shotPower = 0.0f;
  668.                     // Ensure state shows aiming visuals if turn just started
  669.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  670.                     isAiming = true; // Keyboard adjust doesn't use mouse aiming state
  671.                     isDraggingStick = false;
  672.                     keyboardAimingActive = true;
  673.                 }
  674.                 break;
  675.  
  676.             case VK_DOWN: // Increase Shot Power
  677.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  678.                     shotPower += powerStep;
  679.                     if (shotPower > MAX_SHOT_POWER) shotPower = MAX_SHOT_POWER;
  680.                     // Ensure state shows aiming visuals if turn just started
  681.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  682.                     isAiming = true;
  683.                     isDraggingStick = false;
  684.                     keyboardAimingActive = true;
  685.                 }
  686.                 break;
  687.  
  688.             case VK_SPACE: // Trigger Shot
  689.                 if ((currentGameState == AIMING || currentGameState == BREAKING || currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
  690.                     && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING)
  691.                 {
  692.                     if (shotPower > 0.15f) { // Use same threshold as mouse
  693.                        // Reset foul flags BEFORE applying shot
  694.                         firstHitBallIdThisShot = -1;
  695.                         cueHitObjectBallThisShot = false;
  696.                         railHitAfterContact = false;
  697.  
  698.                         // Play sound & Apply Shot
  699.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  700.                         ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  701.  
  702.                         // Update State
  703.                         currentGameState = SHOT_IN_PROGRESS;
  704.                         foulCommitted = false;
  705.                         pocketedThisTurn.clear();
  706.                         shotPower = 0; // Reset power after shooting
  707.                         isAiming = false; isDraggingStick = false; // Reset aiming flags
  708.                         keyboardAimingActive = false;
  709.                     }
  710.                 }
  711.                 break;
  712.  
  713.             case VK_ESCAPE: // Cancel Aim/Shot Setup
  714.                 if ((currentGameState == AIMING || currentGameState == BREAKING) || shotPower > 0)
  715.                 {
  716.                     shotPower = 0.0f;
  717.                     isAiming = false;
  718.                     isDraggingStick = false;
  719.                     keyboardAimingActive = false;
  720.                     // Revert to basic turn state if not breaking
  721.                     if (currentGameState != BREAKING) {
  722.                         currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  723.                     }
  724.                 }
  725.                 break;
  726.  
  727.             case 'G': // Toggle Cheat Mode
  728.                 cheatModeEnabled = !cheatModeEnabled;
  729.                 if (cheatModeEnabled)
  730.                     MessageBeep(MB_ICONEXCLAMATION); // Play a beep when enabling
  731.                 else
  732.                     MessageBeep(MB_OK); // Play a different beep when disabling
  733.                 break;
  734.  
  735.             default:
  736.                 // Allow default processing for other keys if needed
  737.                 // return DefWindowProc(hwnd, msg, wParam, lParam); // Usually not needed for WM_KEYDOWN
  738.                 break;
  739.             } // End switch(wParam) for player controls
  740.             return 0; // Indicate player control key was processed
  741.         } // End if(canPlayerControl)
  742.     } // End scope for WM_KEYDOWN case
  743.     // If key wasn't F1/F2 and player couldn't control, maybe allow default processing?
  744.     // return DefWindowProc(hwnd, msg, wParam, lParam); // Or just return 0
  745.     return 0;
  746.  
  747.     case WM_MOUSEMOVE: {
  748.         ptMouse.x = LOWORD(lParam);
  749.         ptMouse.y = HIWORD(lParam);
  750.  
  751.         cueBall = GetCueBall(); // Declare and get cueBall pointer
  752.  
  753.         if (isDraggingCueBall && cheatModeEnabled && draggingBallId != -1) {
  754.             Ball* ball = GetBallById(draggingBallId);
  755.             if (ball) {
  756.                 ball->x = (float)ptMouse.x;
  757.                 ball->y = (float)ptMouse.y;
  758.                 ball->vx = ball->vy = 0.0f;
  759.             }
  760.             return 0;
  761.         }
  762.  
  763.         if (!cueBall) return 0;
  764.  
  765.         // Update Aiming Logic (Check player turn)
  766.         if (isDraggingCueBall &&
  767.             ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  768.                 (!isPlayer2AI && currentPlayer == 2 && currentGameState == BALL_IN_HAND_P2) ||
  769.                 currentGameState == PRE_BREAK_PLACEMENT))
  770.         {
  771.             bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  772.             // Tentative position update
  773.             cueBall->x = (float)ptMouse.x;
  774.             cueBall->y = (float)ptMouse.y;
  775.             cueBall->vx = cueBall->vy = 0;
  776.         }
  777.         else if ((isAiming || isDraggingStick) &&
  778.             ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
  779.                 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
  780.         {
  781.             //NEW2 MOUSEBOUND CODE = START
  782.                 /*// Clamp mouse inside table bounds during aiming
  783.                 if (ptMouse.x < TABLE_LEFT) ptMouse.x = TABLE_LEFT;
  784.             if (ptMouse.x > TABLE_RIGHT) ptMouse.x = TABLE_RIGHT;
  785.             if (ptMouse.y < TABLE_TOP) ptMouse.y = TABLE_TOP;
  786.             if (ptMouse.y > TABLE_BOTTOM) ptMouse.y = TABLE_BOTTOM;*/
  787.             //NEW2 MOUSEBOUND CODE = END
  788.             // Aiming drag updates angle and power
  789.             float dx = (float)ptMouse.x - cueBall->x;
  790.             float dy = (float)ptMouse.y - cueBall->y;
  791.             if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  792.             //float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
  793.             //shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
  794.             if (!keyboardAimingActive) { // Only update shotPower if NOT keyboard aiming
  795.                 float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
  796.                 shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
  797.             }
  798.         }
  799.         else if (isSettingEnglish &&
  800.             ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING)) ||
  801.                 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING))))
  802.         {
  803.             // Setting English
  804.             float dx = (float)ptMouse.x - spinIndicatorCenter.x;
  805.             float dy = (float)ptMouse.y - spinIndicatorCenter.y;
  806.             float dist = GetDistance(dx, dy, 0, 0);
  807.             if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
  808.             cueSpinX = dx / spinIndicatorRadius;
  809.             cueSpinY = dy / spinIndicatorRadius;
  810.         }
  811.         else {
  812.             //DISABLE PERM AIMING = START
  813.             /*// Update visual angle even when not aiming/dragging (Check player turn)
  814.             bool canUpdateVisualAngle = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BALL_IN_HAND_P1)) ||
  815.                 (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2)) ||
  816.                 currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING || currentGameState == AIMING);
  817.  
  818.             if (canUpdateVisualAngle && !isDraggingCueBall && !isAiming && !isDraggingStick && !keyboardAimingActive) // NEW: Prevent mouse override if keyboard aiming
  819.             {
  820.                 // NEW MOUSEBOUND CODE = START
  821.                     // Only update cue angle if mouse is inside the playable table area
  822.                 if (ptMouse.x >= TABLE_LEFT && ptMouse.x <= TABLE_RIGHT &&
  823.                     ptMouse.y >= TABLE_TOP && ptMouse.y <= TABLE_BOTTOM)
  824.                 {
  825.                     // NEW MOUSEBOUND CODE = END
  826.                     Ball* cb = cueBall; // Use function-scope cueBall // Already got cueBall above
  827.                     if (cb) {
  828.                         float dx = (float)ptMouse.x - cb->x;
  829.                         float dy = (float)ptMouse.y - cb->y;
  830.                         if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  831.                     }
  832.                 } //NEW MOUSEBOUND CODE LINE = DISABLE
  833.             }*/
  834.             //DISABLE PERM AIMING = END
  835.         }
  836.         return 0;
  837.     } // End WM_MOUSEMOVE
  838.  
  839.     case WM_LBUTTONDOWN: {
  840.         ptMouse.x = LOWORD(lParam);
  841.         ptMouse.y = HIWORD(lParam);
  842.  
  843.         if (cheatModeEnabled) {
  844.             // Allow dragging any ball freely
  845.             for (Ball& ball : balls) {
  846.                 float distSq = GetDistanceSq(ball.x, ball.y, (float)ptMouse.x, (float)ptMouse.y);
  847.                 if (distSq <= BALL_RADIUS * BALL_RADIUS * 4) { // Click near ball
  848.                     isDraggingCueBall = true;
  849.                     draggingBallId = ball.id;
  850.                     if (ball.id == 0) {
  851.                         // If dragging cue ball manually, ensure we stay in Ball-In-Hand state
  852.                         if (currentPlayer == 1)
  853.                             currentGameState = BALL_IN_HAND_P1;
  854.                         else if (currentPlayer == 2 && !isPlayer2AI)
  855.                             currentGameState = BALL_IN_HAND_P2;
  856.                     }
  857.                     return 0;
  858.                 }
  859.             }
  860.         }
  861.  
  862.         Ball* cueBall = GetCueBall(); // Declare and get cueBall pointer            
  863.  
  864.         // Check which player is allowed to interact via mouse click
  865.         bool canPlayerClickInteract = ((currentPlayer == 1) || (currentPlayer == 2 && !isPlayer2AI));
  866.         // Define states where interaction is generally allowed
  867.         bool canInteractState = (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  868.             currentGameState == AIMING || currentGameState == BREAKING ||
  869.             currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 ||
  870.             currentGameState == PRE_BREAK_PLACEMENT);
  871.  
  872.         // Check Spin Indicator first (Allow if player's turn/aim phase)
  873.         if (canPlayerClickInteract && canInteractState) {
  874.             float spinDistSq = GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, spinIndicatorCenter.x, spinIndicatorCenter.y);
  875.             if (spinDistSq < spinIndicatorRadius * spinIndicatorRadius * 1.2f) {
  876.                 isSettingEnglish = true;
  877.                 float dx = (float)ptMouse.x - spinIndicatorCenter.x;
  878.                 float dy = (float)ptMouse.y - spinIndicatorCenter.y;
  879.                 float dist = GetDistance(dx, dy, 0, 0);
  880.                 if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
  881.                 cueSpinX = dx / spinIndicatorRadius;
  882.                 cueSpinY = dy / spinIndicatorRadius;
  883.                 isAiming = false; isDraggingStick = false; isDraggingCueBall = false;
  884.                 return 0;
  885.             }
  886.         }
  887.  
  888.         if (!cueBall) return 0;
  889.  
  890.         // Check Ball-in-Hand placement/drag
  891.         bool isPlacingBall = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
  892.         bool isPlayerAllowedToPlace = (isPlacingBall &&
  893.             ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  894.                 (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
  895.                 (currentGameState == PRE_BREAK_PLACEMENT))); // Allow current player in break setup
  896.  
  897.         if (isPlayerAllowedToPlace) {
  898.             float distSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
  899.             if (distSq < BALL_RADIUS * BALL_RADIUS * 9.0f) {
  900.                 isDraggingCueBall = true;
  901.                 isAiming = false; isDraggingStick = false;
  902.             }
  903.             else {
  904.                 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  905.                 if (IsValidCueBallPosition((float)ptMouse.x, (float)ptMouse.y, behindHeadstring)) {
  906.                     cueBall->x = (float)ptMouse.x; cueBall->y = (float)ptMouse.y;
  907.                     cueBall->vx = 0; cueBall->vy = 0;
  908.                     isDraggingCueBall = false;
  909.                     // Transition state
  910.                     if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
  911.                     else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
  912.                     else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
  913.                     cueAngle = 0.0f;
  914.                 }
  915.             }
  916.             return 0;
  917.         }
  918.  
  919.         // Check for starting Aim (Cue Ball OR Stick)
  920.         bool canAim = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BREAKING)) ||
  921.             (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BREAKING)));
  922.  
  923.         if (canAim) {
  924.             const float stickDrawLength = 150.0f * 1.4f;
  925.             float currentStickAngle = cueAngle + PI;
  926.             D2D1_POINT_2F currentStickEnd = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * stickDrawLength, cueBall->y + sinf(currentStickAngle) * stickDrawLength);
  927.             D2D1_POINT_2F currentStickTip = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * 5.0f, cueBall->y + sinf(currentStickAngle) * 5.0f);
  928.             float distToStickSq = PointToLineSegmentDistanceSq(D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y), currentStickTip, currentStickEnd);
  929.             float stickClickThresholdSq = 36.0f;
  930.             float distToCueBallSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
  931.             float cueBallClickRadiusSq = BALL_RADIUS * BALL_RADIUS * 25;
  932.  
  933.             bool clickedStick = (distToStickSq < stickClickThresholdSq);
  934.             bool clickedCueArea = (distToCueBallSq < cueBallClickRadiusSq);
  935.  
  936.             if (clickedStick || clickedCueArea) {
  937.                 isDraggingStick = clickedStick && !clickedCueArea;
  938.                 isAiming = clickedCueArea;
  939.                 aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  940.                 shotPower = 0;
  941.                 float dx = (float)ptMouse.x - cueBall->x;
  942.                 float dy = (float)ptMouse.y - cueBall->y;
  943.                 if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  944.                 if (currentGameState != BREAKING) currentGameState = AIMING;
  945.             }
  946.         }
  947.         return 0;
  948.     } // End WM_LBUTTONDOWN
  949.  
  950.  
  951.     case WM_LBUTTONUP: {
  952.         if (cheatModeEnabled && isDraggingCueBall) {
  953.             isDraggingCueBall = false;
  954.             if (draggingBallId == 0) {
  955.                 // After dropping CueBall, stay Ball-In-Hand mode if needed
  956.                 if (currentPlayer == 1)
  957.                     currentGameState = BALL_IN_HAND_P1;
  958.                 else if (currentPlayer == 2 && !isPlayer2AI)
  959.                     currentGameState = BALL_IN_HAND_P2;
  960.             }
  961.             draggingBallId = -1;
  962.             return 0;
  963.         }
  964.  
  965.         ptMouse.x = LOWORD(lParam);
  966.         ptMouse.y = HIWORD(lParam);
  967.  
  968.         Ball* cueBall = GetCueBall(); // Get cueBall pointer
  969.  
  970.         // Check for releasing aim drag (Stick OR Cue Ball)
  971.         if ((isAiming || isDraggingStick) &&
  972.             ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
  973.                 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
  974.         {
  975.             bool wasAiming = isAiming;
  976.             bool wasDraggingStick = isDraggingStick;
  977.             isAiming = false; isDraggingStick = false;
  978.  
  979.             if (shotPower > 0.15f) { // Check power threshold
  980.                 if (currentGameState != AI_THINKING) {
  981.                     firstHitBallIdThisShot = -1; cueHitObjectBallThisShot = false; railHitAfterContact = false; // Reset foul flags
  982.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  983.                     ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  984.                     currentGameState = SHOT_IN_PROGRESS;
  985.                     foulCommitted = false; pocketedThisTurn.clear();
  986.                 }
  987.             }
  988.             else if (currentGameState != AI_THINKING) { // Revert state if power too low
  989.                 if (currentGameState == BREAKING) { /* Still breaking */ }
  990.                 else {
  991.                     currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  992.                     if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = false;
  993.                 }
  994.             }
  995.             shotPower = 0; // Reset power indicator regardless
  996.         }
  997.  
  998.         // Handle releasing cue ball drag (placement)
  999.         if (isDraggingCueBall) {
  1000.             isDraggingCueBall = false;
  1001.             // Check player allowed to place
  1002.             bool isPlacingState = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
  1003.             bool isPlayerAllowed = (isPlacingState &&
  1004.                 ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  1005.                     (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
  1006.                     (currentGameState == PRE_BREAK_PLACEMENT)));
  1007.  
  1008.             if (isPlayerAllowed && cueBall) {
  1009.                 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  1010.                 if (IsValidCueBallPosition(cueBall->x, cueBall->y, behindHeadstring)) {
  1011.                     // Finalize position already set by mouse move
  1012.                     // Transition state
  1013.                     if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
  1014.                     else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
  1015.                     else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
  1016.                     cueAngle = 0.0f;
  1017.                 }
  1018.                 else { /* Stay in BALL_IN_HAND state if final pos invalid */ }
  1019.             }
  1020.         }
  1021.  
  1022.         // Handle releasing english setting
  1023.         if (isSettingEnglish) {
  1024.             isSettingEnglish = false;
  1025.         }
  1026.         return 0;
  1027.     } // End WM_LBUTTONUP
  1028.  
  1029.     case WM_DESTROY:
  1030.         isMusicPlaying = false;
  1031.         if (midiDeviceID != 0) {
  1032.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  1033.             midiDeviceID = 0;
  1034.         }
  1035.         PostQuitMessage(0);
  1036.         return 0;
  1037.  
  1038.     default:
  1039.         return DefWindowProc(hwnd, msg, wParam, lParam);
  1040.     }
  1041.     return 0;
  1042. }
  1043.  
  1044. // --- Direct2D Resource Management ---
  1045.  
  1046. HRESULT CreateDeviceResources() {
  1047.     HRESULT hr = S_OK;
  1048.  
  1049.     // Create Direct2D Factory
  1050.     if (!pFactory) {
  1051.         hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pFactory);
  1052.         if (FAILED(hr)) return hr;
  1053.     }
  1054.  
  1055.     // Create DirectWrite Factory
  1056.     if (!pDWriteFactory) {
  1057.         hr = DWriteCreateFactory(
  1058.             DWRITE_FACTORY_TYPE_SHARED,
  1059.             __uuidof(IDWriteFactory),
  1060.             reinterpret_cast<IUnknown**>(&pDWriteFactory)
  1061.         );
  1062.         if (FAILED(hr)) return hr;
  1063.     }
  1064.  
  1065.     // Create Text Formats
  1066.     if (!pTextFormat && pDWriteFactory) {
  1067.         hr = pDWriteFactory->CreateTextFormat(
  1068.             L"Segoe UI", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
  1069.             16.0f, L"en-us", &pTextFormat
  1070.         );
  1071.         if (FAILED(hr)) return hr;
  1072.         // Center align text
  1073.         pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  1074.         pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  1075.     }
  1076.     if (!pLargeTextFormat && pDWriteFactory) {
  1077.         hr = pDWriteFactory->CreateTextFormat(
  1078.             L"Impact", NULL, DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
  1079.             48.0f, L"en-us", &pLargeTextFormat
  1080.         );
  1081.         if (FAILED(hr)) return hr;
  1082.         pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); // Align left
  1083.         pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  1084.     }
  1085.  
  1086.  
  1087.     // Create Render Target (needs valid hwnd)
  1088.     if (!pRenderTarget && hwndMain) {
  1089.         RECT rc;
  1090.         GetClientRect(hwndMain, &rc);
  1091.         D2D1_SIZE_U size = D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top);
  1092.  
  1093.         hr = pFactory->CreateHwndRenderTarget(
  1094.             D2D1::RenderTargetProperties(),
  1095.             D2D1::HwndRenderTargetProperties(hwndMain, size),
  1096.             &pRenderTarget
  1097.         );
  1098.         if (FAILED(hr)) {
  1099.             // If failed, release factories if they were created in this call
  1100.             SafeRelease(&pTextFormat);
  1101.             SafeRelease(&pLargeTextFormat);
  1102.             SafeRelease(&pDWriteFactory);
  1103.             SafeRelease(&pFactory);
  1104.             pRenderTarget = nullptr; // Ensure it's null on failure
  1105.             return hr;
  1106.         }
  1107.     }
  1108.  
  1109.     return hr;
  1110. }
  1111.  
  1112. void DiscardDeviceResources() {
  1113.     SafeRelease(&pRenderTarget);
  1114.     SafeRelease(&pTextFormat);
  1115.     SafeRelease(&pLargeTextFormat);
  1116.     SafeRelease(&pDWriteFactory);
  1117.     // Keep pFactory until application exit? Or release here too? Let's release.
  1118.     SafeRelease(&pFactory);
  1119. }
  1120.  
  1121. void OnResize(UINT width, UINT height) {
  1122.     if (pRenderTarget) {
  1123.         D2D1_SIZE_U size = D2D1::SizeU(width, height);
  1124.         pRenderTarget->Resize(size); // Ignore HRESULT for simplicity here
  1125.     }
  1126. }
  1127.  
  1128. // --- Game Initialization ---
  1129. void InitGame() {
  1130.     srand((unsigned int)time(NULL)); // Seed random number generator
  1131.     isOpeningBreakShot = true; // This is the start of a new game, so the next shot is an opening break.
  1132.     aiPlannedShotDetails.isValid = false; // Reset AI planned shot
  1133.     aiIsDisplayingAim = false;
  1134.     aiAimDisplayFramesLeft = 0;
  1135.     // ... (rest of InitGame())
  1136.  
  1137.     // --- Ensure pocketed list is clear from the absolute start ---
  1138.     pocketedThisTurn.clear();
  1139.  
  1140.     balls.clear(); // Clear existing balls
  1141.  
  1142.     // Reset Player Info (Names should be set by Dialog/wWinMain/ResetGame)
  1143.     player1Info.assignedType = BallType::NONE;
  1144.     player1Info.ballsPocketedCount = 0;
  1145.     // Player 1 Name usually remains "Player 1"
  1146.     player2Info.assignedType = BallType::NONE;
  1147.     player2Info.ballsPocketedCount = 0;
  1148.     // Player 2 Name is set based on gameMode in ShowNewGameDialog
  1149.  
  1150.     // Create Cue Ball (ID 0)
  1151.     // Initial position will be set during PRE_BREAK_PLACEMENT state
  1152.     balls.push_back({ 0, BallType::CUE_BALL, TABLE_LEFT + TABLE_WIDTH * 0.15f, RACK_POS_Y, 0, 0, CUE_BALL_COLOR, false });
  1153.  
  1154.     // --- Create Object Balls (Temporary List) ---
  1155.     std::vector<Ball> objectBalls;
  1156.     // Solids (1-7, Yellow)
  1157.     for (int i = 1; i <= 7; ++i) {
  1158.         objectBalls.push_back({ i, BallType::SOLID, 0, 0, 0, 0, SOLID_COLOR, false });
  1159.     }
  1160.     // Stripes (9-15, Red)
  1161.     for (int i = 9; i <= 15; ++i) {
  1162.         objectBalls.push_back({ i, BallType::STRIPE, 0, 0, 0, 0, STRIPE_COLOR, false });
  1163.     }
  1164.     // 8-Ball (ID 8) - Add it to the list to be placed
  1165.     objectBalls.push_back({ 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false });
  1166.  
  1167.  
  1168.     // --- Racking Logic (Improved) ---
  1169.     float spacingX = BALL_RADIUS * 2.0f * 0.866f; // cos(30) for horizontal spacing
  1170.     float spacingY = BALL_RADIUS * 2.0f * 1.0f;   // Vertical spacing
  1171.  
  1172.     // Define rack positions (0-14 indices corresponding to triangle spots)
  1173.     D2D1_POINT_2F rackPositions[15];
  1174.     int rackIndex = 0;
  1175.     for (int row = 0; row < 5; ++row) {
  1176.         for (int col = 0; col <= row; ++col) {
  1177.             if (rackIndex >= 15) break;
  1178.             float x = RACK_POS_X + row * spacingX;
  1179.             float y = RACK_POS_Y + (col - row / 2.0f) * spacingY;
  1180.             rackPositions[rackIndex++] = D2D1::Point2F(x, y);
  1181.         }
  1182.     }
  1183.  
  1184.     // Separate 8-ball
  1185.     Ball eightBall;
  1186.     std::vector<Ball> otherBalls; // Solids and Stripes
  1187.     bool eightBallFound = false;
  1188.     for (const auto& ball : objectBalls) {
  1189.         if (ball.id == 8) {
  1190.             eightBall = ball;
  1191.             eightBallFound = true;
  1192.         }
  1193.         else {
  1194.             otherBalls.push_back(ball);
  1195.         }
  1196.     }
  1197.     // Ensure 8 ball was actually created (should always be true)
  1198.     if (!eightBallFound) {
  1199.         // Handle error - perhaps recreate it? For now, proceed.
  1200.         eightBall = { 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false };
  1201.     }
  1202.  
  1203.  
  1204.     // Shuffle the other 14 balls
  1205.     // Use std::shuffle if available (C++11 and later) for better randomness
  1206.     // std::random_device rd;
  1207.     // std::mt19937 g(rd());
  1208.     // std::shuffle(otherBalls.begin(), otherBalls.end(), g);
  1209.     std::random_shuffle(otherBalls.begin(), otherBalls.end()); // Using deprecated for now
  1210.  
  1211.     // --- Place balls into the main 'balls' vector in rack order ---
  1212.     // Important: Add the cue ball (already created) first.
  1213.     // (Cue ball added at the start of the function now)
  1214.  
  1215.     // 1. Place the 8-ball in its fixed position (index 4 for the 3rd row center)
  1216.     int eightBallRackIndex = 4;
  1217.     eightBall.x = rackPositions[eightBallRackIndex].x;
  1218.     eightBall.y = rackPositions[eightBallRackIndex].y;
  1219.     eightBall.vx = 0;
  1220.     eightBall.vy = 0;
  1221.     eightBall.isPocketed = false;
  1222.     balls.push_back(eightBall); // Add 8 ball to the main vector
  1223.  
  1224.     // 2. Place the shuffled Solids and Stripes in the remaining spots
  1225.     size_t otherBallIdx = 0;
  1226.     //int otherBallIdx = 0;
  1227.     for (int i = 0; i < 15; ++i) {
  1228.         if (i == eightBallRackIndex) continue; // Skip the 8-ball spot
  1229.  
  1230.         if (otherBallIdx < otherBalls.size()) {
  1231.             Ball& ballToPlace = otherBalls[otherBallIdx++];
  1232.             ballToPlace.x = rackPositions[i].x;
  1233.             ballToPlace.y = rackPositions[i].y;
  1234.             ballToPlace.vx = 0;
  1235.             ballToPlace.vy = 0;
  1236.             ballToPlace.isPocketed = false;
  1237.             balls.push_back(ballToPlace); // Add to the main game vector
  1238.         }
  1239.     }
  1240.     // --- End Racking Logic ---
  1241.  
  1242.  
  1243.     // --- Determine Who Breaks and Initial State ---
  1244.     if (isPlayer2AI) {
  1245.         // AI Mode: Randomly decide who breaks
  1246.         if ((rand() % 2) == 0) {
  1247.             // AI (Player 2) breaks
  1248.             currentPlayer = 2;
  1249.             currentGameState = PRE_BREAK_PLACEMENT; // AI needs to place ball first
  1250.             aiTurnPending = true; // Trigger AI logic
  1251.         }
  1252.         else {
  1253.             // Player 1 (Human) breaks
  1254.             currentPlayer = 1;
  1255.             currentGameState = PRE_BREAK_PLACEMENT; // Human places cue ball
  1256.             aiTurnPending = false;
  1257.         }
  1258.     }
  1259.     else {
  1260.         // Human vs Human, Player 1 breaks
  1261.         currentPlayer = 1;
  1262.         currentGameState = PRE_BREAK_PLACEMENT;
  1263.         aiTurnPending = false; // No AI involved
  1264.     }
  1265.  
  1266.     // Reset other relevant game state variables
  1267.     foulCommitted = false;
  1268.     gameOverMessage = L"";
  1269.     firstBallPocketedAfterBreak = false;
  1270.     // pocketedThisTurn cleared at start
  1271.     // Reset shot parameters and input flags
  1272.     shotPower = 0.0f;
  1273.     cueSpinX = 0.0f;
  1274.     cueSpinY = 0.0f;
  1275.     isAiming = false;
  1276.     isDraggingCueBall = false;
  1277.     isSettingEnglish = false;
  1278.     cueAngle = 0.0f; // Reset aim angle
  1279. }
  1280.  
  1281.  
  1282. // --- Game Loop ---
  1283. void GameUpdate() {
  1284.     if (currentGameState == SHOT_IN_PROGRESS) {
  1285.         UpdatePhysics();
  1286.         CheckCollisions();
  1287.  
  1288.         if (AreBallsMoving()) {
  1289.             // When all balls stop, clear aiming flags
  1290.             isAiming = false;
  1291.             aiIsDisplayingAim = false;
  1292.             //ProcessShotResults();
  1293.         }
  1294.  
  1295.         bool pocketed = CheckPockets(); // Store if any ball was pocketed
  1296.  
  1297.         // --- Update pocket flash animation timer ---
  1298.         if (pocketFlashTimer > 0.0f) {
  1299.             pocketFlashTimer -= 0.02f;
  1300.             if (pocketFlashTimer < 0.0f) pocketFlashTimer = 0.0f;
  1301.         }
  1302.  
  1303.         if (!AreBallsMoving()) {
  1304.             ProcessShotResults(); // Determine next state based on what happened
  1305.         }
  1306.     }
  1307.  
  1308.     // --- Check if AI needs to act ---
  1309.     else if (isPlayer2AI && currentPlayer == 2 && !AreBallsMoving()) {
  1310.         if (aiIsDisplayingAim) { // AI has decided a shot and is displaying aim
  1311.             aiAimDisplayFramesLeft--;
  1312.             if (aiAimDisplayFramesLeft <= 0) {
  1313.                 aiIsDisplayingAim = false; // Done displaying
  1314.                 if (aiPlannedShotDetails.isValid) {
  1315.                     // Execute the planned shot
  1316.                     firstHitBallIdThisShot = -1;
  1317.                     cueHitObjectBallThisShot = false;
  1318.                     railHitAfterContact = false;
  1319.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  1320.                     ApplyShot(aiPlannedShotDetails.power, aiPlannedShotDetails.angle, aiPlannedShotDetails.spinX, aiPlannedShotDetails.spinY);
  1321.                     aiPlannedShotDetails.isValid = false; // Clear the planned shot
  1322.                 }
  1323.                 currentGameState = SHOT_IN_PROGRESS;
  1324.                 foulCommitted = false;
  1325.                 pocketedThisTurn.clear();
  1326.             }
  1327.             // Else, continue displaying aim
  1328.         }
  1329.         else if (aiTurnPending) { // AI needs to start its decision process
  1330.             // Valid states for AI to start thinking
  1331.             if (currentGameState == PRE_BREAK_PLACEMENT && isOpeningBreakShot) {
  1332.                 // Handle the break shot
  1333.                 AIBreakShot();
  1334.             }
  1335.             else if (currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING ||
  1336.                 currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2) {
  1337.  
  1338.                 currentGameState = AI_THINKING; // Set state to indicate AI is processing
  1339.                 aiTurnPending = false;         // Consume the pending turn flag
  1340.                 AIMakeDecision();              // For normal shots (non-break)
  1341.             }
  1342.             else {
  1343.                 // Not a state where AI should act
  1344.                 aiTurnPending = false;
  1345.             }
  1346.         }
  1347.         // If current state is AI_THINKING but not displaying aim, then AI decision has already been made
  1348.     }
  1349. }
  1350.  
  1351. // --- Physics and Collision ---
  1352. void UpdatePhysics() {
  1353.     for (size_t i = 0; i < balls.size(); ++i) {
  1354.         Ball& b = balls[i];
  1355.         if (!b.isPocketed) {
  1356.             b.x += b.vx;
  1357.             b.y += b.vy;
  1358.  
  1359.             // Apply friction
  1360.             b.vx *= FRICTION;
  1361.             b.vy *= FRICTION;
  1362.  
  1363.             // Stop balls if velocity is very low
  1364.             if (GetDistanceSq(b.vx, b.vy, 0, 0) < MIN_VELOCITY_SQ) {
  1365.                 b.vx = 0;
  1366.                 b.vy = 0;
  1367.             }
  1368.         }
  1369.     }
  1370. }
  1371.  
  1372. void CheckCollisions() {
  1373.     float left = TABLE_LEFT;
  1374.     float right = TABLE_RIGHT;
  1375.     float top = TABLE_TOP;
  1376.     float bottom = TABLE_BOTTOM;
  1377.     const float pocketMouthCheckRadiusSq = (POCKET_RADIUS + BALL_RADIUS) * (POCKET_RADIUS + BALL_RADIUS) * 1.1f;
  1378.  
  1379.     // --- Reset Per-Frame Sound Flags ---
  1380.     bool playedWallSoundThisFrame = false;
  1381.     bool playedCollideSoundThisFrame = false;
  1382.     // ---
  1383.  
  1384.     for (size_t i = 0; i < balls.size(); ++i) {
  1385.         Ball& b1 = balls[i];
  1386.         if (b1.isPocketed) continue;
  1387.  
  1388.         bool nearPocket[6];
  1389.         for (int p = 0; p < 6; ++p) {
  1390.             nearPocket[p] = GetDistanceSq(b1.x, b1.y, pocketPositions[p].x, pocketPositions[p].y) < pocketMouthCheckRadiusSq;
  1391.         }
  1392.         bool nearTopLeftPocket = nearPocket[0];
  1393.         bool nearTopMidPocket = nearPocket[1];
  1394.         bool nearTopRightPocket = nearPocket[2];
  1395.         bool nearBottomLeftPocket = nearPocket[3];
  1396.         bool nearBottomMidPocket = nearPocket[4];
  1397.         bool nearBottomRightPocket = nearPocket[5];
  1398.  
  1399.         bool collidedWallThisBall = false;
  1400.  
  1401.         // --- Ball-Wall Collisions ---
  1402.         // (Check logic unchanged, added sound calls and railHitAfterContact update)
  1403.         // Left Wall
  1404.         if (b1.x - BALL_RADIUS < left) {
  1405.             if (!nearTopLeftPocket && !nearBottomLeftPocket) {
  1406.                 b1.x = left + BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
  1407.                 if (!playedWallSoundThisFrame) {
  1408.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1409.                     playedWallSoundThisFrame = true;
  1410.                 }
  1411.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1412.             }
  1413.         }
  1414.         // Right Wall
  1415.         if (b1.x + BALL_RADIUS > right) {
  1416.             if (!nearTopRightPocket && !nearBottomRightPocket) {
  1417.                 b1.x = right - BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
  1418.                 if (!playedWallSoundThisFrame) {
  1419.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1420.                     playedWallSoundThisFrame = true;
  1421.                 }
  1422.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1423.             }
  1424.         }
  1425.         // Top Wall
  1426.         if (b1.y - BALL_RADIUS < top) {
  1427.             if (!nearTopLeftPocket && !nearTopMidPocket && !nearTopRightPocket) {
  1428.                 b1.y = top + BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
  1429.                 if (!playedWallSoundThisFrame) {
  1430.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1431.                     playedWallSoundThisFrame = true;
  1432.                 }
  1433.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1434.             }
  1435.         }
  1436.         // Bottom Wall
  1437.         if (b1.y + BALL_RADIUS > bottom) {
  1438.             if (!nearBottomLeftPocket && !nearBottomMidPocket && !nearBottomRightPocket) {
  1439.                 b1.y = bottom - BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
  1440.                 if (!playedWallSoundThisFrame) {
  1441.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1442.                     playedWallSoundThisFrame = true;
  1443.                 }
  1444.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1445.             }
  1446.         }
  1447.  
  1448.         // Spin effect (Unchanged)
  1449.         if (collidedWallThisBall) {
  1450.             if (b1.x <= left + BALL_RADIUS || b1.x >= right - BALL_RADIUS) { b1.vy += cueSpinX * b1.vx * 0.05f; }
  1451.             if (b1.y <= top + BALL_RADIUS || b1.y >= bottom - BALL_RADIUS) { b1.vx -= cueSpinY * b1.vy * 0.05f; }
  1452.             cueSpinX *= 0.7f; cueSpinY *= 0.7f;
  1453.         }
  1454.  
  1455.  
  1456.         // --- Ball-Ball Collisions ---
  1457.         for (size_t j = i + 1; j < balls.size(); ++j) {
  1458.             Ball& b2 = balls[j];
  1459.             if (b2.isPocketed) continue;
  1460.  
  1461.             float dx = b2.x - b1.x; float dy = b2.y - b1.y;
  1462.             float distSq = dx * dx + dy * dy;
  1463.             float minDist = BALL_RADIUS * 2.0f;
  1464.  
  1465.             if (distSq > 1e-6 && distSq < minDist * minDist) {
  1466.                 float dist = sqrtf(distSq);
  1467.                 float overlap = minDist - dist;
  1468.                 float nx = dx / dist; float ny = dy / dist;
  1469.  
  1470.                 // Separation (Unchanged)
  1471.                 b1.x -= overlap * 0.5f * nx; b1.y -= overlap * 0.5f * ny;
  1472.                 b2.x += overlap * 0.5f * nx; b2.y += overlap * 0.5f * ny;
  1473.  
  1474.                 float rvx = b1.vx - b2.vx; float rvy = b1.vy - b2.vy;
  1475.                 float velAlongNormal = rvx * nx + rvy * ny;
  1476.  
  1477.                 if (velAlongNormal > 0) { // Colliding
  1478.                     // --- Play Ball Collision Sound ---
  1479.                     if (!playedCollideSoundThisFrame) {
  1480.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("poolballhit.wav")).detach();
  1481.                         playedCollideSoundThisFrame = true; // Set flag
  1482.                     }
  1483.                     // --- End Sound ---
  1484.  
  1485.                     // --- NEW: Track First Hit and Cue/Object Collision ---
  1486.                     if (firstHitBallIdThisShot == -1) { // If first hit hasn't been recorded yet
  1487.                         if (b1.id == 0) { // Cue ball hit b2 first
  1488.                             firstHitBallIdThisShot = b2.id;
  1489.                             cueHitObjectBallThisShot = true;
  1490.                         }
  1491.                         else if (b2.id == 0) { // Cue ball hit b1 first
  1492.                             firstHitBallIdThisShot = b1.id;
  1493.                             cueHitObjectBallThisShot = true;
  1494.                         }
  1495.                         // If neither is cue ball, doesn't count as first hit for foul purposes
  1496.                     }
  1497.                     else if (b1.id == 0 || b2.id == 0) {
  1498.                         // Track subsequent cue ball collisions with object balls
  1499.                         cueHitObjectBallThisShot = true;
  1500.                     }
  1501.                     // --- End First Hit Tracking ---
  1502.  
  1503.  
  1504.                     // Impulse (Unchanged)
  1505.                     float impulse = velAlongNormal;
  1506.                     b1.vx -= impulse * nx; b1.vy -= impulse * ny;
  1507.                     b2.vx += impulse * nx; b2.vy += impulse * ny;
  1508.  
  1509.                     // Spin Transfer (Unchanged)
  1510.                     if (b1.id == 0 || b2.id == 0) {
  1511.                         float spinEffectFactor = 0.08f;
  1512.                         b1.vx += (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
  1513.                         b1.vy += (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
  1514.                         b2.vx -= (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
  1515.                         b2.vy -= (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
  1516.                         cueSpinX *= 0.85f; cueSpinY *= 0.85f;
  1517.                     }
  1518.                 }
  1519.             }
  1520.         } // End ball-ball loop
  1521.     } // End ball loop
  1522. } // End CheckCollisions
  1523.  
  1524.  
  1525. bool CheckPockets() {
  1526.     bool ballPocketedThisCheck = false; // Local flag for this specific check run
  1527.     for (size_t i = 0; i < balls.size(); ++i) {
  1528.         Ball& b = balls[i];
  1529.         if (!b.isPocketed) { // Only check balls that aren't already flagged as pocketed
  1530.             for (int p = 0; p < 6; ++p) {
  1531.                 float distSq = GetDistanceSq(b.x, b.y, pocketPositions[p].x, pocketPositions[p].y);
  1532.                 // --- Use updated POCKET_RADIUS ---
  1533.                 if (distSq < POCKET_RADIUS * POCKET_RADIUS) {
  1534.                     b.isPocketed = true;
  1535.                     b.vx = b.vy = 0;
  1536.                     pocketedThisTurn.push_back(b.id);
  1537.  
  1538.                     // --- Play Pocket Sound (Threaded) ---
  1539.                     if (!ballPocketedThisCheck) {
  1540.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("pocket.wav")).detach();
  1541.                         ballPocketedThisCheck = true;
  1542.                     }
  1543.                     // --- End Sound ---
  1544.  
  1545.                     break; // Ball is pocketed
  1546.                 }
  1547.             }
  1548.         }
  1549.     }
  1550.     return ballPocketedThisCheck;
  1551. }
  1552.  
  1553. bool AreBallsMoving() {
  1554.     for (size_t i = 0; i < balls.size(); ++i) {
  1555.         if (!balls[i].isPocketed && (balls[i].vx != 0 || balls[i].vy != 0)) {
  1556.             return true;
  1557.         }
  1558.     }
  1559.     return false;
  1560. }
  1561.  
  1562. void RespawnCueBall(bool behindHeadstring) { // 'behindHeadstring' only relevant for initial break placement
  1563.     Ball* cueBall = GetCueBall();
  1564.     if (cueBall) {
  1565.         // Reset position to a default
  1566.         cueBall->x = HEADSTRING_X * 0.5f;
  1567.         cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  1568.         cueBall->vx = 0;
  1569.         cueBall->vy = 0;
  1570.         cueBall->isPocketed = false;
  1571.  
  1572.         // Set state based on who gets ball-in-hand
  1573.         // 'currentPlayer' already reflects who's turn it is NOW (switched before calling this)
  1574.         if (currentPlayer == 1) { // Player 2 (AI/Human) fouled, Player 1 (Human) gets ball-in-hand
  1575.             currentGameState = BALL_IN_HAND_P1;
  1576.             aiTurnPending = false; // Ensure AI flag off
  1577.         }
  1578.         else { // Player 1 (Human) fouled, Player 2 gets ball-in-hand
  1579.             if (isPlayer2AI) {
  1580.                 // --- CONFIRMED FIX: Set correct state for AI Ball-in-Hand ---
  1581.                 currentGameState = BALL_IN_HAND_P2; // AI now needs to place the ball
  1582.                 aiTurnPending = true; // Trigger AI logic (will call AIPlaceCueBall first)
  1583.             }
  1584.             else { // Human Player 2
  1585.                 currentGameState = BALL_IN_HAND_P2;
  1586.                 aiTurnPending = false; // Ensure AI flag off
  1587.             }
  1588.         }
  1589.         // Handle initial placement state correctly if called from InitGame
  1590.         if (behindHeadstring && currentGameState != PRE_BREAK_PLACEMENT) {
  1591.             // This case might need review depending on exact initial setup flow,
  1592.             // but the foul logic above should now be correct.
  1593.             // Let's ensure initial state is PRE_BREAK_PLACEMENT if behindHeadstring is true.
  1594.             currentGameState = PRE_BREAK_PLACEMENT;
  1595.         }
  1596.     }
  1597. }
  1598.  
  1599.  
  1600. // --- Game Logic ---
  1601.  
  1602. void ApplyShot(float power, float angle, float spinX, float spinY) {
  1603.     Ball* cueBall = GetCueBall();
  1604.     if (cueBall) {
  1605.  
  1606.         // --- Play Cue Strike Sound (Threaded) ---
  1607.         if (power > 0.1f) { // Only play if it's an audible shot
  1608.             std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  1609.         }
  1610.         // --- End Sound ---
  1611.  
  1612.         cueBall->vx = cosf(angle) * power;
  1613.         cueBall->vy = sinf(angle) * power;
  1614.  
  1615.         // Apply English (Spin) - Simplified effect (Unchanged)
  1616.         cueBall->vx += sinf(angle) * spinY * 0.5f;
  1617.         cueBall->vy -= cosf(angle) * spinY * 0.5f;
  1618.         cueBall->vx -= cosf(angle) * spinX * 0.5f;
  1619.         cueBall->vy -= sinf(angle) * spinX * 0.5f;
  1620.  
  1621.         // Store spin (Unchanged)
  1622.         cueSpinX = spinX;
  1623.         cueSpinY = spinY;
  1624.  
  1625.         // --- Reset Foul Tracking flags for the new shot ---
  1626.         // (Also reset in LBUTTONUP, but good to ensure here too)
  1627.         firstHitBallIdThisShot = -1;      // No ball hit yet
  1628.         cueHitObjectBallThisShot = false; // Cue hasn't hit anything yet
  1629.         railHitAfterContact = false;     // No rail hit after contact yet
  1630.         // --- End Reset ---
  1631.  
  1632.                 // If this was the opening break shot, clear the flag
  1633.         if (isOpeningBreakShot) {
  1634.             isOpeningBreakShot = false; // Mark opening break as taken
  1635.         }
  1636.     }
  1637. }
  1638.  
  1639.  
  1640. void ProcessShotResults() {
  1641.     bool cueBallPocketed = false;
  1642.     bool eightBallPocketed = false;
  1643.     bool legalBallPocketed = false;
  1644.     bool opponentBallPocketed = false;
  1645.     bool anyNonCueBallPocketed = false; // Includes opponent balls
  1646.     BallType firstPocketedType = BallType::NONE;
  1647.     int firstPocketedId = -1;
  1648.  
  1649.     PlayerInfo& currentPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
  1650.     PlayerInfo& opponentPlayerInfo = (currentPlayer == 1) ? player2Info : player1Info;
  1651.  
  1652.     // Analyze pocketed balls (Unchanged logic)
  1653.     for (int pocketedId : pocketedThisTurn) {
  1654.         Ball* b = GetBallById(pocketedId);
  1655.         if (!b) continue;
  1656.         if (!pocketedThisTurn.empty()) {
  1657.             pocketFlashTimer = 1.0f; // Flash boost when any ball is pocketed
  1658.         }
  1659.         if (b->id == 0) { cueBallPocketed = true; }
  1660.         else if (b->id == 8) { eightBallPocketed = true; }
  1661.         else {
  1662.             anyNonCueBallPocketed = true;
  1663.             if (firstPocketedId == -1) { firstPocketedId = b->id; firstPocketedType = b->type; }
  1664.             if (currentPlayerInfo.assignedType != BallType::NONE) {
  1665.                 if (b->type == currentPlayerInfo.assignedType) legalBallPocketed = true;
  1666.                 else if (b->type == opponentPlayerInfo.assignedType) opponentBallPocketed = true;
  1667.             }
  1668.         }
  1669.     }
  1670.  
  1671.     // --- Game Over Checks --- (Unchanged logic)
  1672.     if (eightBallPocketed) {
  1673.         CheckGameOverConditions(eightBallPocketed, cueBallPocketed);
  1674.         if (currentGameState == GAME_OVER) return;
  1675.     }
  1676.  
  1677.     // --- MODIFIED: Enhanced Foul Checks ---
  1678.     bool turnFoul = false;
  1679.  
  1680.     // Foul 1: Scratch (Cue ball pocketed)
  1681.     if (cueBallPocketed) {
  1682.         foulCommitted = true; turnFoul = true;
  1683.     }
  1684.  
  1685.     // Foul 2: Hit Nothing (Only if not already a scratch)
  1686.     // Condition: Cue ball didn't hit *any* object ball during the shot.
  1687.     if (!turnFoul && !cueHitObjectBallThisShot) {
  1688.         // Check if the cue ball actually moved significantly to constitute a shot attempt
  1689.         Ball* cue = GetCueBall();
  1690.         // Use a small threshold to avoid foul on accidental tiny nudge if needed
  1691.         // For now, any shot attempt that doesn't hit an object ball is a foul.
  1692.         // (Could add velocity check from ApplyShot if needed)
  1693.         if (cue) { // Ensure cue ball exists
  1694.             foulCommitted = true; turnFoul = true;
  1695.         }
  1696.     }
  1697.  
  1698.     // Foul 3: Wrong Ball First (Check only if not already foul and *something* was hit)
  1699.     if (!turnFoul && firstHitBallIdThisShot != -1) {
  1700.         Ball* firstHitBall = GetBallById(firstHitBallIdThisShot);
  1701.         if (firstHitBall) {
  1702.             bool isBreakShot = (player1Info.assignedType == BallType::NONE && player2Info.assignedType == BallType::NONE);
  1703.             bool mustTarget8Ball = (!isBreakShot && currentPlayerInfo.assignedType != BallType::NONE && currentPlayerInfo.ballsPocketedCount >= 7);
  1704.  
  1705.             if (!isBreakShot) { // Standard play rules
  1706.                 if (mustTarget8Ball) {
  1707.                     if (firstHitBall->id != 8) { foulCommitted = true; turnFoul = true; }
  1708.                 }
  1709.                 else if (currentPlayerInfo.assignedType != BallType::NONE) { // Colors assigned
  1710.                   // Illegal to hit opponent ball OR 8-ball first
  1711.                     if (firstHitBall->type == opponentPlayerInfo.assignedType || firstHitBall->id == 8) {
  1712.                         foulCommitted = true; turnFoul = true;
  1713.                     }
  1714.                 }
  1715.                 // If colors NOT assigned yet (e.g. shot immediately after break), hitting any ball is legal first.
  1716.             }
  1717.             // No specific first-hit foul rules applied for the break itself here.
  1718.         }
  1719.     }
  1720.  
  1721.     // Foul 4: No Rail After Contact (Check only if not already foul)
  1722.     // Condition: Cue hit an object ball, BUT after that first contact,
  1723.     //            NO ball hit a rail AND NO object ball was pocketed (excluding cue/8-ball).
  1724.     if (!turnFoul && cueHitObjectBallThisShot && !railHitAfterContact && !anyNonCueBallPocketed) {
  1725.         foulCommitted = true;
  1726.         turnFoul = true;
  1727.     }
  1728.  
  1729.     // Foul 5: Pocketing Opponent's Ball (Optional stricter rule - can uncomment if desired)
  1730.     // if (!turnFoul && opponentBallPocketed) {
  1731.     //     foulCommitted = true; turnFoul = true;
  1732.     // }
  1733.     // --- End Enhanced Foul Checks ---
  1734.  
  1735.  
  1736.     // --- State Transitions ---
  1737.     if (turnFoul) {
  1738.         SwitchTurns();
  1739.         RespawnCueBall(false); // Ball in hand for opponent (state set in Respawn)
  1740.     }
  1741.     // --- Assign Ball Types only AFTER checking for fouls on the break/first shot ---
  1742.     else if (player1Info.assignedType == BallType::NONE && anyNonCueBallPocketed) {
  1743.         // (Assign types logic - unchanged)
  1744.         bool firstTypeVerified = false;
  1745.         for (int id : pocketedThisTurn) { if (id == firstPocketedId) { firstTypeVerified = true; break; } }
  1746.  
  1747.         if (firstTypeVerified && (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE)) {
  1748.             AssignPlayerBallTypes(firstPocketedType);
  1749.             legalBallPocketed = true;
  1750.         }
  1751.         // After assignment (or if types already assigned), check if turn continues
  1752.         if (legalBallPocketed) { // Player legally pocketed their assigned type (newly or existing)
  1753.             currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1754.             if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = true;
  1755.         }
  1756.         else { // Pocketed wrong ball, or only opponent ball, or missed (but no foul committed)
  1757.             SwitchTurns();
  1758.         }
  1759.     }
  1760.     // --- Normal Play Results (Types Assigned) ---
  1761.     else if (player1Info.assignedType != BallType::NONE) { // Ensure types assigned before this block
  1762.         if (legalBallPocketed) { // Legally pocketed own ball
  1763.             currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1764.             if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = true; // AI continues turn
  1765.         }
  1766.         else { // No legal ball pocketed (or no ball pocketed at all) and no foul
  1767.             SwitchTurns();
  1768.         }
  1769.     }
  1770.     // --- Handle case where shot occurred but no balls pocketed and no foul ---
  1771.     else if (!anyNonCueBallPocketed && !turnFoul) {
  1772.         SwitchTurns();
  1773.     }
  1774.  
  1775.  
  1776.     // Update pocketed counts AFTER handling turns/fouls/assignment
  1777.     int p1NewlyPocketed = 0;
  1778.     int p2NewlyPocketed = 0;
  1779.     for (int id : pocketedThisTurn) {
  1780.         if (id == 0 || id == 8) continue; // Skip cue ball and 8-ball
  1781.         Ball* b = GetBallById(id);
  1782.         if (!b) continue; // extra safety
  1783.         if (b->type == player1Info.assignedType) p1NewlyPocketed++;
  1784.         else if (b->type == player2Info.assignedType) p2NewlyPocketed++;
  1785.     }
  1786.     if (currentGameState != GAME_OVER) {
  1787.         player1Info.ballsPocketedCount += p1NewlyPocketed;
  1788.         player2Info.ballsPocketedCount += p2NewlyPocketed;
  1789.     }
  1790.  
  1791.  
  1792.     // --- Cleanup for next actual shot attempt ---
  1793.     pocketedThisTurn.clear();
  1794.     // Reset foul tracking flags (done before next shot applied)
  1795.     // firstHitBallIdThisShot = -1; // Reset these before next shot call
  1796.     // cueHitObjectBallThisShot = false;
  1797.     // railHitAfterContact = false;
  1798. }
  1799.  
  1800. void AssignPlayerBallTypes(BallType firstPocketedType) {
  1801.     if (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE) {
  1802.         if (currentPlayer == 1) {
  1803.             player1Info.assignedType = firstPocketedType;
  1804.             player2Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
  1805.         }
  1806.         else {
  1807.             player2Info.assignedType = firstPocketedType;
  1808.             player1Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
  1809.         }
  1810.     }
  1811.     // If 8-ball was first (illegal on break generally), rules vary.
  1812.     // Here, we might ignore assignment until a solid/stripe is pocketed legally.
  1813.     // Or assign based on what *else* was pocketed, if anything.
  1814.     // Simplification: Assignment only happens on SOLID or STRIPE first pocket.
  1815. }
  1816.  
  1817. void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
  1818.     if (!eightBallPocketed) return; // Only proceed if 8-ball was pocketed
  1819.  
  1820.     PlayerInfo& currentPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
  1821.     bool playerClearedBalls = (currentPlayerInfo.assignedType != BallType::NONE && currentPlayerInfo.ballsPocketedCount >= 7);
  1822.  
  1823.     // Loss Conditions:
  1824.     // 1. Pocket 8-ball AND scratch (pocket cue ball)
  1825.     // 2. Pocket 8-ball before clearing own color group
  1826.     if (cueBallPocketed || (!playerClearedBalls && currentPlayerInfo.assignedType != BallType::NONE)) {
  1827.         gameOverMessage = (currentPlayer == 1) ? L"Player 2 Wins! (Player 1 fouled on 8-ball)" : L"Player 1 Wins! (Player 2 fouled on 8-ball)";
  1828.         currentGameState = GAME_OVER;
  1829.     }
  1830.     // Win Condition:
  1831.     // 1. Pocket 8-ball legally after clearing own color group
  1832.     else if (playerClearedBalls) {
  1833.         gameOverMessage = (currentPlayer == 1) ? L"Player 1 Wins!" : L"Player 2 Wins!";
  1834.         currentGameState = GAME_OVER;
  1835.     }
  1836.     // Special case: 8 ball pocketed on break. Usually re-spot or re-rack.
  1837.     // Simple: If it happens during assignment phase, treat as foul, respawn 8ball.
  1838.     else if (player1Info.assignedType == BallType::NONE) {
  1839.         Ball* eightBall = GetBallById(8);
  1840.         if (eightBall) {
  1841.             eightBall->isPocketed = false;
  1842.             // Place 8-ball on foot spot (approx RACK_POS_X) or center if occupied
  1843.             eightBall->x = RACK_POS_X;
  1844.             eightBall->y = RACK_POS_Y;
  1845.             eightBall->vx = eightBall->vy = 0;
  1846.             // Check overlap and nudge if necessary (simplified)
  1847.         }
  1848.         // Apply foul rules if cue ball was also pocketed
  1849.         if (cueBallPocketed) {
  1850.             foulCommitted = true;
  1851.             // Don't switch turns on break scratch + 8ball pocket? Rules vary.
  1852.             // Let's make it a foul, switch turns, ball in hand.
  1853.             SwitchTurns();
  1854.             RespawnCueBall(false); // Ball in hand for opponent
  1855.         }
  1856.         else {
  1857.             // Just respawned 8ball, continue turn or switch based on other balls pocketed.
  1858.             // Let ProcessShotResults handle turn logic based on other pocketed balls.
  1859.         }
  1860.         // Prevent immediate game over message by returning here
  1861.         return;
  1862.     }
  1863.  
  1864.  
  1865. }
  1866.  
  1867.  
  1868. void SwitchTurns() {
  1869.     currentPlayer = (currentPlayer == 1) ? 2 : 1;
  1870.     // Reset aiming state for the new player
  1871.     isAiming = false;
  1872.     shotPower = 0;
  1873.     // Reset foul flag before new turn *really* starts (AI might take over)
  1874.     // Foul flag is mainly for display, gets cleared before human/AI shot
  1875.     // foulCommitted = false; // Probably better to clear before ApplyShot
  1876.  
  1877.     // Set the correct state based on who's turn it is
  1878.     if (currentPlayer == 1) {
  1879.         currentGameState = PLAYER1_TURN;
  1880.         aiTurnPending = false; // Ensure AI flag is off for P1
  1881.     }
  1882.     else { // Player 2's turn
  1883.         if (isPlayer2AI) {
  1884.             currentGameState = PLAYER2_TURN; // State indicates it's P2's turn
  1885.             aiTurnPending = true;           // Set flag for GameUpdate to trigger AI
  1886.             // AI will handle Ball-in-Hand logic if necessary within its decision making
  1887.         }
  1888.         else {
  1889.             currentGameState = PLAYER2_TURN; // Human P2
  1890.             aiTurnPending = false;
  1891.         }
  1892.     }
  1893. }
  1894.  
  1895. void AIBreakShot() {
  1896.     Ball* cueBall = GetCueBall();
  1897.     if (!cueBall) return;
  1898.  
  1899.     // 1. Check if the break shot is already planned or needs setup
  1900.     if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  1901.         // Place cue ball in the kitchen randomly
  1902.         float kitchenMinX = TABLE_LEFT + BALL_RADIUS; // [cite: 1071, 1072, 1587]
  1903.         float kitchenMaxX = HEADSTRING_X - BALL_RADIUS; // [cite: 1072, 1078, 1588]
  1904.         float kitchenMinY = TABLE_TOP + BALL_RADIUS; // [cite: 1071, 1072, 1588]
  1905.         float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS; // [cite: 1072, 1073, 1589]
  1906.  
  1907.         bool validPos = false;
  1908.         int attempts = 0;
  1909.         while (!validPos && attempts < 100) {
  1910.             cueBall->x = kitchenMinX + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxX - kitchenMinX)); // [cite: 1589]
  1911.             cueBall->y = kitchenMinY + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxY - kitchenMinY)); // [cite: 1590]
  1912.             if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1591]
  1913.                 validPos = true; // [cite: 1591]
  1914.             }
  1915.             attempts++; // [cite: 1592]
  1916.         }
  1917.         if (!validPos) {
  1918.             // Fallback position
  1919.             cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // [cite: 1071, 1078, 1593]
  1920.             cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f; // [cite: 1071, 1073, 1594]
  1921.             if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1594]
  1922.                 cueBall->x = HEADSTRING_X - BALL_RADIUS * 2; // [cite: 1072, 1078, 1594]
  1923.                 cueBall->y = RACK_POS_Y; // [cite: 1080, 1595]
  1924.             }
  1925.         }
  1926.         cueBall->vx = 0; // [cite: 1595]
  1927.         cueBall->vy = 0; // [cite: 1596]
  1928.  
  1929.         // Plan a break shot: aim at the center of the rack (apex ball)
  1930.         float targetX = RACK_POS_X; // [cite: 1079] Aim for the apex ball X-coordinate
  1931.         float targetY = RACK_POS_Y; // [cite: 1080] Aim for the apex ball Y-coordinate
  1932.  
  1933.         float dx = targetX - cueBall->x; // [cite: 1599]
  1934.         float dy = targetY - cueBall->y; // [cite: 1600]
  1935.         float shotAngle = atan2f(dy, dx); // [cite: 1600]
  1936.         float shotPowerValue = MAX_SHOT_POWER; // [cite: 1076, 1600] Use MAX_SHOT_POWER
  1937.  
  1938.         // Store planned shot details for the AI
  1939.         aiPlannedShotDetails.angle = shotAngle; // [cite: 1102, 1601]
  1940.         aiPlannedShotDetails.power = shotPowerValue; // [cite: 1102, 1601]
  1941.         aiPlannedShotDetails.spinX = 0.0f; // [cite: 1102, 1601] No spin for a standard power break
  1942.         aiPlannedShotDetails.spinY = 0.0f; // [cite: 1103, 1602]
  1943.         aiPlannedShotDetails.isValid = true; // [cite: 1103, 1602]
  1944.  
  1945.         // Update global cue parameters for immediate visual feedback if DrawAimingAids uses them
  1946.         ::cueAngle = aiPlannedShotDetails.angle;      // [cite: 1109, 1603] Update global cueAngle
  1947.         ::shotPower = aiPlannedShotDetails.power;     // [cite: 1109, 1604] Update global shotPower
  1948.         ::cueSpinX = aiPlannedShotDetails.spinX;    // [cite: 1109]
  1949.         ::cueSpinY = aiPlannedShotDetails.spinY;    // [cite: 1110]
  1950.  
  1951.         // Set up for AI display via GameUpdate
  1952.         aiIsDisplayingAim = true;                   // [cite: 1104] Enable AI aiming visualization
  1953.         aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES; // [cite: 1105] Set duration for display
  1954.  
  1955.         currentGameState = AI_THINKING; // [cite: 1081] Transition to AI_THINKING state.
  1956.                                         // GameUpdate will handle the aiAimDisplayFramesLeft countdown
  1957.                                         // and then execute the shot using aiPlannedShotDetails.
  1958.                                         // isOpeningBreakShot will be set to false within ApplyShot.
  1959.  
  1960.         // No immediate ApplyShot or sound here; GameUpdate's AI execution logic will handle it.
  1961.         return; // The break shot is now planned and will be executed by GameUpdate
  1962.     }
  1963.  
  1964.     // 2. If not in PRE_BREAK_PLACEMENT (e.g., if this function were called at other times,
  1965.     //    though current game logic only calls it for PRE_BREAK_PLACEMENT)
  1966.     //    This part can be extended if AIBreakShot needs to handle other scenarios.
  1967.     //    For now, the primary logic is above.
  1968. }
  1969.  
  1970. // --- Helper Functions ---
  1971.  
  1972. Ball* GetBallById(int id) {
  1973.     for (size_t i = 0; i < balls.size(); ++i) {
  1974.         if (balls[i].id == id) {
  1975.             return &balls[i];
  1976.         }
  1977.     }
  1978.     return nullptr;
  1979. }
  1980.  
  1981. Ball* GetCueBall() {
  1982.     return GetBallById(0);
  1983. }
  1984.  
  1985. float GetDistance(float x1, float y1, float x2, float y2) {
  1986.     return sqrtf(GetDistanceSq(x1, y1, x2, y2));
  1987. }
  1988.  
  1989. float GetDistanceSq(float x1, float y1, float x2, float y2) {
  1990.     float dx = x2 - x1;
  1991.     float dy = y2 - y1;
  1992.     return dx * dx + dy * dy;
  1993. }
  1994.  
  1995. bool IsValidCueBallPosition(float x, float y, bool checkHeadstring) {
  1996.     // Basic bounds check (inside cushions)
  1997.     float left = TABLE_LEFT + CUSHION_THICKNESS + BALL_RADIUS;
  1998.     float right = TABLE_RIGHT - CUSHION_THICKNESS - BALL_RADIUS;
  1999.     float top = TABLE_TOP + CUSHION_THICKNESS + BALL_RADIUS;
  2000.     float bottom = TABLE_BOTTOM - CUSHION_THICKNESS - BALL_RADIUS;
  2001.  
  2002.     if (x < left || x > right || y < top || y > bottom) {
  2003.         return false;
  2004.     }
  2005.  
  2006.     // Check headstring restriction if needed
  2007.     if (checkHeadstring && x >= HEADSTRING_X) {
  2008.         return false;
  2009.     }
  2010.  
  2011.     // Check overlap with other balls
  2012.     for (size_t i = 0; i < balls.size(); ++i) {
  2013.         if (balls[i].id != 0 && !balls[i].isPocketed) { // Don't check against itself or pocketed balls
  2014.             if (GetDistanceSq(x, y, balls[i].x, balls[i].y) < (BALL_RADIUS * 2.0f) * (BALL_RADIUS * 2.0f)) {
  2015.                 return false; // Overlapping another ball
  2016.             }
  2017.         }
  2018.     }
  2019.  
  2020.     return true;
  2021. }
  2022.  
  2023.  
  2024. template <typename T>
  2025. void SafeRelease(T** ppT) {
  2026.     if (*ppT) {
  2027.         (*ppT)->Release();
  2028.         *ppT = nullptr;
  2029.     }
  2030. }
  2031.  
  2032. // --- Helper Function for Line Segment Intersection ---
  2033. // Finds intersection point of line segment P1->P2 and line segment P3->P4
  2034. // Returns true if they intersect, false otherwise. Stores intersection point in 'intersection'.
  2035. bool LineSegmentIntersection(D2D1_POINT_2F p1, D2D1_POINT_2F p2, D2D1_POINT_2F p3, D2D1_POINT_2F p4, D2D1_POINT_2F& intersection)
  2036. {
  2037.     float denominator = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
  2038.  
  2039.     // Check if lines are parallel or collinear
  2040.     if (fabs(denominator) < 1e-6) {
  2041.         return false;
  2042.     }
  2043.  
  2044.     float ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denominator;
  2045.     float ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denominator;
  2046.  
  2047.     // Check if intersection point lies on both segments
  2048.     if (ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f) {
  2049.         intersection.x = p1.x + ua * (p2.x - p1.x);
  2050.         intersection.y = p1.y + ua * (p2.y - p1.y);
  2051.         return true;
  2052.     }
  2053.  
  2054.     return false;
  2055. }
  2056.  
  2057. // --- INSERT NEW HELPER FUNCTION HERE ---
  2058. // Calculates the squared distance from point P to the line segment AB.
  2059. float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b) {
  2060.     float l2 = GetDistanceSq(a.x, a.y, b.x, b.y);
  2061.     if (l2 == 0.0f) return GetDistanceSq(p.x, p.y, a.x, a.y); // Segment is a point
  2062.     // Consider P projecting onto the line AB infinite line
  2063.     // t = [(P-A) . (B-A)] / |B-A|^2
  2064.     float t = ((p.x - a.x) * (b.x - a.x) + (p.y - a.y) * (b.y - a.y)) / l2;
  2065.     t = std::max(0.0f, std::min(1.0f, t)); // Clamp t to the segment [0, 1]
  2066.     // Projection falls on the segment
  2067.     D2D1_POINT_2F projection = D2D1::Point2F(a.x + t * (b.x - a.x), a.y + t * (b.y - a.y));
  2068.     return GetDistanceSq(p.x, p.y, projection.x, projection.y);
  2069. }
  2070. // --- End New Helper ---
  2071.  
  2072. // --- NEW AI Implementation Functions ---
  2073.  
  2074. // Main entry point for AI turn
  2075. void AIMakeDecision() {
  2076.     AIShotInfo bestShot = { false }; // Declare here
  2077.     Ball* cueBall = GetCueBall();
  2078.     if (!cueBall || !isPlayer2AI || currentPlayer != 2) {
  2079.         aiPlannedShotDetails.isValid = false; // Ensure no shot if conditions not met
  2080.         return;
  2081.     }
  2082.  
  2083.     // --- NEW: Handle CPU's opening break shot ---
  2084.     /*if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT && isPlayer2AI && currentPlayer == 2) {
  2085.         Ball* cueBall = GetCueBall();
  2086.         if (cueBall) {
  2087.             float kitchenMinX = TABLE_LEFT + BALL_RADIUS;
  2088.             float kitchenMaxX = HEADSTRING_X - BALL_RADIUS;
  2089.             float kitchenMinY = TABLE_TOP + BALL_RADIUS;
  2090.             float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS;
  2091.  
  2092.             float randX = kitchenMinX + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxX - kitchenMinX));
  2093.             float randY = kitchenMinY + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxY - kitchenMinY));
  2094.  
  2095.             cueBall->x = randX;
  2096.             cueBall->y = randY;
  2097.             cueBall->vx = cueBall->vy = 0.0f;
  2098.  
  2099.             float rackMinX = RACK_POS_X - BALL_RADIUS * 2;
  2100.             float rackMaxX = RACK_POS_X + BALL_RADIUS * 2;
  2101.             float rackMinY = RACK_POS_Y - BALL_RADIUS * 2;
  2102.             float rackMaxY = RACK_POS_Y + BALL_RADIUS * 2;
  2103.  
  2104.             float targetX = rackMinX + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (rackMaxX - rackMinX));
  2105.             float targetY = rackMinY + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (rackMaxY - rackMinY));
  2106.  
  2107.             float dx = targetX - cueBall->x;
  2108.             float dy = targetY - cueBall->y;
  2109.  
  2110.             float shotAngle = atan2f(dy, dx);
  2111.             float shotPower = MAX_SHOT_POWER;
  2112.  
  2113.             // Store shot details in your AI plan
  2114.             aiPlannedShotDetails.angle = shotAngle;
  2115.             aiPlannedShotDetails.power = shotPower;
  2116.             aiPlannedShotDetails.spinX = 0.0f;
  2117.             aiPlannedShotDetails.spinY = 0.0f;
  2118.             aiPlannedShotDetails.isValid = true;
  2119.  
  2120.             // Set visual flags so draw function shows cue stick
  2121.             isAiming = true;
  2122.             aiIsDisplayingAim = true;
  2123.             shotPower = bestShot.power;
  2124.             cueAngle = bestShot.angle;
  2125.  
  2126.             // Play sound if desired
  2127.             std::thread([](const TCHAR* soundName) {
  2128.                 PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT);
  2129.                 }, TEXT("cue.wav")).detach();
  2130.  
  2131.                 // Execute shot immediately
  2132.                 ApplyShot(shotPower, shotAngle, 0.0f, 0.0f);
  2133.                 currentGameState = SHOT_IN_PROGRESS;
  2134.                 isOpeningBreakShot = false; // Reset flag
  2135.                 return; // Exit to prevent further AI decision
  2136.         }
  2137.     }*/
  2138.  
  2139.     // Phase 1: Placement if needed (Ball-in-Hand or Initial Break)
  2140.     /*if ((isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) || currentGameState == BALL_IN_HAND_P2) {
  2141.         AIPlaceCueBall(); // Handles kitchen placement for break or regular ball-in-hand
  2142.         if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  2143.             currentGameState = BREAKING; // Now AI needs to decide the break shot parameters
  2144.         }
  2145.         // For regular BALL_IN_HAND_P2, after placement, it will proceed to find a shot.
  2146.     }*/
  2147.  
  2148.     aiPlannedShotDetails.isValid = false; // Default to no valid shot found yet for this decision cycle
  2149.  
  2150.      // Phase 2: Decide shot parameters (Break or Normal play)
  2151.     if (isOpeningBreakShot && currentGameState == BREAKING) {
  2152.         // Force cue ball into center of kitchen
  2153.         cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
  2154.         cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f;
  2155.         cueBall->vx = cueBall->vy = 0.0f;
  2156.  
  2157.         float rackCenterX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f * 2.0f;
  2158.         float rackCenterY = RACK_POS_Y;
  2159.         float dx = rackCenterX - cueBall->x;
  2160.         float dy = rackCenterY - cueBall->y;
  2161.  
  2162.         aiPlannedShotDetails.angle = atan2f(dy, dx);
  2163.         aiPlannedShotDetails.power = MAX_SHOT_POWER;
  2164.         aiPlannedShotDetails.spinX = 0.0f;
  2165.         aiPlannedShotDetails.spinY = 0.0f;
  2166.         aiPlannedShotDetails.isValid = true;
  2167.  
  2168.         // Apply shot immediately
  2169.         cueAngle = aiPlannedShotDetails.angle;
  2170.         shotPower = aiPlannedShotDetails.power;
  2171.         cueSpinX = aiPlannedShotDetails.spinX;
  2172.         cueSpinY = aiPlannedShotDetails.spinY;
  2173.  
  2174.         firstHitBallIdThisShot = -1;
  2175.         cueHitObjectBallThisShot = false;
  2176.         railHitAfterContact = false;
  2177.         isAiming = false;
  2178.         aiIsDisplayingAim = false;
  2179.         aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2180.         //bool aiIsDisplayingAim = true;
  2181.  
  2182.         std::thread([](const TCHAR* soundName) {
  2183.             PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT);
  2184.             }, TEXT("cue.wav")).detach();
  2185.  
  2186.             ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  2187.             currentGameState = SHOT_IN_PROGRESS;
  2188.             isOpeningBreakShot = false;
  2189.             aiTurnPending = false;
  2190.             pocketedThisTurn.clear();
  2191.             return;
  2192.     }
  2193.     else {
  2194.         // --- Normal AI Shot Decision (using AIFindBestShot) ---
  2195.         AIShotInfo bestShot = AIFindBestShot(); //
  2196.         if (bestShot.possible) {
  2197.             aiPlannedShotDetails.angle = bestShot.angle;
  2198.             aiPlannedShotDetails.power = bestShot.power;
  2199.             aiPlannedShotDetails.spinX = 0.0f; // AI doesn't use spin yet
  2200.             aiPlannedShotDetails.spinY = 0.0f;
  2201.             aiPlannedShotDetails.isValid = true;
  2202.         }
  2203.         else {
  2204.             // Safety tap if no better shot found
  2205.             // Try to hit the closest 'own' ball gently or any ball if types not assigned
  2206.             Ball* ballToNudge = nullptr;
  2207.             float minDistSq = -1.0f;
  2208.             BallType aiTargetType = player2Info.assignedType;
  2209.             bool mustHit8Ball = (aiTargetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  2210.  
  2211.             for (auto& b : balls) {
  2212.                 if (b.isPocketed || b.id == 0) continue;
  2213.                 bool canHitThis = false;
  2214.                 if (mustHit8Ball) canHitThis = (b.id == 8);
  2215.                 else if (aiTargetType != BallType::NONE) canHitThis = (b.type == aiTargetType);
  2216.                 else canHitThis = (b.id != 8); // Can hit any non-8-ball if types not assigned
  2217.  
  2218.                 if (canHitThis) {
  2219.                     float dSq = GetDistanceSq(cueBall->x, cueBall->y, b.x, b.y);
  2220.                     if (ballToNudge == nullptr || dSq < minDistSq) {
  2221.                         ballToNudge = &b;
  2222.                         minDistSq = dSq;
  2223.                     }
  2224.                 }
  2225.             }
  2226.             if (ballToNudge) { // Found a ball to nudge
  2227.                 aiPlannedShotDetails.angle = atan2f(ballToNudge->y - cueBall->y, ballToNudge->x - cueBall->x);
  2228.                 aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.15f; // Gentle tap
  2229.             }
  2230.             else { // Absolute fallback: small tap forward
  2231.                 aiPlannedShotDetails.angle = cueAngle; // Keep last angle or default
  2232.                 //aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.1f;
  2233.                 aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.1f;
  2234.             }
  2235.             aiPlannedShotDetails.spinX = 0.0f;
  2236.             aiPlannedShotDetails.spinY = 0.0f;
  2237.             aiPlannedShotDetails.isValid = true; // Safety shot is a "valid" plan
  2238.         }
  2239.     }
  2240.  
  2241.     // Phase 3: Setup for Aim Display (if a valid shot was decided)
  2242.     if (aiPlannedShotDetails.isValid) {
  2243.         cueAngle = aiPlannedShotDetails.angle;   // Update global for drawing
  2244.         shotPower = aiPlannedShotDetails.power;  // Update global for drawing
  2245.         // cueSpinX and cueSpinY could also be set here if AI used them
  2246.         cueSpinX = aiPlannedShotDetails.spinX; // Also set these for drawing consistency
  2247.         cueSpinY = aiPlannedShotDetails.spinY; //
  2248.  
  2249.         aiIsDisplayingAim = true;
  2250.         aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2251.         // currentGameState remains AI_THINKING, GameUpdate will handle the display countdown and shot execution.
  2252.             // FIRE THE BREAK SHOT NOW
  2253.             // Immediately execute the break shot after setting parameters
  2254.         /*ApplyShot(aiPlannedShotDetails.power, aiPlannedShotDetails.angle, aiPlannedShotDetails.spinX, aiPlannedShotDetails.spinY);
  2255.         currentGameState = SHOT_IN_PROGRESS;
  2256.         aiTurnPending = false;
  2257.         isOpeningBreakShot = false;*/
  2258.     }
  2259.     else {
  2260.         // Should not happen if safety shot is always planned, but as a fallback:
  2261.         aiIsDisplayingAim = false;
  2262.         // If AI truly can't decide anything, maybe switch turn or log error. For now, it will do nothing this frame.
  2263.         // Or force a minimal safety tap without display.
  2264.         // To ensure game progresses, let's plan a minimal tap if nothing else.
  2265.         if (!aiPlannedShotDetails.isValid) { // Double check
  2266.             aiPlannedShotDetails.angle = 0.0f;
  2267.             aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.05f; // Very small tap
  2268.             aiPlannedShotDetails.spinX = 0.0f; aiPlannedShotDetails.spinY = 0.0f;
  2269.             aiPlannedShotDetails.isValid = true;
  2270.             //cueAngle = aiPlannedShotDetails.angle; shotPower = aiPlannedShotDetails.power;
  2271.             cueAngle = aiPlannedShotDetails.angle;
  2272.             shotPower = aiPlannedShotDetails.power;
  2273.             cueSpinX = aiPlannedShotDetails.spinX;
  2274.             cueSpinY = aiPlannedShotDetails.spinY;
  2275.             aiIsDisplayingAim = true; // Allow display for this minimal tap too
  2276.             aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES / 2; // Shorter display for fallback
  2277.         }
  2278.     }
  2279.     // aiTurnPending was set to false by GameUpdate before calling AIMakeDecision.
  2280.     // AIMakeDecision's job is to populate aiPlannedShotDetails and trigger display.
  2281. }
  2282.  
  2283. // AI logic for placing cue ball during ball-in-hand
  2284. void AIPlaceCueBall() {
  2285.     Ball* cueBall = GetCueBall();
  2286.     if (!cueBall) return;
  2287.  
  2288.     // --- CPU AI Opening Break: Kitchen Placement ---
  2289.     if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT && currentPlayer == 2 && isPlayer2AI) {
  2290.         float kitchenMinX = TABLE_LEFT + BALL_RADIUS;
  2291.         float kitchenMaxX = HEADSTRING_X - BALL_RADIUS;
  2292.         float kitchenMinY = TABLE_TOP + BALL_RADIUS;
  2293.         float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS;
  2294.         bool validPositionFound = false;
  2295.         int attempts = 0;
  2296.         while (!validPositionFound && attempts < 100) {
  2297.             cueBall->x = kitchenMinX + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (kitchenMaxX - kitchenMinX)));
  2298.             cueBall->y = kitchenMinY + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (kitchenMaxY - kitchenMinY)));
  2299.             if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) {
  2300.                 validPositionFound = true;
  2301.             }
  2302.             attempts++;
  2303.         }
  2304.         if (!validPositionFound) {
  2305.             cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
  2306.             cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  2307.             if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) {
  2308.                 cueBall->x = HEADSTRING_X - BALL_RADIUS * 2.0f;
  2309.                 cueBall->y = RACK_POS_Y;
  2310.             }
  2311.         }
  2312.         cueBall->vx = 0; cueBall->vy = 0;
  2313.         return;
  2314.     }
  2315.     // --- End CPU AI Opening Break Placement ---
  2316.  
  2317.     // Simple Strategy: Find the easiest possible shot for the AI's ball type
  2318.     // Place the cue ball directly behind that target ball, aiming straight at a pocket.
  2319.     // (More advanced: find spot offering multiple options or safety)
  2320.  
  2321.     AIShotInfo bestPlacementShot = { false };
  2322.     D2D1_POINT_2F bestPlacePos = D2D1::Point2F(HEADSTRING_X * 0.5f, RACK_POS_Y); // Default placement
  2323.  
  2324.     BallType targetType = player2Info.assignedType;
  2325.     bool canTargetAnyPlacement = false; // Local scope variable for placement logic
  2326.     if (targetType == BallType::NONE) {
  2327.         canTargetAnyPlacement = true;
  2328.     }
  2329.     bool target8Ball = (!canTargetAnyPlacement && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  2330.     if (target8Ball) targetType = BallType::EIGHT_BALL;
  2331.  
  2332.  
  2333.     for (auto& targetBall : balls) {
  2334.         if (targetBall.isPocketed || targetBall.id == 0) continue;
  2335.  
  2336.         // Determine if current ball is a valid target for placement consideration
  2337.         bool currentBallIsValidTarget = false;
  2338.         if (target8Ball && targetBall.id == 8) currentBallIsValidTarget = true;
  2339.         else if (canTargetAnyPlacement && targetBall.id != 8) currentBallIsValidTarget = true;
  2340.         else if (!canTargetAnyPlacement && !target8Ball && targetBall.type == targetType) currentBallIsValidTarget = true;
  2341.  
  2342.         if (!currentBallIsValidTarget) continue; // Skip if not a valid target
  2343.  
  2344.         for (int p = 0; p < 6; ++p) {
  2345.             // Calculate ideal cue ball position: straight line behind target ball aiming at pocket p
  2346.             float targetToPocketX = pocketPositions[p].x - targetBall.x;
  2347.             float targetToPocketY = pocketPositions[p].y - targetBall.y;
  2348.             float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
  2349.             if (dist < 1.0f) continue; // Avoid division by zero
  2350.  
  2351.             float idealAngle = atan2f(targetToPocketY, targetToPocketX);
  2352.             // Place cue ball slightly behind target ball along this line
  2353.             float placeDist = BALL_RADIUS * 3.0f; // Place a bit behind
  2354.             D2D1_POINT_2F potentialPlacePos = D2D1::Point2F( // Use factory function
  2355.                 targetBall.x - cosf(idealAngle) * placeDist,
  2356.                 targetBall.y - sinf(idealAngle) * placeDist
  2357.             );
  2358.  
  2359.             // Check if this placement is valid (on table, behind headstring if break, not overlapping)
  2360.             bool behindHeadstringRule = (currentGameState == PRE_BREAK_PLACEMENT);
  2361.             if (IsValidCueBallPosition(potentialPlacePos.x, potentialPlacePos.y, behindHeadstringRule)) {
  2362.                 // Is path from potentialPlacePos to targetBall clear?
  2363.                 // Use D2D1::Point2F() factory function here
  2364.                 if (IsPathClear(potentialPlacePos, D2D1::Point2F(targetBall.x, targetBall.y), 0, targetBall.id)) {
  2365.                     // Is path from targetBall to pocket clear?
  2366.                     // Use D2D1::Point2F() factory function here
  2367.                     if (IsPathClear(D2D1::Point2F(targetBall.x, targetBall.y), pocketPositions[p], targetBall.id, -1)) {
  2368.                         // This seems like a good potential placement. Score it?
  2369.                         // Easy AI: Just take the first valid one found.
  2370.                         bestPlacePos = potentialPlacePos;
  2371.                         goto placement_found; // Use goto for simplicity in non-OOP structure
  2372.                     }
  2373.                 }
  2374.             }
  2375.         }
  2376.     }
  2377.  
  2378. placement_found:
  2379.     // Place the cue ball at the best found position (or default if none found)
  2380.     cueBall->x = bestPlacePos.x;
  2381.     cueBall->y = bestPlacePos.y;
  2382.     cueBall->vx = 0;
  2383.     cueBall->vy = 0;
  2384. }
  2385.  
  2386.  
  2387. // AI finds the best shot available on the table
  2388. AIShotInfo AIFindBestShot() {
  2389.     AIShotInfo bestShotOverall = { false };
  2390.     Ball* cueBall = GetCueBall();
  2391.     if (!cueBall) return bestShotOverall;
  2392.  
  2393.     // Determine target ball type for AI (Player 2)
  2394.     BallType targetType = player2Info.assignedType;
  2395.     bool canTargetAny = false; // Can AI hit any ball (e.g., after break, before assignment)?
  2396.     if (targetType == BallType::NONE) {
  2397.         // If colors not assigned, AI aims to pocket *something* (usually lowest numbered ball legally)
  2398.         // Or, more simply, treat any ball as a potential target to make *a* pocket
  2399.         canTargetAny = true; // Simplification: allow targeting any non-8 ball.
  2400.         // A better rule is hit lowest numbered ball first on break follow-up.
  2401.     }
  2402.  
  2403.     // Check if AI needs to shoot the 8-ball
  2404.     bool target8Ball = (!canTargetAny && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  2405.  
  2406.  
  2407.     // Iterate through all potential target balls
  2408.     for (auto& potentialTarget : balls) {
  2409.         if (potentialTarget.isPocketed || potentialTarget.id == 0) continue; // Skip pocketed and cue ball
  2410.  
  2411.         // Check if this ball is a valid target
  2412.         bool isValidTarget = false;
  2413.         if (target8Ball) {
  2414.             isValidTarget = (potentialTarget.id == 8);
  2415.         }
  2416.         else if (canTargetAny) {
  2417.             isValidTarget = (potentialTarget.id != 8); // Can hit any non-8 ball
  2418.         }
  2419.         else { // Colors assigned, not yet shooting 8-ball
  2420.             isValidTarget = (potentialTarget.type == targetType);
  2421.         }
  2422.  
  2423.         if (!isValidTarget) continue; // Skip if not a valid target for this turn
  2424.  
  2425.         // Now, check all pockets for this target ball
  2426.         for (int p = 0; p < 6; ++p) {
  2427.             AIShotInfo currentShot = EvaluateShot(&potentialTarget, p);
  2428.             currentShot.involves8Ball = (potentialTarget.id == 8);
  2429.  
  2430.             if (currentShot.possible) {
  2431.                 // Compare scores to find the best shot
  2432.                 if (!bestShotOverall.possible || currentShot.score > bestShotOverall.score) {
  2433.                     bestShotOverall = currentShot;
  2434.                 }
  2435.             }
  2436.         }
  2437.     } // End loop through potential target balls
  2438.  
  2439.     // If targeting 8-ball and no shot found, or targeting own balls and no shot found,
  2440.     // need a safety strategy. Current simple AI just takes best found or taps cue ball.
  2441.  
  2442.     return bestShotOverall;
  2443. }
  2444.  
  2445.  
  2446. // Evaluate a potential shot at a specific target ball towards a specific pocket
  2447. AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex) {
  2448.     AIShotInfo shotInfo;
  2449.     shotInfo.possible = false; // Assume not possible initially
  2450.     shotInfo.targetBall = targetBall;
  2451.     shotInfo.pocketIndex = pocketIndex;
  2452.  
  2453.     Ball* cueBall = GetCueBall();
  2454.     if (!cueBall || !targetBall) return shotInfo;
  2455.  
  2456.     // --- Define local state variables needed for legality checks ---
  2457.     BallType aiAssignedType = player2Info.assignedType;
  2458.     bool canTargetAny = (aiAssignedType == BallType::NONE); // Can AI hit any ball?
  2459.     bool mustTarget8Ball = (!canTargetAny && aiAssignedType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  2460.     // ---
  2461.  
  2462.     // 1. Calculate Ghost Ball position
  2463.     shotInfo.ghostBallPos = CalculateGhostBallPos(targetBall, pocketIndex);
  2464.  
  2465.     // 2. Calculate Angle from Cue Ball to Ghost Ball
  2466.     float dx = shotInfo.ghostBallPos.x - cueBall->x;
  2467.     float dy = shotInfo.ghostBallPos.y - cueBall->y;
  2468.     if (fabs(dx) < 0.01f && fabs(dy) < 0.01f) return shotInfo; // Avoid aiming at same spot
  2469.     shotInfo.angle = atan2f(dy, dx);
  2470.  
  2471.     // Basic angle validity check (optional)
  2472.     if (!IsValidAIAimAngle(shotInfo.angle)) {
  2473.         // Maybe log this or handle edge cases
  2474.     }
  2475.  
  2476.     // 3. Check Path: Cue Ball -> Ghost Ball Position
  2477.     // Use D2D1::Point2F() factory function here
  2478.     if (!IsPathClear(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.ghostBallPos, cueBall->id, targetBall->id)) {
  2479.         return shotInfo; // Path blocked
  2480.     }
  2481.  
  2482.     // 4. Check Path: Target Ball -> Pocket
  2483.     // Use D2D1::Point2F() factory function here
  2484.     if (!IsPathClear(D2D1::Point2F(targetBall->x, targetBall->y), pocketPositions[pocketIndex], targetBall->id, -1)) {
  2485.         return shotInfo; // Path blocked
  2486.     }
  2487.  
  2488.     // 5. Check First Ball Hit Legality
  2489.     float firstHitDistSq = -1.0f;
  2490.     // Use D2D1::Point2F() factory function here
  2491.     Ball* firstHit = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.angle, firstHitDistSq);
  2492.  
  2493.     if (!firstHit) {
  2494.         return shotInfo; // AI aims but doesn't hit anything? Impossible shot.
  2495.     }
  2496.  
  2497.     // Check if the first ball hit is the intended target ball
  2498.     if (firstHit->id != targetBall->id) {
  2499.         // Allow hitting slightly off target if it's very close to ghost ball pos
  2500.         float ghostDistSq = GetDistanceSq(shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y, firstHit->x, firstHit->y);
  2501.         // Allow a tolerance roughly half the ball radius squared
  2502.         if (ghostDistSq > (BALL_RADIUS * 0.7f) * (BALL_RADIUS * 0.7f)) {
  2503.             // First hit is significantly different from the target point.
  2504.             // This shot path leads to hitting the wrong ball first.
  2505.             return shotInfo; // Foul or unintended shot
  2506.         }
  2507.         // If first hit is not target, but very close, allow it for now (might still be foul based on type).
  2508.     }
  2509.  
  2510.     // Check legality of the *first ball actually hit* based on game rules
  2511.     if (!canTargetAny) { // Colors are assigned (or should be)
  2512.         if (mustTarget8Ball) { // Must hit 8-ball first
  2513.             if (firstHit->id != 8) {
  2514.                 // return shotInfo; // FOUL - Hitting wrong ball when aiming for 8-ball
  2515.                 // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
  2516.             }
  2517.         }
  2518.         else { // Must hit own ball type first
  2519.             if (firstHit->type != aiAssignedType && firstHit->id != 8) { // Allow hitting 8-ball if own type blocked? No, standard rules usually require hitting own first.
  2520.                 // return shotInfo; // FOUL - Hitting opponent ball or 8-ball when shouldn't
  2521.                 // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
  2522.             }
  2523.             else if (firstHit->id == 8) {
  2524.                 // return shotInfo; // FOUL - Hitting 8-ball when shouldn't
  2525.                 // Keep shot possible for now
  2526.             }
  2527.         }
  2528.     }
  2529.     // (If canTargetAny is true, hitting any ball except 8 first is legal - assuming not scratching)
  2530.  
  2531.  
  2532.     // 6. Calculate Score & Power (Difficulty affects this)
  2533.     shotInfo.possible = true; // If we got here, the shot is geometrically possible and likely legal enough for AI to consider
  2534.  
  2535.     float cueToGhostDist = GetDistance(cueBall->x, cueBall->y, shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y);
  2536.     float targetToPocketDist = GetDistance(targetBall->x, targetBall->y, pocketPositions[pocketIndex].x, pocketPositions[pocketIndex].y);
  2537.  
  2538.     // Simple Score: Shorter shots are better, straighter shots are slightly better.
  2539.     float distanceScore = 1000.0f / (1.0f + cueToGhostDist + targetToPocketDist);
  2540.  
  2541.     // Angle Score: Calculate cut angle
  2542.     // Vector Cue -> Ghost
  2543.     float v1x = shotInfo.ghostBallPos.x - cueBall->x;
  2544.     float v1y = shotInfo.ghostBallPos.y - cueBall->y;
  2545.     // Vector Target -> Pocket
  2546.     float v2x = pocketPositions[pocketIndex].x - targetBall->x;
  2547.     float v2y = pocketPositions[pocketIndex].y - targetBall->y;
  2548.     // Normalize vectors
  2549.     float mag1 = sqrtf(v1x * v1x + v1y * v1y);
  2550.     float mag2 = sqrtf(v2x * v2x + v2y * v2y);
  2551.     float angleScoreFactor = 0.5f; // Default if vectors are zero len
  2552.     if (mag1 > 0.1f && mag2 > 0.1f) {
  2553.         v1x /= mag1; v1y /= mag1;
  2554.         v2x /= mag2; v2y /= mag2;
  2555.         // Dot product gives cosine of angle between cue ball path and target ball path
  2556.         float dotProduct = v1x * v2x + v1y * v2y;
  2557.         // Straighter shot (dot product closer to 1) gets higher score
  2558.         angleScoreFactor = (1.0f + dotProduct) / 2.0f; // Map [-1, 1] to [0, 1]
  2559.     }
  2560.     angleScoreFactor = std::max(0.1f, angleScoreFactor); // Ensure some minimum score factor
  2561.  
  2562.     shotInfo.score = distanceScore * angleScoreFactor;
  2563.  
  2564.     // Bonus for pocketing 8-ball legally
  2565.     if (mustTarget8Ball && targetBall->id == 8) {
  2566.         shotInfo.score *= 10.0; // Strongly prefer the winning shot
  2567.     }
  2568.  
  2569.     // Penalty for difficult cuts? Already partially handled by angleScoreFactor.
  2570.  
  2571.     // 7. Calculate Power
  2572.     shotInfo.power = CalculateShotPower(cueToGhostDist, targetToPocketDist);
  2573.  
  2574.     // 8. Add Inaccuracy based on Difficulty (same as before)
  2575.     float angleError = 0.0f;
  2576.     float powerErrorFactor = 1.0f;
  2577.  
  2578.     switch (aiDifficulty) {
  2579.     case EASY:
  2580.         angleError = (float)(rand() % 100 - 50) / 1000.0f; // +/- ~3 deg
  2581.         powerErrorFactor = 0.8f + (float)(rand() % 40) / 100.0f; // 80-120%
  2582.         shotInfo.power *= 0.8f;
  2583.         break;
  2584.     case MEDIUM:
  2585.         angleError = (float)(rand() % 60 - 30) / 1000.0f; // +/- ~1.7 deg
  2586.         powerErrorFactor = 0.9f + (float)(rand() % 20) / 100.0f; // 90-110%
  2587.         break;
  2588.     case HARD:
  2589.         angleError = (float)(rand() % 10 - 5) / 1000.0f; // +/- ~0.3 deg
  2590.         powerErrorFactor = 0.98f + (float)(rand() % 4) / 100.0f; // 98-102%
  2591.         break;
  2592.     }
  2593.     shotInfo.angle += angleError;
  2594.     shotInfo.power *= powerErrorFactor;
  2595.     shotInfo.power = std::max(1.0f, std::min(shotInfo.power, MAX_SHOT_POWER)); // Clamp power
  2596.  
  2597.     return shotInfo;
  2598. }
  2599.  
  2600.  
  2601. // Calculates required power (simplified)
  2602. float CalculateShotPower(float cueToGhostDist, float targetToPocketDist) {
  2603.     // Basic model: Power needed increases with total distance the balls need to travel.
  2604.     // Need enough power for cue ball to reach target AND target to reach pocket.
  2605.     float totalDist = cueToGhostDist + targetToPocketDist;
  2606.  
  2607.     // Map distance to power (needs tuning)
  2608.     // Let's say max power is needed for longest possible shot (e.g., corner to corner ~ 1000 units)
  2609.     float powerRatio = std::min(1.0f, totalDist / 800.0f); // Normalize based on estimated max distance
  2610.  
  2611.     float basePower = MAX_SHOT_POWER * 0.2f; // Minimum power to move balls reliably
  2612.     float variablePower = (MAX_SHOT_POWER * 0.8f) * powerRatio; // Scale remaining power range
  2613.  
  2614.     // Harder AI could adjust based on desired cue ball travel (more power for draw/follow)
  2615.     return std::min(MAX_SHOT_POWER, basePower + variablePower);
  2616. }
  2617.  
  2618. // Calculate the position the cue ball needs to hit for the target ball to go towards the pocket
  2619. D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex) {
  2620.     float targetToPocketX = pocketPositions[pocketIndex].x - targetBall->x;
  2621.     float targetToPocketY = pocketPositions[pocketIndex].y - targetBall->y;
  2622.     float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
  2623.  
  2624.     if (dist < 1.0f) { // Target is basically in the pocket
  2625.         // Aim slightly off-center to avoid weird physics? Or directly at center?
  2626.         // For simplicity, return a point slightly behind center along the reverse line.
  2627.         return D2D1::Point2F(targetBall->x - targetToPocketX * 0.1f, targetBall->y - targetToPocketY * 0.1f);
  2628.     }
  2629.  
  2630.     // Normalize direction vector from target to pocket
  2631.     float nx = targetToPocketX / dist;
  2632.     float ny = targetToPocketY / dist;
  2633.  
  2634.     // Ghost ball position is diameter distance *behind* the target ball along this line
  2635.     float ghostX = targetBall->x - nx * (BALL_RADIUS * 2.0f);
  2636.     float ghostY = targetBall->y - ny * (BALL_RADIUS * 2.0f);
  2637.  
  2638.     return D2D1::Point2F(ghostX, ghostY);
  2639. }
  2640.  
  2641. // Checks if line segment is clear of obstructing balls
  2642. bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2) {
  2643.     float dx = end.x - start.x;
  2644.     float dy = end.y - start.y;
  2645.     float segmentLenSq = dx * dx + dy * dy;
  2646.  
  2647.     if (segmentLenSq < 0.01f) return true; // Start and end are same point
  2648.  
  2649.     for (const auto& ball : balls) {
  2650.         if (ball.isPocketed) continue;
  2651.         if (ball.id == ignoredBallId1) continue;
  2652.         if (ball.id == ignoredBallId2) continue;
  2653.  
  2654.         // Check distance from ball center to the line segment
  2655.         float ballToStartX = ball.x - start.x;
  2656.         float ballToStartY = ball.y - start.y;
  2657.  
  2658.         // Project ball center onto the line defined by the segment
  2659.         float dot = (ballToStartX * dx + ballToStartY * dy) / segmentLenSq;
  2660.  
  2661.         D2D1_POINT_2F closestPointOnLine;
  2662.         if (dot < 0) { // Closest point is start point
  2663.             closestPointOnLine = start;
  2664.         }
  2665.         else if (dot > 1) { // Closest point is end point
  2666.             closestPointOnLine = end;
  2667.         }
  2668.         else { // Closest point is along the segment
  2669.             closestPointOnLine = D2D1::Point2F(start.x + dot * dx, start.y + dot * dy);
  2670.         }
  2671.  
  2672.         // Check if the closest point is within collision distance (ball radius + path radius)
  2673.         if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * BALL_RADIUS)) {
  2674.             // Consider slightly wider path check? Maybe BALL_RADIUS * 1.1f?
  2675.             // if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * 1.1f)*(BALL_RADIUS*1.1f)) {
  2676.             return false; // Path is blocked
  2677.         }
  2678.     }
  2679.     return true; // No obstructions found
  2680. }
  2681.  
  2682. // Finds the first ball hit along a path (simplified)
  2683. Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq) {
  2684.     Ball* hitBall = nullptr;
  2685.     hitDistSq = -1.0f; // Initialize hit distance squared
  2686.     float minCollisionDistSq = -1.0f;
  2687.  
  2688.     float cosA = cosf(angle);
  2689.     float sinA = sinf(angle);
  2690.  
  2691.     for (auto& ball : balls) {
  2692.         if (ball.isPocketed || ball.id == 0) continue; // Skip cue ball and pocketed
  2693.  
  2694.         float dx = ball.x - start.x;
  2695.         float dy = ball.y - start.y;
  2696.  
  2697.         // Project vector from start->ball onto the aim direction vector
  2698.         float dot = dx * cosA + dy * sinA;
  2699.  
  2700.         if (dot > 0) { // Ball is generally in front
  2701.             // Find closest point on aim line to the ball's center
  2702.             float closestPointX = start.x + dot * cosA;
  2703.             float closestPointY = start.y + dot * sinA;
  2704.             float distSq = GetDistanceSq(ball.x, ball.y, closestPointX, closestPointY);
  2705.  
  2706.             // Check if the aim line passes within the ball's radius
  2707.             if (distSq < (BALL_RADIUS * BALL_RADIUS)) {
  2708.                 // Calculate distance from start to the collision point on the ball's circumference
  2709.                 float backDist = sqrtf(std::max(0.f, BALL_RADIUS * BALL_RADIUS - distSq));
  2710.                 float collisionDist = dot - backDist; // Distance along aim line to collision
  2711.  
  2712.                 if (collisionDist > 0) { // Ensure collision is in front
  2713.                     float collisionDistSq = collisionDist * collisionDist;
  2714.                     if (hitBall == nullptr || collisionDistSq < minCollisionDistSq) {
  2715.                         minCollisionDistSq = collisionDistSq;
  2716.                         hitBall = &ball; // Found a closer hit ball
  2717.                     }
  2718.                 }
  2719.             }
  2720.         }
  2721.     }
  2722.     hitDistSq = minCollisionDistSq; // Return distance squared to the first hit
  2723.     return hitBall;
  2724. }
  2725.  
  2726. // Basic check for reasonable AI aim angles (optional)
  2727. bool IsValidAIAimAngle(float angle) {
  2728.     // Placeholder - could check for NaN or infinity if calculations go wrong
  2729.     return isfinite(angle);
  2730. }
  2731.  
  2732. //midi func = start
  2733. void PlayMidiInBackground(HWND hwnd, const TCHAR* midiPath) {
  2734.     while (isMusicPlaying) {
  2735.         MCI_OPEN_PARMS mciOpen = { 0 };
  2736.         mciOpen.lpstrDeviceType = TEXT("sequencer");
  2737.         mciOpen.lpstrElementName = midiPath;
  2738.  
  2739.         if (mciSendCommand(0, MCI_OPEN, MCI_OPEN_TYPE | MCI_OPEN_ELEMENT, (DWORD_PTR)&mciOpen) == 0) {
  2740.             midiDeviceID = mciOpen.wDeviceID;
  2741.  
  2742.             MCI_PLAY_PARMS mciPlay = { 0 };
  2743.             mciSendCommand(midiDeviceID, MCI_PLAY, 0, (DWORD_PTR)&mciPlay);
  2744.  
  2745.             // Wait for playback to complete
  2746.             MCI_STATUS_PARMS mciStatus = { 0 };
  2747.             mciStatus.dwItem = MCI_STATUS_MODE;
  2748.  
  2749.             do {
  2750.                 mciSendCommand(midiDeviceID, MCI_STATUS, MCI_STATUS_ITEM, (DWORD_PTR)&mciStatus);
  2751.                 Sleep(100); // adjust as needed
  2752.             } while (mciStatus.dwReturn == MCI_MODE_PLAY && isMusicPlaying);
  2753.  
  2754.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  2755.             midiDeviceID = 0;
  2756.         }
  2757.     }
  2758. }
  2759.  
  2760. void StartMidi(HWND hwnd, const TCHAR* midiPath) {
  2761.     if (isMusicPlaying) {
  2762.         StopMidi();
  2763.     }
  2764.     isMusicPlaying = true;
  2765.     musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
  2766. }
  2767.  
  2768. void StopMidi() {
  2769.     if (isMusicPlaying) {
  2770.         isMusicPlaying = false;
  2771.         if (musicThread.joinable()) musicThread.join();
  2772.         if (midiDeviceID != 0) {
  2773.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  2774.             midiDeviceID = 0;
  2775.         }
  2776.     }
  2777. }
  2778.  
  2779. /*void PlayGameMusic(HWND hwnd) {
  2780.     // Stop any existing playback
  2781.     if (isMusicPlaying) {
  2782.         isMusicPlaying = false;
  2783.         if (musicThread.joinable()) {
  2784.             musicThread.join();
  2785.         }
  2786.         if (midiDeviceID != 0) {
  2787.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  2788.             midiDeviceID = 0;
  2789.         }
  2790.     }
  2791.  
  2792.     // Get the path of the executable
  2793.     TCHAR exePath[MAX_PATH];
  2794.     GetModuleFileName(NULL, exePath, MAX_PATH);
  2795.  
  2796.     // Extract the directory path
  2797.     TCHAR* lastBackslash = _tcsrchr(exePath, '\\');
  2798.     if (lastBackslash != NULL) {
  2799.         *(lastBackslash + 1) = '\0';
  2800.     }
  2801.  
  2802.     // Construct the full path to the MIDI file
  2803.     static TCHAR midiPath[MAX_PATH];
  2804.     _tcscpy_s(midiPath, MAX_PATH, exePath);
  2805.     _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID"));
  2806.  
  2807.     // Start the background playback
  2808.     isMusicPlaying = true;
  2809.     musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
  2810. }*/
  2811. //midi func = end
  2812.  
  2813. // --- Drawing Functions ---
  2814.  
  2815. void OnPaint() {
  2816.     HRESULT hr = CreateDeviceResources(); // Ensure resources are valid
  2817.  
  2818.     if (SUCCEEDED(hr)) {
  2819.         pRenderTarget->BeginDraw();
  2820.         DrawScene(pRenderTarget); // Pass render target
  2821.         hr = pRenderTarget->EndDraw();
  2822.  
  2823.         if (hr == D2DERR_RECREATE_TARGET) {
  2824.             DiscardDeviceResources();
  2825.             // Optionally request another paint message: InvalidateRect(hwndMain, NULL, FALSE);
  2826.             // But the timer loop will trigger redraw anyway.
  2827.         }
  2828.     }
  2829.     // If CreateDeviceResources failed, EndDraw might not be called.
  2830.     // Consider handling this more robustly if needed.
  2831. }
  2832.  
  2833. void DrawScene(ID2D1RenderTarget* pRT) {
  2834.     if (!pRT) return;
  2835.  
  2836.     //pRT->Clear(D2D1::ColorF(D2D1::ColorF::LightGray)); // Background color
  2837.     // Set background color to #ffffcd (RGB: 255, 255, 205)
  2838.     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)
  2839.     //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)
  2840.  
  2841.     DrawTable(pRT, pFactory);
  2842.     DrawBalls(pRT);
  2843.     DrawAimingAids(pRT); // Includes cue stick if aiming
  2844.     DrawUI(pRT);
  2845.     DrawPowerMeter(pRT);
  2846.     DrawSpinIndicator(pRT);
  2847.     DrawPocketedBallsIndicator(pRT);
  2848.     DrawBallInHandIndicator(pRT); // Draw cue ball ghost if placing
  2849.  
  2850.      // Draw Game Over Message
  2851.     if (currentGameState == GAME_OVER && pTextFormat) {
  2852.         ID2D1SolidColorBrush* pBrush = nullptr;
  2853.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pBrush);
  2854.         if (pBrush) {
  2855.             D2D1_RECT_F layoutRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP + TABLE_HEIGHT / 2 - 30, TABLE_RIGHT, TABLE_TOP + TABLE_HEIGHT / 2 + 30);
  2856.             pRT->DrawText(
  2857.                 gameOverMessage.c_str(),
  2858.                 (UINT32)gameOverMessage.length(),
  2859.                 pTextFormat, // Use large format maybe?
  2860.                 &layoutRect,
  2861.                 pBrush
  2862.             );
  2863.             SafeRelease(&pBrush);
  2864.         }
  2865.     }
  2866.  
  2867. }
  2868.  
  2869. void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory) {
  2870.     ID2D1SolidColorBrush* pBrush = nullptr;
  2871.  
  2872.     // === Draw Full Orange Frame (Table Border) ===
  2873.     ID2D1SolidColorBrush* pFrameBrush = nullptr;
  2874.     pRT->CreateSolidColorBrush(D2D1::ColorF(0.9157f, 0.6157f, 0.2000f), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
  2875.     //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
  2876.     if (pFrameBrush) {
  2877.         D2D1_RECT_F outerRect = D2D1::RectF(
  2878.             TABLE_LEFT - CUSHION_THICKNESS,
  2879.             TABLE_TOP - CUSHION_THICKNESS,
  2880.             TABLE_RIGHT + CUSHION_THICKNESS,
  2881.             TABLE_BOTTOM + CUSHION_THICKNESS
  2882.         );
  2883.         pRT->FillRectangle(&outerRect, pFrameBrush);
  2884.         SafeRelease(&pFrameBrush);
  2885.     }
  2886.  
  2887.     // Draw Table Bed (Green Felt)
  2888.     pRT->CreateSolidColorBrush(TABLE_COLOR, &pBrush);
  2889.     if (!pBrush) return;
  2890.     D2D1_RECT_F tableRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP, TABLE_RIGHT, TABLE_BOTTOM);
  2891.     pRT->FillRectangle(&tableRect, pBrush);
  2892.     SafeRelease(&pBrush);
  2893.  
  2894.     // Draw Cushions (Red Border)
  2895.     pRT->CreateSolidColorBrush(CUSHION_COLOR, &pBrush);
  2896.     if (!pBrush) return;
  2897.     // Top Cushion (split by middle pocket)
  2898.     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);
  2899.     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);
  2900.     // Bottom Cushion (split by middle pocket)
  2901.     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);
  2902.     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);
  2903.     // Left Cushion
  2904.     pRT->FillRectangle(D2D1::RectF(TABLE_LEFT - CUSHION_THICKNESS, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_LEFT, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
  2905.     // Right Cushion
  2906.     pRT->FillRectangle(D2D1::RectF(TABLE_RIGHT, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_RIGHT + CUSHION_THICKNESS, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
  2907.     SafeRelease(&pBrush);
  2908.  
  2909.  
  2910.     // Draw Pockets (Black Circles)
  2911.     pRT->CreateSolidColorBrush(POCKET_COLOR, &pBrush);
  2912.     if (!pBrush) return;
  2913.     for (int i = 0; i < 6; ++i) {
  2914.         D2D1_ELLIPSE ellipse = D2D1::Ellipse(pocketPositions[i], HOLE_VISUAL_RADIUS, HOLE_VISUAL_RADIUS);
  2915.         pRT->FillEllipse(&ellipse, pBrush);
  2916.     }
  2917.     SafeRelease(&pBrush);
  2918.  
  2919.     // Draw Headstring Line (White)
  2920.     pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
  2921.     //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
  2922.     if (!pBrush) return;
  2923.     pRT->DrawLine(
  2924.         D2D1::Point2F(HEADSTRING_X, TABLE_TOP),
  2925.         D2D1::Point2F(HEADSTRING_X, TABLE_BOTTOM),
  2926.         pBrush,
  2927.         1.0f // Line thickness
  2928.     );
  2929.     SafeRelease(&pBrush);
  2930.  
  2931.     // Draw Semicircle facing West (flat side East)
  2932.     // Draw Semicircle facing East (curved side on the East, flat side on the West)
  2933.     ID2D1PathGeometry* pGeometry = nullptr;
  2934.     HRESULT hr = pFactory->CreatePathGeometry(&pGeometry);
  2935.     if (SUCCEEDED(hr) && pGeometry)
  2936.     {
  2937.         ID2D1GeometrySink* pSink = nullptr;
  2938.         hr = pGeometry->Open(&pSink);
  2939.         if (SUCCEEDED(hr) && pSink)
  2940.         {
  2941.             float radius = 60.0f; // Radius for the semicircle
  2942.             D2D1_POINT_2F center = D2D1::Point2F(HEADSTRING_X, (TABLE_TOP + TABLE_BOTTOM) / 2.0f);
  2943.  
  2944.             // For a semicircle facing East (curved side on the East), use the top and bottom points.
  2945.             D2D1_POINT_2F startPoint = D2D1::Point2F(center.x, center.y - radius); // Top point
  2946.  
  2947.             pSink->BeginFigure(startPoint, D2D1_FIGURE_BEGIN_HOLLOW);
  2948.  
  2949.             D2D1_ARC_SEGMENT arc = {};
  2950.             arc.point = D2D1::Point2F(center.x, center.y + radius); // Bottom point
  2951.             arc.size = D2D1::SizeF(radius, radius);
  2952.             arc.rotationAngle = 0.0f;
  2953.             // Use the correct identifier with the extra underscore:
  2954.             arc.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
  2955.             arc.arcSize = D2D1_ARC_SIZE_SMALL;
  2956.  
  2957.             pSink->AddArc(&arc);
  2958.             pSink->EndFigure(D2D1_FIGURE_END_OPEN);
  2959.             pSink->Close();
  2960.             SafeRelease(&pSink);
  2961.  
  2962.             ID2D1SolidColorBrush* pArcBrush = nullptr;
  2963.             //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.3f), &pArcBrush);
  2964.             pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pArcBrush);
  2965.             if (pArcBrush)
  2966.             {
  2967.                 pRT->DrawGeometry(pGeometry, pArcBrush, 1.5f);
  2968.                 SafeRelease(&pArcBrush);
  2969.             }
  2970.         }
  2971.         SafeRelease(&pGeometry);
  2972.     }
  2973.  
  2974.  
  2975.  
  2976.  
  2977. }
  2978.  
  2979.  
  2980. void DrawBalls(ID2D1RenderTarget* pRT) {
  2981.     ID2D1SolidColorBrush* pBrush = nullptr;
  2982.     ID2D1SolidColorBrush* pStripeBrush = nullptr; // For stripe pattern
  2983.  
  2984.     pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBrush); // Placeholder
  2985.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  2986.  
  2987.     if (!pBrush || !pStripeBrush) {
  2988.         SafeRelease(&pBrush);
  2989.         SafeRelease(&pStripeBrush);
  2990.         return;
  2991.     }
  2992.  
  2993.  
  2994.     for (size_t i = 0; i < balls.size(); ++i) {
  2995.         const Ball& b = balls[i];
  2996.         if (!b.isPocketed) {
  2997.             D2D1_ELLIPSE ellipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
  2998.  
  2999.             // Set main ball color
  3000.             pBrush->SetColor(b.color);
  3001.             pRT->FillEllipse(&ellipse, pBrush);
  3002.  
  3003.             // Draw Stripe if applicable
  3004.             if (b.type == BallType::STRIPE) {
  3005.                 // Draw a white band across the middle (simplified stripe)
  3006.                 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);
  3007.                 // Need to clip this rectangle to the ellipse bounds - complex!
  3008.                 // Alternative: Draw two colored arcs leaving a white band.
  3009.                 // Simplest: Draw a white circle inside, slightly smaller.
  3010.                 D2D1_ELLIPSE innerEllipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS * 0.6f, BALL_RADIUS * 0.6f);
  3011.                 pRT->FillEllipse(innerEllipse, pStripeBrush); // White center part
  3012.                 pBrush->SetColor(b.color); // Set back to stripe color
  3013.                 pRT->FillEllipse(innerEllipse, pBrush); // Fill again, leaving a ring - No, this isn't right.
  3014.  
  3015.                 // Let's try drawing a thick white line across
  3016.                 // This doesn't look great. Just drawing solid red for stripes for now.
  3017.             }
  3018.  
  3019.             // Draw Number (Optional - requires more complex text layout or pre-rendered textures)
  3020.             // if (b.id != 0 && pTextFormat) {
  3021.             //     std::wstring numStr = std::to_wstring(b.id);
  3022.             //     D2D1_RECT_F textRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS, b.x + BALL_RADIUS, b.y + BALL_RADIUS);
  3023.             //     ID2D1SolidColorBrush* pNumBrush = nullptr;
  3024.             //     D2D1_COLOR_F numCol = (b.type == BallType::SOLID || b.id == 8) ? D2D1::ColorF(D2D1::ColorF::Black) : D2D1::ColorF(D2D1::ColorF::White);
  3025.             //     pRT->CreateSolidColorBrush(numCol, &pNumBrush);
  3026.             //     // Create a smaller text format...
  3027.             //     // pRT->DrawText(numStr.c_str(), numStr.length(), pSmallTextFormat, &textRect, pNumBrush);
  3028.             //     SafeRelease(&pNumBrush);
  3029.             // }
  3030.         }
  3031.     }
  3032.  
  3033.     SafeRelease(&pBrush);
  3034.     SafeRelease(&pStripeBrush);
  3035. }
  3036.  
  3037.  
  3038. void DrawAimingAids(ID2D1RenderTarget* pRT) {
  3039.     // Condition check at start (Unchanged)
  3040.     //if (currentGameState != PLAYER1_TURN && currentGameState != PLAYER2_TURN &&
  3041.         //currentGameState != BREAKING && currentGameState != AIMING)
  3042.     //{
  3043.         //return;
  3044.     //}
  3045.         // NEW Condition: Allow drawing if it's a human player's active turn/aiming/breaking,
  3046.     // OR if it's AI's turn and it's in AI_THINKING state (calculating) or BREAKING (aiming break).
  3047.     bool isHumanInteracting = (!isPlayer2AI || currentPlayer == 1) &&
  3048.         (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  3049.             currentGameState == BREAKING || currentGameState == AIMING);
  3050.     // AI_THINKING state is when AI calculates shot. AIMakeDecision sets cueAngle/shotPower.
  3051.     // Also include BREAKING state if it's AI's turn and isOpeningBreakShot for break aim visualization.
  3052.         // NEW Condition: AI is displaying its aim
  3053.     bool isAiVisualizingShot = (isPlayer2AI && currentPlayer == 2 &&
  3054.         currentGameState == AI_THINKING && aiIsDisplayingAim);
  3055.  
  3056.     if (!isHumanInteracting && !(isAiVisualizingShot || (currentGameState == AI_THINKING && aiIsDisplayingAim))) {
  3057.         return;
  3058.     }
  3059.  
  3060.     Ball* cueBall = GetCueBall();
  3061.     if (!cueBall || cueBall->isPocketed) return; // Don't draw if cue ball is gone
  3062.  
  3063.     ID2D1SolidColorBrush* pBrush = nullptr;
  3064.     ID2D1SolidColorBrush* pGhostBrush = nullptr;
  3065.     ID2D1StrokeStyle* pDashedStyle = nullptr;
  3066.     ID2D1SolidColorBrush* pCueBrush = nullptr;
  3067.     ID2D1SolidColorBrush* pReflectBrush = nullptr; // Brush for reflection line
  3068.  
  3069.     // Ensure render target is valid
  3070.     if (!pRT) return;
  3071.  
  3072.     // Create Brushes and Styles (check for failures)
  3073.     HRESULT hr;
  3074.     hr = pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
  3075.     if FAILED(hr) { SafeRelease(&pBrush); return; }
  3076.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
  3077.     if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); return; }
  3078.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
  3079.     if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); return; }
  3080.     // Create reflection brush (e.g., lighter shade or different color)
  3081.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
  3082.     if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); SafeRelease(&pReflectBrush); return; }
  3083.  
  3084.     if (pFactory) {
  3085.         D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
  3086.         strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
  3087.         hr = pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
  3088.         if FAILED(hr) { pDashedStyle = nullptr; }
  3089.     }
  3090.  
  3091.  
  3092.     // --- Cue Stick Drawing (Unchanged from previous fix) ---
  3093.     const float baseStickLength = 150.0f;
  3094.     const float baseStickThickness = 4.0f;
  3095.     float stickLength = baseStickLength * 1.4f;
  3096.     float stickThickness = baseStickThickness * 1.5f;
  3097.     float stickAngle = cueAngle + PI;
  3098.     float powerOffset = 0.0f;
  3099.     //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
  3100.         // Show power offset if human is aiming/dragging, or if AI is preparing its shot (AI_THINKING or AI Break)
  3101.     if ((isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) || isAiVisualizingShot) { // Use the new condition
  3102.         powerOffset = shotPower * 5.0f;
  3103.     }
  3104.     D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
  3105.     D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
  3106.     pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);
  3107.  
  3108.  
  3109.     // --- Projection Line Calculation ---
  3110.     float cosA = cosf(cueAngle);
  3111.     float sinA = sinf(cueAngle);
  3112.     float rayLength = TABLE_WIDTH + TABLE_HEIGHT; // Ensure ray is long enough
  3113.     D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
  3114.     D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);
  3115.  
  3116.     // Find the first ball hit by the aiming ray
  3117.     Ball* hitBall = nullptr;
  3118.     float firstHitDistSq = -1.0f;
  3119.     D2D1_POINT_2F ballCollisionPoint = { 0, 0 }; // Point on target ball circumference
  3120.     D2D1_POINT_2F ghostBallPosForHit = { 0, 0 }; // Ghost ball pos for the hit ball
  3121.  
  3122.     hitBall = FindFirstHitBall(rayStart, cueAngle, firstHitDistSq);
  3123.     if (hitBall) {
  3124.         // Calculate the point on the target ball's circumference
  3125.         float collisionDist = sqrtf(firstHitDistSq);
  3126.         ballCollisionPoint = D2D1::Point2F(rayStart.x + cosA * collisionDist, rayStart.y + sinA * collisionDist);
  3127.         // Calculate ghost ball position for this specific hit (used for projection consistency)
  3128.         ghostBallPosForHit = D2D1::Point2F(hitBall->x - cosA * BALL_RADIUS, hitBall->y - sinA * BALL_RADIUS); // Approx.
  3129.     }
  3130.  
  3131.     // Find the first rail hit by the aiming ray
  3132.     D2D1_POINT_2F railHitPoint = rayEnd; // Default to far end if no rail hit
  3133.     float minRailDistSq = rayLength * rayLength;
  3134.     int hitRailIndex = -1; // 0:Left, 1:Right, 2:Top, 3:Bottom
  3135.  
  3136.     // Define table edge segments for intersection checks
  3137.     D2D1_POINT_2F topLeft = D2D1::Point2F(TABLE_LEFT, TABLE_TOP);
  3138.     D2D1_POINT_2F topRight = D2D1::Point2F(TABLE_RIGHT, TABLE_TOP);
  3139.     D2D1_POINT_2F bottomLeft = D2D1::Point2F(TABLE_LEFT, TABLE_BOTTOM);
  3140.     D2D1_POINT_2F bottomRight = D2D1::Point2F(TABLE_RIGHT, TABLE_BOTTOM);
  3141.  
  3142.     D2D1_POINT_2F currentIntersection;
  3143.  
  3144.     // Check Left Rail
  3145.     if (LineSegmentIntersection(rayStart, rayEnd, topLeft, bottomLeft, currentIntersection)) {
  3146.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3147.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 0; }
  3148.     }
  3149.     // Check Right Rail
  3150.     if (LineSegmentIntersection(rayStart, rayEnd, topRight, bottomRight, currentIntersection)) {
  3151.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3152.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 1; }
  3153.     }
  3154.     // Check Top Rail
  3155.     if (LineSegmentIntersection(rayStart, rayEnd, topLeft, topRight, currentIntersection)) {
  3156.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3157.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 2; }
  3158.     }
  3159.     // Check Bottom Rail
  3160.     if (LineSegmentIntersection(rayStart, rayEnd, bottomLeft, bottomRight, currentIntersection)) {
  3161.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3162.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 3; }
  3163.     }
  3164.  
  3165.  
  3166.     // --- Determine final aim line end point ---
  3167.     D2D1_POINT_2F finalLineEnd = railHitPoint; // Assume rail hit first
  3168.     bool aimingAtRail = true;
  3169.  
  3170.     if (hitBall && firstHitDistSq < minRailDistSq) {
  3171.         // Ball collision is closer than rail collision
  3172.         finalLineEnd = ballCollisionPoint; // End line at the point of contact on the ball
  3173.         aimingAtRail = false;
  3174.     }
  3175.  
  3176.     // --- Draw Primary Aiming Line ---
  3177.     pRT->DrawLine(rayStart, finalLineEnd, pBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3178.  
  3179.     // --- Draw Target Circle/Indicator ---
  3180.     D2D1_ELLIPSE targetCircle = D2D1::Ellipse(finalLineEnd, BALL_RADIUS / 2.0f, BALL_RADIUS / 2.0f);
  3181.     pRT->DrawEllipse(&targetCircle, pBrush, 1.0f);
  3182.  
  3183.     // --- Draw Projection/Reflection Lines ---
  3184.     if (!aimingAtRail && hitBall) {
  3185.         // Aiming at a ball: Draw Ghost Cue Ball and Target Ball Projection
  3186.         D2D1_ELLIPSE ghostCue = D2D1::Ellipse(ballCollisionPoint, BALL_RADIUS, BALL_RADIUS); // Ghost ball at contact point
  3187.         pRT->DrawEllipse(ghostCue, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3188.  
  3189.         // Calculate target ball projection based on impact line (cue collision point -> target center)
  3190.         float targetProjectionAngle = atan2f(hitBall->y - ballCollisionPoint.y, hitBall->x - ballCollisionPoint.x);
  3191.         // Clamp angle calculation if distance is tiny
  3192.         if (GetDistanceSq(hitBall->x, hitBall->y, ballCollisionPoint.x, ballCollisionPoint.y) < 1.0f) {
  3193.             targetProjectionAngle = cueAngle; // Fallback if overlapping
  3194.         }
  3195.  
  3196.         D2D1_POINT_2F targetStartPoint = D2D1::Point2F(hitBall->x, hitBall->y);
  3197.         D2D1_POINT_2F targetProjectionEnd = D2D1::Point2F(
  3198.             hitBall->x + cosf(targetProjectionAngle) * 50.0f, // Projection length 50 units
  3199.             hitBall->y + sinf(targetProjectionAngle) * 50.0f
  3200.         );
  3201.         // Draw solid line for target projection
  3202.         pRT->DrawLine(targetStartPoint, targetProjectionEnd, pBrush, 1.0f);
  3203.  
  3204.         // -- Cue Ball Path after collision (Optional, requires physics) --
  3205.         // Very simplified: Assume cue deflects, angle depends on cut angle.
  3206.         // float cutAngle = acosf(cosf(cueAngle - targetProjectionAngle)); // Angle between paths
  3207.         // float cueDeflectionAngle = ? // Depends on cutAngle, spin, etc. Hard to predict accurately.
  3208.         // D2D1_POINT_2F cueProjectionEnd = ...
  3209.         // pRT->DrawLine(ballCollisionPoint, cueProjectionEnd, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3210.  
  3211.         // --- Accuracy Comment ---
  3212.         // Note: The visual accuracy of this projection, especially for cut shots (hitting the ball off-center)
  3213.         // or shots with spin, is limited by the simplified physics model. Real pool physics involves
  3214.         // collision-induced throw, spin transfer, and cue ball deflection not fully simulated here.
  3215.         // The ghost ball method shows the *ideal* line for a center-cue hit without spin.
  3216.  
  3217.     }
  3218.     else if (aimingAtRail && hitRailIndex != -1) {
  3219.         // Aiming at a rail: Draw reflection line
  3220.         float reflectAngle = cueAngle;
  3221.         // Reflect angle based on which rail was hit
  3222.         if (hitRailIndex == 0 || hitRailIndex == 1) { // Left or Right rail
  3223.             reflectAngle = PI - cueAngle; // Reflect horizontal component
  3224.         }
  3225.         else { // Top or Bottom rail
  3226.             reflectAngle = -cueAngle; // Reflect vertical component
  3227.         }
  3228.         // Normalize angle if needed (atan2 usually handles this)
  3229.         while (reflectAngle > PI) reflectAngle -= 2 * PI;
  3230.         while (reflectAngle <= -PI) reflectAngle += 2 * PI;
  3231.  
  3232.  
  3233.         float reflectionLength = 60.0f; // Length of the reflection line
  3234.         D2D1_POINT_2F reflectionEnd = D2D1::Point2F(
  3235.             finalLineEnd.x + cosf(reflectAngle) * reflectionLength,
  3236.             finalLineEnd.y + sinf(reflectAngle) * reflectionLength
  3237.         );
  3238.  
  3239.         // Draw the reflection line (e.g., using a different color/style)
  3240.         pRT->DrawLine(finalLineEnd, reflectionEnd, pReflectBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3241.     }
  3242.  
  3243.     // Release resources
  3244.     SafeRelease(&pBrush);
  3245.     SafeRelease(&pGhostBrush);
  3246.     SafeRelease(&pCueBrush);
  3247.     SafeRelease(&pReflectBrush); // Release new brush
  3248.     SafeRelease(&pDashedStyle);
  3249. }
  3250.  
  3251. void DrawUI(ID2D1RenderTarget* pRT) {
  3252.     if (!pTextFormat || !pLargeTextFormat) return;
  3253.  
  3254.     ID2D1SolidColorBrush* pBrush = nullptr;
  3255.     pRT->CreateSolidColorBrush(UI_TEXT_COLOR, &pBrush);
  3256.     if (!pBrush) return;
  3257.  
  3258.     // --- Player Info Area (Top Left/Right) --- (Unchanged)
  3259.     float uiTop = TABLE_TOP - 80;
  3260.     float uiHeight = 60;
  3261.     float p1Left = TABLE_LEFT;
  3262.     float p1Width = 150;
  3263.     float p2Left = TABLE_RIGHT - p1Width;
  3264.     D2D1_RECT_F p1Rect = D2D1::RectF(p1Left, uiTop, p1Left + p1Width, uiTop + uiHeight);
  3265.     D2D1_RECT_F p2Rect = D2D1::RectF(p2Left, uiTop, p2Left + p1Width, uiTop + uiHeight);
  3266.  
  3267.     // Player 1 Info Text (Unchanged)
  3268.     std::wostringstream oss1;
  3269.     oss1 << player1Info.name.c_str() << L"\n";
  3270.     if (player1Info.assignedType != BallType::NONE) {
  3271.         oss1 << ((player1Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
  3272.         oss1 << L" [" << player1Info.ballsPocketedCount << L"/7]";
  3273.     }
  3274.     else {
  3275.         oss1 << L"(Undecided)";
  3276.     }
  3277.     pRT->DrawText(oss1.str().c_str(), (UINT32)oss1.str().length(), pTextFormat, &p1Rect, pBrush);
  3278.     // Draw Player 1 Side Ball
  3279.     if (player1Info.assignedType != BallType::NONE)
  3280.     {
  3281.         ID2D1SolidColorBrush* pBallBrush = nullptr;
  3282.         D2D1_COLOR_F ballColor = (player1Info.assignedType == BallType::SOLID) ?
  3283.             D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
  3284.         pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
  3285.         if (pBallBrush)
  3286.         {
  3287.             D2D1_POINT_2F ballCenter = D2D1::Point2F(p1Rect.right + 10.0f, p1Rect.top + 20.0f);
  3288.             float radius = 10.0f;
  3289.             D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
  3290.             pRT->FillEllipse(&ball, pBallBrush);
  3291.             SafeRelease(&pBallBrush);
  3292.             // Draw border around the ball
  3293.             ID2D1SolidColorBrush* pBorderBrush = nullptr;
  3294.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  3295.             if (pBorderBrush)
  3296.             {
  3297.                 pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
  3298.                 SafeRelease(&pBorderBrush);
  3299.             }
  3300.  
  3301.             // If stripes, draw a stripe band
  3302.             if (player1Info.assignedType == BallType::STRIPE)
  3303.             {
  3304.                 ID2D1SolidColorBrush* pStripeBrush = nullptr;
  3305.                 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  3306.                 if (pStripeBrush)
  3307.                 {
  3308.                     D2D1_RECT_F stripeRect = D2D1::RectF(
  3309.                         ballCenter.x - radius,
  3310.                         ballCenter.y - 3.0f,
  3311.                         ballCenter.x + radius,
  3312.                         ballCenter.y + 3.0f
  3313.                     );
  3314.                     pRT->FillRectangle(&stripeRect, pStripeBrush);
  3315.                     SafeRelease(&pStripeBrush);
  3316.                 }
  3317.             }
  3318.         }
  3319.     }
  3320.  
  3321.  
  3322.     // Player 2 Info Text (Unchanged)
  3323.     std::wostringstream oss2;
  3324.     oss2 << player2Info.name.c_str() << L"\n";
  3325.     if (player2Info.assignedType != BallType::NONE) {
  3326.         oss2 << ((player2Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
  3327.         oss2 << L" [" << player2Info.ballsPocketedCount << L"/7]";
  3328.     }
  3329.     else {
  3330.         oss2 << L"(Undecided)";
  3331.     }
  3332.     pRT->DrawText(oss2.str().c_str(), (UINT32)oss2.str().length(), pTextFormat, &p2Rect, pBrush);
  3333.     // Draw Player 2 Side Ball
  3334.     if (player2Info.assignedType != BallType::NONE)
  3335.     {
  3336.         ID2D1SolidColorBrush* pBallBrush = nullptr;
  3337.         D2D1_COLOR_F ballColor = (player2Info.assignedType == BallType::SOLID) ?
  3338.             D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
  3339.         pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
  3340.         if (pBallBrush)
  3341.         {
  3342.             D2D1_POINT_2F ballCenter = D2D1::Point2F(p2Rect.right + 10.0f, p2Rect.top + 20.0f);
  3343.             float radius = 10.0f;
  3344.             D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
  3345.             pRT->FillEllipse(&ball, pBallBrush);
  3346.             SafeRelease(&pBallBrush);
  3347.             // Draw border around the ball
  3348.             ID2D1SolidColorBrush* pBorderBrush = nullptr;
  3349.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  3350.             if (pBorderBrush)
  3351.             {
  3352.                 pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
  3353.                 SafeRelease(&pBorderBrush);
  3354.             }
  3355.  
  3356.             // If stripes, draw a stripe band
  3357.             if (player2Info.assignedType == BallType::STRIPE)
  3358.             {
  3359.                 ID2D1SolidColorBrush* pStripeBrush = nullptr;
  3360.                 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  3361.                 if (pStripeBrush)
  3362.                 {
  3363.                     D2D1_RECT_F stripeRect = D2D1::RectF(
  3364.                         ballCenter.x - radius,
  3365.                         ballCenter.y - 3.0f,
  3366.                         ballCenter.x + radius,
  3367.                         ballCenter.y + 3.0f
  3368.                     );
  3369.                     pRT->FillRectangle(&stripeRect, pStripeBrush);
  3370.                     SafeRelease(&pStripeBrush);
  3371.                 }
  3372.             }
  3373.         }
  3374.     }
  3375.  
  3376.  
  3377.     // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
  3378.     ID2D1SolidColorBrush* pArrowBrush = nullptr;
  3379.     pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  3380.     if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  3381.         float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
  3382.         float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
  3383.         float arrowTipX, arrowBackX;
  3384.  
  3385.         D2D1_RECT_F playerBox = (currentPlayer == 1) ? p1Rect : p2Rect;
  3386.         arrowBackX = playerBox.left - 25.0f;
  3387.         arrowTipX = arrowBackX + arrowSizeBase * 0.75f;
  3388.  
  3389.         float notchDepth = 12.0f;  // Increased from 6.0f to make the rectangle longer
  3390.         float notchWidth = 10.0f;
  3391.  
  3392.         float cx = arrowBackX;
  3393.         float cy = arrowCenterY;
  3394.  
  3395.         // Define triangle + rectangle tail shape
  3396.         D2D1_POINT_2F tip = D2D1::Point2F(arrowTipX, cy);                           // tip
  3397.         D2D1_POINT_2F baseTop = D2D1::Point2F(cx, cy - arrowSizeBase / 2.0f);          // triangle top
  3398.         D2D1_POINT_2F baseBot = D2D1::Point2F(cx, cy + arrowSizeBase / 2.0f);          // triangle bottom
  3399.  
  3400.         // Rectangle coordinates for the tail portion:
  3401.         D2D1_POINT_2F r1 = D2D1::Point2F(cx - notchDepth, cy - notchWidth / 2.0f);   // rect top-left
  3402.         D2D1_POINT_2F r2 = D2D1::Point2F(cx, cy - notchWidth / 2.0f);                 // rect top-right
  3403.         D2D1_POINT_2F r3 = D2D1::Point2F(cx, cy + notchWidth / 2.0f);                 // rect bottom-right
  3404.         D2D1_POINT_2F r4 = D2D1::Point2F(cx - notchDepth, cy + notchWidth / 2.0f);    // rect bottom-left
  3405.  
  3406.         ID2D1PathGeometry* pPath = nullptr;
  3407.         if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  3408.             ID2D1GeometrySink* pSink = nullptr;
  3409.             if (SUCCEEDED(pPath->Open(&pSink))) {
  3410.                 pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
  3411.                 pSink->AddLine(baseTop);
  3412.                 pSink->AddLine(r2); // transition from triangle into rectangle
  3413.                 pSink->AddLine(r1);
  3414.                 pSink->AddLine(r4);
  3415.                 pSink->AddLine(r3);
  3416.                 pSink->AddLine(baseBot);
  3417.                 pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  3418.                 pSink->Close();
  3419.                 SafeRelease(&pSink);
  3420.                 pRT->FillGeometry(pPath, pArrowBrush);
  3421.             }
  3422.             SafeRelease(&pPath);
  3423.         }
  3424.  
  3425.  
  3426.         SafeRelease(&pArrowBrush);
  3427.     }
  3428.  
  3429.     //original
  3430. /*
  3431.     // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
  3432.     ID2D1SolidColorBrush* pArrowBrush = nullptr;
  3433.     pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  3434.     if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  3435.         float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
  3436.         float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
  3437.         float arrowTipX, arrowBackX;
  3438.  
  3439.         if (currentPlayer == 1) {
  3440. arrowBackX = p1Rect.left - 25.0f; // Position left of the box
  3441.             arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
  3442.             // Define points for right-pointing arrow
  3443.             //D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  3444.             //D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  3445.             //D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  3446.             // Enhanced arrow with base rectangle intersection
  3447.     float notchDepth = 6.0f; // Depth of square base "stem"
  3448.     float notchWidth = 4.0f; // Thickness of square part
  3449.  
  3450.     D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  3451.     D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  3452.     D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY - notchWidth / 2.0f); // Square Left-Top
  3453.     D2D1_POINT_2F pt4 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY + notchWidth / 2.0f); // Square Left-Bottom
  3454.     D2D1_POINT_2F pt5 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  3455.  
  3456.  
  3457.     ID2D1PathGeometry* pPath = nullptr;
  3458.     if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  3459.         ID2D1GeometrySink* pSink = nullptr;
  3460.         if (SUCCEEDED(pPath->Open(&pSink))) {
  3461.             pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
  3462.             pSink->AddLine(pt2);
  3463.             pSink->AddLine(pt3);
  3464.             pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  3465.             pSink->Close();
  3466.             SafeRelease(&pSink);
  3467.             pRT->FillGeometry(pPath, pArrowBrush);
  3468.         }
  3469.         SafeRelease(&pPath);
  3470.     }
  3471.         }
  3472.  
  3473.  
  3474.         //==================else player 2
  3475.         else { // Player 2
  3476.          // Player 2: Arrow left of P2 box, pointing right (or right of P2 box pointing left?)
  3477.          // Let's keep it consistent: Arrow left of the active player's box, pointing right.
  3478. // Let's keep it consistent: Arrow left of the active player's box, pointing right.
  3479. arrowBackX = p2Rect.left - 25.0f; // Position left of the box
  3480. arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
  3481. // Define points for right-pointing arrow
  3482. D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  3483. D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  3484. D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  3485.  
  3486. ID2D1PathGeometry* pPath = nullptr;
  3487. if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  3488.     ID2D1GeometrySink* pSink = nullptr;
  3489.     if (SUCCEEDED(pPath->Open(&pSink))) {
  3490.         pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
  3491.         pSink->AddLine(pt2);
  3492.         pSink->AddLine(pt3);
  3493.         pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  3494.         pSink->Close();
  3495.         SafeRelease(&pSink);
  3496.         pRT->FillGeometry(pPath, pArrowBrush);
  3497.     }
  3498.     SafeRelease(&pPath);
  3499. }
  3500.         }
  3501.         */
  3502.  
  3503.         // --- MODIFIED: Foul Text (Large Red, Bottom Center) ---
  3504.     if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) {
  3505.         ID2D1SolidColorBrush* pFoulBrush = nullptr;
  3506.         pRT->CreateSolidColorBrush(FOUL_TEXT_COLOR, &pFoulBrush);
  3507.         if (pFoulBrush && pLargeTextFormat) {
  3508.             // Calculate Rect for bottom-middle area
  3509.             float foulWidth = 200.0f; // Adjust width as needed
  3510.             float foulHeight = 60.0f;
  3511.             float foulLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (foulWidth / 2.0f);
  3512.             // Position below the pocketed balls bar
  3513.             float foulTop = pocketedBallsBarRect.bottom + 10.0f;
  3514.             D2D1_RECT_F foulRect = D2D1::RectF(foulLeft, foulTop, foulLeft + foulWidth, foulTop + foulHeight);
  3515.  
  3516.             // --- Set text alignment to center for foul text ---
  3517.             pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  3518.             pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  3519.  
  3520.             pRT->DrawText(L"FOUL!", 5, pLargeTextFormat, &foulRect, pFoulBrush);
  3521.  
  3522.             // --- Restore default alignment for large text if needed elsewhere ---
  3523.             // pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
  3524.             // pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  3525.  
  3526.             SafeRelease(&pFoulBrush);
  3527.         }
  3528.     }
  3529.  
  3530.     // Show AI Thinking State (Unchanged from previous step)
  3531.     if (currentGameState == AI_THINKING && pTextFormat) {
  3532.         ID2D1SolidColorBrush* pThinkingBrush = nullptr;
  3533.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pThinkingBrush);
  3534.         if (pThinkingBrush) {
  3535.             D2D1_RECT_F thinkingRect = p2Rect;
  3536.             thinkingRect.top += 20; // Offset within P2 box
  3537.             // Ensure default text alignment for this
  3538.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  3539.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  3540.             pRT->DrawText(L"Thinking...", 11, pTextFormat, &thinkingRect, pThinkingBrush);
  3541.             SafeRelease(&pThinkingBrush);
  3542.         }
  3543.     }
  3544.  
  3545.     SafeRelease(&pBrush);
  3546.  
  3547.     // --- Draw CHEAT MODE label if active ---
  3548.     if (cheatModeEnabled) {
  3549.         ID2D1SolidColorBrush* pCheatBrush = nullptr;
  3550.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red), &pCheatBrush);
  3551.         if (pCheatBrush && pTextFormat) {
  3552.             D2D1_RECT_F cheatTextRect = D2D1::RectF(
  3553.                 TABLE_LEFT + 10.0f,
  3554.                 TABLE_TOP + 10.0f,
  3555.                 TABLE_LEFT + 200.0f,
  3556.                 TABLE_TOP + 40.0f
  3557.             );
  3558.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
  3559.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
  3560.             pRT->DrawText(L"CHEAT MODE ON", wcslen(L"CHEAT MODE ON"), pTextFormat, &cheatTextRect, pCheatBrush);
  3561.         }
  3562.         SafeRelease(&pCheatBrush);
  3563.     }
  3564. }
  3565.  
  3566. void DrawPowerMeter(ID2D1RenderTarget* pRT) {
  3567.     // Draw Border
  3568.     ID2D1SolidColorBrush* pBorderBrush = nullptr;
  3569.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  3570.     if (!pBorderBrush) return;
  3571.     pRT->DrawRectangle(&powerMeterRect, pBorderBrush, 2.0f);
  3572.     SafeRelease(&pBorderBrush);
  3573.  
  3574.     // Create Gradient Fill
  3575.     ID2D1GradientStopCollection* pGradientStops = nullptr;
  3576.     ID2D1LinearGradientBrush* pGradientBrush = nullptr;
  3577.     D2D1_GRADIENT_STOP gradientStops[4];
  3578.     gradientStops[0].position = 0.0f;
  3579.     gradientStops[0].color = D2D1::ColorF(D2D1::ColorF::Green);
  3580.     gradientStops[1].position = 0.45f;
  3581.     gradientStops[1].color = D2D1::ColorF(D2D1::ColorF::Yellow);
  3582.     gradientStops[2].position = 0.7f;
  3583.     gradientStops[2].color = D2D1::ColorF(D2D1::ColorF::Orange);
  3584.     gradientStops[3].position = 1.0f;
  3585.     gradientStops[3].color = D2D1::ColorF(D2D1::ColorF::Red);
  3586.  
  3587.     pRT->CreateGradientStopCollection(gradientStops, 4, &pGradientStops);
  3588.     if (pGradientStops) {
  3589.         D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES props = {};
  3590.         props.startPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.bottom);
  3591.         props.endPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.top);
  3592.         pRT->CreateLinearGradientBrush(props, pGradientStops, &pGradientBrush);
  3593.         SafeRelease(&pGradientStops);
  3594.     }
  3595.  
  3596.     // Calculate Fill Height
  3597.     float fillRatio = 0;
  3598.     //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
  3599.         // Determine if power meter should reflect shot power (human aiming or AI preparing)
  3600.     bool humanIsAimingPower = isAiming && (currentGameState == AIMING || currentGameState == BREAKING);
  3601.     // NEW Condition: AI is displaying its aim, so show its chosen power
  3602.     bool aiIsVisualizingPower = (isPlayer2AI && currentPlayer == 2 &&
  3603.         currentGameState == AI_THINKING && aiIsDisplayingAim);
  3604.  
  3605.     if (humanIsAimingPower || aiIsVisualizingPower) { // Use the new condition
  3606.         fillRatio = shotPower / MAX_SHOT_POWER;
  3607.     }
  3608.     float fillHeight = (powerMeterRect.bottom - powerMeterRect.top) * fillRatio;
  3609.     D2D1_RECT_F fillRect = D2D1::RectF(
  3610.         powerMeterRect.left,
  3611.         powerMeterRect.bottom - fillHeight,
  3612.         powerMeterRect.right,
  3613.         powerMeterRect.bottom
  3614.     );
  3615.  
  3616.     if (pGradientBrush) {
  3617.         pRT->FillRectangle(&fillRect, pGradientBrush);
  3618.         SafeRelease(&pGradientBrush);
  3619.     }
  3620.  
  3621.     // Draw scale notches
  3622.     ID2D1SolidColorBrush* pNotchBrush = nullptr;
  3623.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNotchBrush);
  3624.     if (pNotchBrush) {
  3625.         for (int i = 0; i <= 8; ++i) {
  3626.             float y = powerMeterRect.top + (powerMeterRect.bottom - powerMeterRect.top) * (i / 8.0f);
  3627.             pRT->DrawLine(
  3628.                 D2D1::Point2F(powerMeterRect.right + 2.0f, y),
  3629.                 D2D1::Point2F(powerMeterRect.right + 8.0f, y),
  3630.                 pNotchBrush,
  3631.                 1.5f
  3632.             );
  3633.         }
  3634.         SafeRelease(&pNotchBrush);
  3635.     }
  3636.  
  3637.     // Draw "Power" Label Below Meter
  3638.     if (pTextFormat) {
  3639.         ID2D1SolidColorBrush* pTextBrush = nullptr;
  3640.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pTextBrush);
  3641.         if (pTextBrush) {
  3642.             D2D1_RECT_F textRect = D2D1::RectF(
  3643.                 powerMeterRect.left - 20.0f,
  3644.                 powerMeterRect.bottom + 8.0f,
  3645.                 powerMeterRect.right + 20.0f,
  3646.                 powerMeterRect.bottom + 38.0f
  3647.             );
  3648.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  3649.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
  3650.             pRT->DrawText(L"Power", 5, pTextFormat, &textRect, pTextBrush);
  3651.             SafeRelease(&pTextBrush);
  3652.         }
  3653.     }
  3654.  
  3655.     // Draw Glow Effect if fully charged or fading out
  3656.     static float glowPulse = 0.0f;
  3657.     static bool glowIncreasing = true;
  3658.     static float glowFadeOut = 0.0f; // NEW: tracks fading out
  3659.  
  3660.     if (shotPower >= MAX_SHOT_POWER * 0.99f) {
  3661.         // While fully charged, keep pulsing normally
  3662.         if (glowIncreasing) {
  3663.             glowPulse += 0.02f;
  3664.             if (glowPulse >= 1.0f) glowIncreasing = false;
  3665.         }
  3666.         else {
  3667.             glowPulse -= 0.02f;
  3668.             if (glowPulse <= 0.0f) glowIncreasing = true;
  3669.         }
  3670.         glowFadeOut = 1.0f; // Reset fade out to full
  3671.     }
  3672.     else if (glowFadeOut > 0.0f) {
  3673.         // If shot fired, gradually fade out
  3674.         glowFadeOut -= 0.02f;
  3675.         if (glowFadeOut < 0.0f) glowFadeOut = 0.0f;
  3676.     }
  3677.  
  3678.     if (glowFadeOut > 0.0f) {
  3679.         ID2D1SolidColorBrush* pGlowBrush = nullptr;
  3680.         float effectiveOpacity = (0.3f + 0.7f * glowPulse) * glowFadeOut;
  3681.         pRT->CreateSolidColorBrush(
  3682.             D2D1::ColorF(D2D1::ColorF::Red, effectiveOpacity),
  3683.             &pGlowBrush
  3684.         );
  3685.         if (pGlowBrush) {
  3686.             float glowCenterX = (powerMeterRect.left + powerMeterRect.right) / 2.0f;
  3687.             float glowCenterY = powerMeterRect.top;
  3688.             D2D1_ELLIPSE glowEllipse = D2D1::Ellipse(
  3689.                 D2D1::Point2F(glowCenterX, glowCenterY - 10.0f),
  3690.                 12.0f + 3.0f * glowPulse,
  3691.                 6.0f + 2.0f * glowPulse
  3692.             );
  3693.             pRT->FillEllipse(&glowEllipse, pGlowBrush);
  3694.             SafeRelease(&pGlowBrush);
  3695.         }
  3696.     }
  3697. }
  3698.  
  3699. void DrawSpinIndicator(ID2D1RenderTarget* pRT) {
  3700.     ID2D1SolidColorBrush* pWhiteBrush = nullptr;
  3701.     ID2D1SolidColorBrush* pRedBrush = nullptr;
  3702.  
  3703.     pRT->CreateSolidColorBrush(CUE_BALL_COLOR, &pWhiteBrush);
  3704.     pRT->CreateSolidColorBrush(ENGLISH_DOT_COLOR, &pRedBrush);
  3705.  
  3706.     if (!pWhiteBrush || !pRedBrush) {
  3707.         SafeRelease(&pWhiteBrush);
  3708.         SafeRelease(&pRedBrush);
  3709.         return;
  3710.     }
  3711.  
  3712.     // Draw White Ball Background
  3713.     D2D1_ELLIPSE bgEllipse = D2D1::Ellipse(spinIndicatorCenter, spinIndicatorRadius, spinIndicatorRadius);
  3714.     pRT->FillEllipse(&bgEllipse, pWhiteBrush);
  3715.     pRT->DrawEllipse(&bgEllipse, pRedBrush, 0.5f); // Thin red border
  3716.  
  3717.  
  3718.     // Draw Red Dot for Spin Position
  3719.     float dotRadius = 4.0f;
  3720.     float dotX = spinIndicatorCenter.x + cueSpinX * (spinIndicatorRadius - dotRadius); // Keep dot inside edge
  3721.     float dotY = spinIndicatorCenter.y + cueSpinY * (spinIndicatorRadius - dotRadius);
  3722.     D2D1_ELLIPSE dotEllipse = D2D1::Ellipse(D2D1::Point2F(dotX, dotY), dotRadius, dotRadius);
  3723.     pRT->FillEllipse(&dotEllipse, pRedBrush);
  3724.  
  3725.     SafeRelease(&pWhiteBrush);
  3726.     SafeRelease(&pRedBrush);
  3727. }
  3728.  
  3729.  
  3730. void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT) {
  3731.     ID2D1SolidColorBrush* pBgBrush = nullptr;
  3732.     ID2D1SolidColorBrush* pBallBrush = nullptr;
  3733.  
  3734.     // Ensure render target is valid before proceeding
  3735.     if (!pRT) return;
  3736.  
  3737.     HRESULT hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, 0.8f), &pBgBrush); // Semi-transparent black
  3738.     if (FAILED(hr)) { SafeRelease(&pBgBrush); return; } // Exit if brush creation fails
  3739.  
  3740.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBallBrush); // Placeholder, color will be set per ball
  3741.     if (FAILED(hr)) {
  3742.         SafeRelease(&pBgBrush);
  3743.         SafeRelease(&pBallBrush);
  3744.         return; // Exit if brush creation fails
  3745.     }
  3746.  
  3747.     // Draw the background bar (rounded rect)
  3748.     D2D1_ROUNDED_RECT roundedRect = D2D1::RoundedRect(pocketedBallsBarRect, 10.0f, 10.0f); // Corner radius 10
  3749.     float baseAlpha = 0.8f;
  3750.     float flashBoost = pocketFlashTimer * 0.5f; // Make flash effect boost alpha slightly
  3751.     float finalAlpha = std::min(1.0f, baseAlpha + flashBoost);
  3752.     pBgBrush->SetOpacity(finalAlpha);
  3753.     pRT->FillRoundedRectangle(&roundedRect, pBgBrush);
  3754.     pBgBrush->SetOpacity(1.0f); // Reset opacity after drawing
  3755.  
  3756.     // --- Draw small circles for pocketed balls inside the bar ---
  3757.  
  3758.     // Calculate dimensions based on the bar's height for better scaling
  3759.     float barHeight = pocketedBallsBarRect.bottom - pocketedBallsBarRect.top;
  3760.     float ballDisplayRadius = barHeight * 0.30f; // Make balls slightly smaller relative to bar height
  3761.     float spacing = ballDisplayRadius * 2.2f; // Adjust spacing slightly
  3762.     float padding = spacing * 0.75f; // Add padding from the edges
  3763.     float center_Y = pocketedBallsBarRect.top + barHeight / 2.0f; // Vertical center
  3764.  
  3765.     // Starting X positions with padding
  3766.     float currentX_P1 = pocketedBallsBarRect.left + padding;
  3767.     float currentX_P2 = pocketedBallsBarRect.right - padding; // Start from right edge minus padding
  3768.  
  3769.     int p1DrawnCount = 0;
  3770.     int p2DrawnCount = 0;
  3771.     const int maxBallsToShow = 7; // Max balls per player in the bar
  3772.  
  3773.     for (const auto& b : balls) {
  3774.         if (b.isPocketed) {
  3775.             // Skip cue ball and 8-ball in this indicator
  3776.             if (b.id == 0 || b.id == 8) continue;
  3777.  
  3778.             bool isPlayer1Ball = (player1Info.assignedType != BallType::NONE && b.type == player1Info.assignedType);
  3779.             bool isPlayer2Ball = (player2Info.assignedType != BallType::NONE && b.type == player2Info.assignedType);
  3780.  
  3781.             if (isPlayer1Ball && p1DrawnCount < maxBallsToShow) {
  3782.                 pBallBrush->SetColor(b.color);
  3783.                 // Draw P1 balls from left to right
  3784.                 D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P1 + p1DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
  3785.                 pRT->FillEllipse(&ballEllipse, pBallBrush);
  3786.                 p1DrawnCount++;
  3787.             }
  3788.             else if (isPlayer2Ball && p2DrawnCount < maxBallsToShow) {
  3789.                 pBallBrush->SetColor(b.color);
  3790.                 // Draw P2 balls from right to left
  3791.                 D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P2 - p2DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
  3792.                 pRT->FillEllipse(&ballEllipse, pBallBrush);
  3793.                 p2DrawnCount++;
  3794.             }
  3795.             // Note: Balls pocketed before assignment or opponent balls are intentionally not shown here.
  3796.             // You could add logic here to display them differently if needed (e.g., smaller, grayed out).
  3797.         }
  3798.     }
  3799.  
  3800.     SafeRelease(&pBgBrush);
  3801.     SafeRelease(&pBallBrush);
  3802. }
  3803.  
  3804. void DrawBallInHandIndicator(ID2D1RenderTarget* pRT) {
  3805.     if (!isDraggingCueBall && (currentGameState != BALL_IN_HAND_P1 && currentGameState != BALL_IN_HAND_P2 && currentGameState != PRE_BREAK_PLACEMENT)) {
  3806.         return; // Only show when placing/dragging
  3807.     }
  3808.  
  3809.     Ball* cueBall = GetCueBall();
  3810.     if (!cueBall) return;
  3811.  
  3812.     ID2D1SolidColorBrush* pGhostBrush = nullptr;
  3813.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.6f), &pGhostBrush); // Semi-transparent white
  3814.  
  3815.     if (pGhostBrush) {
  3816.         D2D1_POINT_2F drawPos;
  3817.         if (isDraggingCueBall) {
  3818.             drawPos = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  3819.         }
  3820.         else {
  3821.             // If not dragging but in placement state, show at current ball pos
  3822.             drawPos = D2D1::Point2F(cueBall->x, cueBall->y);
  3823.         }
  3824.  
  3825.         // Check if the placement is valid before drawing differently?
  3826.         bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  3827.         bool isValid = IsValidCueBallPosition(drawPos.x, drawPos.y, behindHeadstring);
  3828.  
  3829.         if (!isValid) {
  3830.             // Maybe draw red outline if invalid placement?
  3831.             pGhostBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
  3832.         }
  3833.  
  3834.  
  3835.         D2D1_ELLIPSE ghostEllipse = D2D1::Ellipse(drawPos, BALL_RADIUS, BALL_RADIUS);
  3836.         pRT->FillEllipse(&ghostEllipse, pGhostBrush);
  3837.         pRT->DrawEllipse(&ghostEllipse, pGhostBrush, 1.0f); // Outline
  3838.  
  3839.         SafeRelease(&pGhostBrush);
  3840.     }
  3841. }
  3842. ```
  3843.  
  3844. ==++ Here's the full source for (file 2/3 (No OOP-based)) "resource.h"::: ++==
  3845. ```resource.h
  3846. //{{NO_DEPENDENCIES}}
  3847. // Microsoft Visual C++ generated include file.
  3848. // Used by Yahoo-8Ball-Pool-Clone.rc
  3849. //
  3850. #define IDI_ICON1                       101
  3851. // --- NEW Resource IDs (Define these in your .rc file / resource.h) ---
  3852. #define IDD_NEWGAMEDLG 106
  3853. #define IDC_RADIO_2P   1003
  3854. #define IDC_RADIO_CPU  1005
  3855. #define IDC_GROUP_AI   1006
  3856. #define IDC_RADIO_EASY 1007
  3857. #define IDC_RADIO_MEDIUM 1008
  3858. #define IDC_RADIO_HARD 1009
  3859. // Standard IDOK is usually defined, otherwise define it (e.g., #define IDOK 1)
  3860.  
  3861. // Next default values for new objects
  3862. //
  3863. #ifdef APSTUDIO_INVOKED
  3864. #ifndef APSTUDIO_READONLY_SYMBOLS
  3865. #define _APS_NEXT_RESOURCE_VALUE        102
  3866. #define _APS_NEXT_COMMAND_VALUE         40001
  3867. #define _APS_NEXT_CONTROL_VALUE         1001
  3868. #define _APS_NEXT_SYMED_VALUE           101
  3869. #endif
  3870. #endif
  3871.  
  3872. ```
  3873.  
  3874. ==++ Here's the full source for (file 3/3 (No OOP-based)) "Yahoo-8Ball-Pool-Clone.rc"::: ++==
  3875. ```Yahoo-8Ball-Pool-Clone.rc
  3876. // Microsoft Visual C++ generated resource script.
  3877. //
  3878. #include "resource.h"
  3879.  
  3880. #define APSTUDIO_READONLY_SYMBOLS
  3881. /////////////////////////////////////////////////////////////////////////////
  3882. //
  3883. // Generated from the TEXTINCLUDE 2 resource.
  3884. //
  3885. #include "winres.h"
  3886.  
  3887. /////////////////////////////////////////////////////////////////////////////
  3888. #undef APSTUDIO_READONLY_SYMBOLS
  3889.  
  3890. /////////////////////////////////////////////////////////////////////////////
  3891. // English (United States) resources
  3892.  
  3893. #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
  3894. LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
  3895. #pragma code_page(1252)
  3896.  
  3897. #ifdef APSTUDIO_INVOKED
  3898. /////////////////////////////////////////////////////////////////////////////
  3899. //
  3900. // TEXTINCLUDE
  3901. //
  3902.  
  3903. 1 TEXTINCLUDE
  3904. BEGIN
  3905.     "resource.h\0"
  3906. END
  3907.  
  3908. 2 TEXTINCLUDE
  3909. BEGIN
  3910.     "#include ""winres.h""\r\n"
  3911.     "\0"
  3912. END
  3913.  
  3914. 3 TEXTINCLUDE
  3915. BEGIN
  3916.     "\r\n"
  3917.     "\0"
  3918. END
  3919.  
  3920. #endif    // APSTUDIO_INVOKED
  3921.  
  3922.  
  3923. /////////////////////////////////////////////////////////////////////////////
  3924. //
  3925. // Icon
  3926. //
  3927.  
  3928. // Icon with lowest ID value placed first to ensure application icon
  3929. // remains consistent on all systems.
  3930. IDI_ICON1               ICON                    "D:\\Download\\cpp-projekt\\FuzenOp_SiloTest\\icons\\shell32_277.ico"
  3931.  
  3932. #endif    // English (United States) resources
  3933. /////////////////////////////////////////////////////////////////////////////
  3934.  
  3935.  
  3936.  
  3937. #ifndef APSTUDIO_INVOKED
  3938. /////////////////////////////////////////////////////////////////////////////
  3939. //
  3940. // Generated from the TEXTINCLUDE 3 resource.
  3941. //
  3942.  
  3943.  
  3944. /////////////////////////////////////////////////////////////////////////////
  3945. #endif    // not APSTUDIO_INVOKED
  3946.  
  3947. #include <windows.h> // Needed for control styles like WS_GROUP, BS_AUTORADIOBUTTON etc.
  3948.  
  3949. /////////////////////////////////////////////////////////////////////////////
  3950. //
  3951. // Dialog
  3952. //
  3953.  
  3954. IDD_NEWGAMEDLG DIALOGEX 0, 0, 220, 130 // Dialog position (x, y) and size (width, height) in Dialog Units (DLUs)
  3955. STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU
  3956. CAPTION "New 8-Ball Game"
  3957. FONT 8, "MS Shell Dlg", 400, 0, 0x1 // Standard dialog font
  3958. BEGIN
  3959. // --- Game Mode Selection ---
  3960. // Group Box for Game Mode (Optional visually, but helps structure)
  3961. GROUPBOX        "Game Mode", IDC_STATIC, 7, 7, 90, 50
  3962.  
  3963. // "2 Player" Radio Button (First in this group)
  3964. CONTROL         "&2 Player (Human vs Human)", IDC_RADIO_2P, "Button",
  3965. BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 14, 20, 80, 10
  3966.  
  3967. // "Human vs CPU" Radio Button
  3968. CONTROL         "Human vs &CPU", IDC_RADIO_CPU, "Button",
  3969. BS_AUTORADIOBUTTON | WS_TABSTOP, 14, 35, 70, 10
  3970.  
  3971.  
  3972. // --- AI Difficulty Selection (Inside its own Group Box) ---
  3973. GROUPBOX        "AI Difficulty", IDC_GROUP_AI, 118, 7, 95, 70
  3974.  
  3975. // "Easy" Radio Button (First in the AI group)
  3976. CONTROL         "&Easy", IDC_RADIO_EASY, "Button",
  3977. BS_AUTORADIOBUTTON | WS_GROUP | WS_TABSTOP, 125, 20, 60, 10
  3978.  
  3979. // "Medium" Radio Button
  3980. CONTROL         "&Medium", IDC_RADIO_MEDIUM, "Button",
  3981. BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 35, 60, 10
  3982.  
  3983. // "Hard" Radio Button
  3984. CONTROL         "&Hard", IDC_RADIO_HARD, "Button",
  3985. BS_AUTORADIOBUTTON | WS_TABSTOP, 125, 50, 60, 10
  3986.  
  3987.  
  3988. // --- Standard Buttons ---
  3989. DEFPUSHBUTTON   "Start", IDOK, 55, 105, 50, 14 // Default button (Enter key)
  3990. PUSHBUTTON      "Cancel", IDCANCEL, 115, 105, 50, 14
  3991. END
  3992. ```
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