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2D StickPool D2D C++: Final Feature RestorePoint BrokenCode

Jun 7th, 2025
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  1. ==++ Here's the full source code for (file 1\1) of "Pool-Game-CloneV18.cpp"::: ++==
  2. ```Pool-Game-CloneV18.cpp
  3. #define WIN32_LEAN_AND_MEAN
  4. #define NOMINMAX
  5. #include <windows.h>
  6. #include <d2d1.h>
  7. #include <dwrite.h>
  8. #include <fstream> // For file I/O
  9. #include <iostream> // For some basic I/O, though not strictly necessary for just file ops
  10. #include <vector>
  11. #include <cmath>
  12. #include <string>
  13. #include <sstream> // Required for wostringstream
  14. #include <algorithm> // Required for std::max, std::min
  15. #include <ctime>    // Required for srand, time
  16. #include <cstdlib> // Required for srand, rand (often included by others, but good practice)
  17. #include <commctrl.h> // Needed for radio buttons etc. in dialog (if using native controls)
  18. #include <mmsystem.h> // For PlaySound
  19. #include <tchar.h> //midi func
  20. #include <thread>
  21. #include <atomic>
  22. #include "resource.h"
  23.  
  24. #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 //Sector# 1 Here
  56.    CHOOSING_POCKET_P1, // NEW: Player 1 needs to call pocket for 8-ball
  57.    CHOOSING_POCKET_P2, // NEW: Player 2 needs to call pocket for 8-ball
  58.    AIMING,             // Player is aiming
  59.    AI_THINKING,        // NEW: AI is calculating its move
  60.    SHOT_IN_PROGRESS,   // Balls are moving
  61.    ASSIGNING_BALLS,    // Turn after break where ball types are assigned
  62.    PLAYER1_TURN,
  63.    PLAYER2_TURN,
  64.    BALL_IN_HAND_P1,
  65.    BALL_IN_HAND_P2,
  66.    GAME_OVER
  67. };
  68.  
  69. enum BallType {
  70.    NONE,
  71.    SOLID,  // Yellow (1-7)
  72.    STRIPE, // Red (9-15)
  73.    EIGHT_BALL, // Black (8)
  74.    CUE_BALL // White (0)
  75. };
  76.  
  77. // NEW Enums for Game Mode and AI Difficulty
  78. enum GameMode {
  79.    HUMAN_VS_HUMAN,
  80.    HUMAN_VS_AI
  81. };
  82.  
  83. enum AIDifficulty {
  84.    EASY,
  85.    MEDIUM,
  86.    HARD
  87. };
  88.  
  89. enum OpeningBreakMode {
  90.    CPU_BREAK,
  91.    P1_BREAK,
  92.    FLIP_COIN_BREAK
  93. };
  94.  
  95. // --- Structs ---
  96. struct Ball {
  97.    int id;             // 0=Cue, 1-7=Solid, 8=Eight, 9-15=Stripe
  98.    BallType type;
  99.    float x, y;
  100.    float vx, vy;
  101.    D2D1_COLOR_F color;
  102.    bool isPocketed;
  103. };
  104.  
  105. struct PlayerInfo {
  106.    BallType assignedType;
  107.    int ballsPocketedCount;
  108.    std::wstring name;
  109. };
  110.  
  111. // --- Global Variables ---
  112.  
  113. // Direct2D & DirectWrite
  114. ID2D1Factory* pFactory = nullptr;
  115. //ID2D1Factory* g_pD2DFactory = nullptr;
  116. ID2D1HwndRenderTarget* pRenderTarget = nullptr;
  117. IDWriteFactory* pDWriteFactory = nullptr;
  118. IDWriteTextFormat* pTextFormat = nullptr;
  119. IDWriteTextFormat* pLargeTextFormat = nullptr; // For "Foul!"
  120.  
  121. // Game State
  122. HWND hwndMain = nullptr;
  123. GameState currentGameState = SHOWING_DIALOG; // Start by showing dialog
  124. std::vector<Ball> balls;
  125. int currentPlayer = 1; // 1 or 2
  126. PlayerInfo player1Info = { BallType::NONE, 0, L"Player 1" };
  127. PlayerInfo player2Info = { BallType::NONE, 0, L"CPU" }; // Default P2 name
  128. bool foulCommitted = false;
  129. std::wstring gameOverMessage = L"";
  130. bool firstBallPocketedAfterBreak = false;
  131. std::vector<int> pocketedThisTurn; //Sector# 2 Here
  132. int calledPocketP1 = -1; // Pocket index (0-5) called by Player 1 for the 8-ball, -1 if not called yet
  133. int calledPocketP2 = -1; // Pocket index (0-5) called by Player 2 for the 8-ball, -1 if not called yet
  134. int currentlyHoveredPocket = -1; // Pocket index (0-5) mouse is hovering over for selection, -1 if none
  135. bool eightBallCallActiveForCurrentPlayer = false; // True if the current player must call or has called a pocket for the 8-ball
  136. std::wstring pocketCallMessage = L""; // Message like "Player 1: Choose a pocket for the 8-Ball..."
  137. // --- NEW: Foul Tracking Globals ---
  138. int firstHitBallIdThisShot = -1;      // ID of the first object ball hit by cue ball (-1 if none)
  139. bool cueHitObjectBallThisShot = false; // Did cue ball hit an object ball this shot?
  140. bool railHitAfterContact = false;     // Did any ball hit a rail AFTER cue hit an object ball?
  141. // --- End New Foul Tracking Globals ---
  142.  
  143. // NEW Game Mode/AI Globals
  144. GameMode gameMode = HUMAN_VS_HUMAN; // Default mode
  145. AIDifficulty aiDifficulty = MEDIUM; // Default difficulty
  146. OpeningBreakMode openingBreakMode = CPU_BREAK; // Default opening break mode
  147. bool isPlayer2AI = false;           // Is Player 2 controlled by AI?
  148. bool aiTurnPending = false;         // Flag: AI needs to take its turn when possible
  149. // bool aiIsThinking = false;       // Replaced by AI_THINKING game state
  150. // NEW: Flag to indicate if the current shot is the opening break of the game
  151. bool isOpeningBreakShot = false;
  152.  
  153. // NEW: For AI shot planning and visualization
  154. struct AIPlannedShot {
  155.    float angle;
  156.    float power;
  157.    float spinX;
  158.    float spinY;
  159.    bool isValid; // Is there a valid shot planned?
  160. };
  161. AIPlannedShot aiPlannedShotDetails; // Stores the AI's next shot
  162. bool aiIsDisplayingAim = false;    // True when AI has decided a shot and is in "display aim" mode
  163. int aiAimDisplayFramesLeft = 0;  // How many frames left to display AI aim
  164. const int AI_AIM_DISPLAY_DURATION_FRAMES = 45; // Approx 0.75 seconds at 60 FPS, adjust as needed
  165.  
  166. // Input & Aiming
  167. POINT ptMouse = { 0, 0 };
  168. bool isAiming = false;
  169. bool isDraggingCueBall = false;
  170. // --- ENSURE THIS LINE EXISTS HERE ---
  171. bool isDraggingStick = false; // True specifically when drag initiated on the stick graphic
  172. // --- End Ensure ---
  173. bool isSettingEnglish = false;
  174. D2D1_POINT_2F aimStartPoint = { 0, 0 };
  175. float cueAngle = 0.0f;
  176. float shotPower = 0.0f;
  177. float cueSpinX = 0.0f; // Range -1 to 1
  178. float cueSpinY = 0.0f; // Range -1 to 1
  179. float pocketFlashTimer = 0.0f;
  180. bool cheatModeEnabled = false; // Cheat Mode toggle (G key)
  181. int draggingBallId = -1;
  182. bool keyboardAimingActive = false; // NEW FLAG: true when arrow keys modify aim/power
  183. MCIDEVICEID midiDeviceID = 0; //midi func
  184. std::atomic<bool> isMusicPlaying(false); //midi func
  185. std::thread musicThread; //midi func
  186. void StartMidi(HWND hwnd, const TCHAR* midiPath);
  187. void StopMidi();
  188.  
  189. // UI Element Positions
  190. D2D1_RECT_F powerMeterRect = { TABLE_RIGHT + CUSHION_THICKNESS + 10, TABLE_TOP, TABLE_RIGHT + CUSHION_THICKNESS + 40, TABLE_BOTTOM };
  191. D2D1_RECT_F spinIndicatorRect = { TABLE_LEFT - CUSHION_THICKNESS - 60, TABLE_TOP + 20, TABLE_LEFT - CUSHION_THICKNESS - 20, TABLE_TOP + 60 }; // Circle area
  192. D2D1_POINT_2F spinIndicatorCenter = { spinIndicatorRect.left + (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f, spinIndicatorRect.top + (spinIndicatorRect.bottom - spinIndicatorRect.top) / 2.0f };
  193. float spinIndicatorRadius = (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f;
  194. D2D1_RECT_F pocketedBallsBarRect = { TABLE_LEFT, TABLE_BOTTOM + CUSHION_THICKNESS + 30, TABLE_RIGHT, TABLE_BOTTOM + CUSHION_THICKNESS + 70 };
  195.  
  196. // Corrected Pocket Center Positions (aligned with table corners/edges)
  197. const D2D1_POINT_2F pocketPositions[6] = {
  198.     {TABLE_LEFT, TABLE_TOP},                           // Top-Left
  199.     {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP},      // Top-Middle
  200.     {TABLE_RIGHT, TABLE_TOP},                          // Top-Right
  201.     {TABLE_LEFT, TABLE_BOTTOM},                        // Bottom-Left
  202.     {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_BOTTOM},   // Bottom-Middle
  203.     {TABLE_RIGHT, TABLE_BOTTOM}                        // Bottom-Right
  204. };
  205.  
  206. // Colors
  207. 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)
  208. //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)
  209. const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF(0.3608f, 0.0275f, 0.0078f)); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
  210. //const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF::Red); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
  211. const D2D1_COLOR_F POCKET_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  212. const D2D1_COLOR_F CUE_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::White);
  213. const D2D1_COLOR_F EIGHT_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  214. const D2D1_COLOR_F SOLID_COLOR = D2D1::ColorF(D2D1::ColorF::Yellow); // Solids = Yellow
  215. const D2D1_COLOR_F STRIPE_COLOR = D2D1::ColorF(D2D1::ColorF::Red);   // Stripes = Red
  216. const D2D1_COLOR_F AIM_LINE_COLOR = D2D1::ColorF(D2D1::ColorF::White, 0.7f); // Semi-transparent white
  217. const D2D1_COLOR_F FOUL_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
  218. const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(0.1333f, 0.7294f, 0.7490f); //NEWCOLOR 0.1333f, 0.7294f, 0.7490f => ::Blue
  219. //const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(D2D1::ColorF::Blue);
  220. const D2D1_COLOR_F ENGLISH_DOT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
  221. const D2D1_COLOR_F UI_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  222.  
  223. // --- Forward Declarations ---
  224. HRESULT CreateDeviceResources();
  225. void DiscardDeviceResources();
  226. void OnPaint();
  227. void OnResize(UINT width, UINT height);
  228. void InitGame();
  229. void GameUpdate();
  230. void UpdatePhysics();
  231. void CheckCollisions();
  232. bool CheckPockets(); // Returns true if any ball was pocketed
  233. void ProcessShotResults();
  234. void ApplyShot(float power, float angle, float spinX, float spinY);
  235. void RespawnCueBall(bool behindHeadstring);
  236. bool AreBallsMoving();
  237. void SwitchTurns();
  238. void AssignPlayerBallTypes(BallType firstPocketedType);
  239. void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed);
  240. Ball* GetBallById(int id);
  241. Ball* GetCueBall();
  242. //void PlayGameMusic(HWND hwnd); //midi func
  243. void AIBreakShot();
  244.  
  245. // Drawing Functions
  246. void DrawScene(ID2D1RenderTarget* pRT);
  247. void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory);
  248. void DrawBalls(ID2D1RenderTarget* pRT);
  249. void DrawCueStick(ID2D1RenderTarget* pRT);
  250. void DrawAimingAids(ID2D1RenderTarget* pRT);
  251. void DrawUI(ID2D1RenderTarget* pRT);
  252. void DrawPowerMeter(ID2D1RenderTarget* pRT);
  253. void DrawSpinIndicator(ID2D1RenderTarget* pRT);
  254. void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT); //Sector# 9 Here
  255. void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT); // NEW
  256. void DrawBallInHandIndicator(ID2D1RenderTarget* pRT);
  257.  
  258. // Helper Functions
  259. float GetDistance(float x1, float y1, float x2, float y2);
  260. float GetDistanceSq(float x1, float y1, float x2, float y2);
  261. bool IsValidCueBallPosition(float x, float y, bool checkHeadstring);
  262. template <typename T> void SafeRelease(T** ppT);
  263. // --- ADD FORWARD DECLARATION FOR NEW HELPER HERE ---
  264. float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b);
  265. // --- End Forward Declaration --- //Sector# 4 Here
  266. bool IsPlayerOnEightBall(int player); // NEW helper
  267. void CheckAndTransitionToPocketChoice(int playerID); // NEW
  268. 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
  269.  
  270. // --- NEW Forward Declarations ---
  271.  
  272. // AI Related
  273. struct AIShotInfo; // Define below
  274. void TriggerAIMove();
  275. void AIMakeDecision();
  276. void AIPlaceCueBall();
  277. AIShotInfo AIFindBestShot();
  278. AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex);
  279. bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2);
  280. Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq); // Added hitDistSq output
  281. float CalculateShotPower(float cueToGhostDist, float targetToPocketDist);
  282. D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex);
  283. bool IsValidAIAimAngle(float angle); // Basic check
  284.  
  285. // Dialog Related
  286. INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
  287. void ShowNewGameDialog(HINSTANCE hInstance);
  288. void LoadSettings(); // For deserialization
  289. void SaveSettings(); // For serialization
  290. const std::wstring SETTINGS_FILE_NAME = L"Pool-Settings.txt";
  291. void ResetGame(HINSTANCE hInstance); // Function to handle F2 reset
  292.  
  293. // --- Forward Declaration for Window Procedure --- <<< Add this line HERE
  294. LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
  295.  
  296. // --- NEW Struct for AI Shot Evaluation ---
  297. struct AIShotInfo {
  298.     bool possible = false;          // Is this shot considered viable?
  299.     Ball* targetBall = nullptr;     // Which ball to hit
  300.     int pocketIndex = -1;           // Which pocket to aim for (0-5)
  301.     D2D1_POINT_2F ghostBallPos = { 0,0 }; // Where cue ball needs to hit target ball
  302.     float angle = 0.0f;             // Calculated shot angle
  303.     float power = 0.0f;             // Calculated shot power
  304.     float score = -1.0f;            // Score for this shot (higher is better)
  305.     bool involves8Ball = false;     // Is the target the 8-ball?
  306. };
  307.  
  308. /*
  309. table = TABLE_COLOR new: #29662d (0.1608, 0.4000, 0.1765) => old: (0.0f, 0.5f, 0.1f)
  310. rail CUSHION_COLOR = #5c0702 (0.3608, 0.0275, 0.0078) => ::Red
  311. gap = #e99d33 (0.9157, 0.6157, 0.2000) => ::Orange
  312. winbg = #5e8863 (0.3686, 0.5333, 0.3882) => 1.0f, 1.0f, 0.803f
  313. headstring = #47742f (0.2784, 0.4549, 0.1843) => ::White
  314. bluearrow = #08b0a5 (0.0314, 0.6902, 0.6471) *#22babf (0.1333,0.7294,0.7490) => ::Blue
  315. */
  316.  
  317. // --- NEW Settings Serialization Functions ---
  318. void SaveSettings() {
  319.     std::ofstream outFile(SETTINGS_FILE_NAME);
  320.     if (outFile.is_open()) {
  321.         outFile << static_cast<int>(gameMode) << std::endl;
  322.         outFile << static_cast<int>(aiDifficulty) << std::endl;
  323.         outFile << static_cast<int>(openingBreakMode) << std::endl;
  324.         outFile.close();
  325.     }
  326.     // else: Handle error, e.g., log or silently fail
  327. }
  328.  
  329. void LoadSettings() {
  330.     std::ifstream inFile(SETTINGS_FILE_NAME);
  331.     if (inFile.is_open()) {
  332.         int gm, aid, obm;
  333.         if (inFile >> gm) {
  334.             gameMode = static_cast<GameMode>(gm);
  335.         }
  336.         if (inFile >> aid) {
  337.             aiDifficulty = static_cast<AIDifficulty>(aid);
  338.         }
  339.         if (inFile >> obm) {
  340.             openingBreakMode = static_cast<OpeningBreakMode>(obm);
  341.         }
  342.         inFile.close();
  343.  
  344.         // Validate loaded settings (optional, but good practice)
  345.         if (gameMode < HUMAN_VS_HUMAN || gameMode > HUMAN_VS_AI) gameMode = HUMAN_VS_HUMAN; // Default
  346.         if (aiDifficulty < EASY || aiDifficulty > HARD) aiDifficulty = MEDIUM; // Default
  347.         if (openingBreakMode < CPU_BREAK || openingBreakMode > FLIP_COIN_BREAK) openingBreakMode = CPU_BREAK; // Default
  348.     }
  349.     // else: File doesn't exist or couldn't be opened, use defaults (already set in global vars)
  350. }
  351. // --- End Settings Serialization Functions ---
  352.  
  353. // --- NEW Dialog Procedure ---
  354. INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) {
  355.     switch (message) {
  356.     case WM_INITDIALOG:
  357.     {
  358.         // --- ACTION 4: Center Dialog Box ---
  359. // Optional: Force centering if default isn't working
  360.         RECT rcDlg, rcOwner, rcScreen;
  361.         HWND hwndOwner = GetParent(hDlg); // GetParent(hDlg) might be better if hwndMain is passed
  362.         if (hwndOwner == NULL) hwndOwner = GetDesktopWindow();
  363.  
  364.         GetWindowRect(hwndOwner, &rcOwner);
  365.         GetWindowRect(hDlg, &rcDlg);
  366.         CopyRect(&rcScreen, &rcOwner); // Use owner rect as reference bounds
  367.  
  368.         // Offset the owner rect relative to the screen if it's not the desktop
  369.         if (GetParent(hDlg) != NULL) { // If parented to main window (passed to DialogBoxParam)
  370.             OffsetRect(&rcOwner, -rcScreen.left, -rcScreen.top);
  371.             OffsetRect(&rcDlg, -rcScreen.left, -rcScreen.top);
  372.             OffsetRect(&rcScreen, -rcScreen.left, -rcScreen.top);
  373.         }
  374.  
  375.  
  376.         // Calculate centered position
  377.         int x = rcOwner.left + (rcOwner.right - rcOwner.left - (rcDlg.right - rcDlg.left)) / 2;
  378.         int y = rcOwner.top + (rcOwner.bottom - rcOwner.top - (rcDlg.bottom - rcDlg.top)) / 2;
  379.  
  380.         // Ensure it stays within screen bounds (optional safety)
  381.         x = std::max(static_cast<int>(rcScreen.left), x);
  382.         y = std::max(static_cast<int>(rcScreen.top), y);
  383.         if (x + (rcDlg.right - rcDlg.left) > rcScreen.right)
  384.             x = rcScreen.right - (rcDlg.right - rcDlg.left);
  385.         if (y + (rcDlg.bottom - rcDlg.top) > rcScreen.bottom)
  386.             y = rcScreen.bottom - (rcDlg.bottom - rcDlg.top);
  387.  
  388.  
  389.         // Set the dialog position
  390.         SetWindowPos(hDlg, HWND_TOP, x, y, 0, 0, SWP_NOSIZE);
  391.  
  392.         // --- End Centering Code ---
  393.  
  394.         // Set initial state based on current global settings (or defaults)
  395.         CheckRadioButton(hDlg, IDC_RADIO_2P, IDC_RADIO_CPU, (gameMode == HUMAN_VS_HUMAN) ? IDC_RADIO_2P : IDC_RADIO_CPU);
  396.  
  397.         CheckRadioButton(hDlg, IDC_RADIO_EASY, IDC_RADIO_HARD,
  398.             (aiDifficulty == EASY) ? IDC_RADIO_EASY : ((aiDifficulty == MEDIUM) ? IDC_RADIO_MEDIUM : IDC_RADIO_HARD));
  399.  
  400.         // Enable/Disable AI group based on initial mode
  401.         EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), gameMode == HUMAN_VS_AI);
  402.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), gameMode == HUMAN_VS_AI);
  403.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), gameMode == HUMAN_VS_AI);
  404.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), gameMode == HUMAN_VS_AI);
  405.         // Set initial state for Opening Break Mode
  406.         CheckRadioButton(hDlg, IDC_RADIO_CPU_BREAK, IDC_RADIO_FLIP_BREAK,
  407.             (openingBreakMode == CPU_BREAK) ? IDC_RADIO_CPU_BREAK : ((openingBreakMode == P1_BREAK) ? IDC_RADIO_P1_BREAK : IDC_RADIO_FLIP_BREAK));
  408.         // Enable/Disable Opening Break group based on initial mode
  409.         EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), gameMode == HUMAN_VS_AI);
  410.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), gameMode == HUMAN_VS_AI);
  411.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), gameMode == HUMAN_VS_AI);
  412.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), gameMode == HUMAN_VS_AI);
  413.     }
  414.     return (INT_PTR)TRUE;
  415.  
  416.     case WM_COMMAND:
  417.         switch (LOWORD(wParam)) {
  418.         case IDC_RADIO_2P:
  419.         case IDC_RADIO_CPU:
  420.         {
  421.             bool isCPU = IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED;
  422.             // Enable/Disable AI group controls based on selection
  423.             EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), isCPU);
  424.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), isCPU);
  425.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), isCPU);
  426.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), isCPU);
  427.             // Also enable/disable Opening Break Mode group
  428.             EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), isCPU);
  429.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), isCPU);
  430.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), isCPU);
  431.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), isCPU);
  432.         }
  433.         return (INT_PTR)TRUE;
  434.  
  435.         case IDOK:
  436.             // Retrieve selected options and store in global variables
  437.             if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED) {
  438.                 gameMode = HUMAN_VS_AI;
  439.                 if (IsDlgButtonChecked(hDlg, IDC_RADIO_EASY) == BST_CHECKED) aiDifficulty = EASY;
  440.                 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_MEDIUM) == BST_CHECKED) aiDifficulty = MEDIUM;
  441.                 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_HARD) == BST_CHECKED) aiDifficulty = HARD;
  442.  
  443.                 if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU_BREAK) == BST_CHECKED) openingBreakMode = CPU_BREAK;
  444.                 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_P1_BREAK) == BST_CHECKED) openingBreakMode = P1_BREAK;
  445.                 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_FLIP_BREAK) == BST_CHECKED) openingBreakMode = FLIP_COIN_BREAK;
  446.             }
  447.             else {
  448.                 gameMode = HUMAN_VS_HUMAN;
  449.                 // openingBreakMode doesn't apply to HvsH, can leave as is or reset
  450.             }
  451.             SaveSettings(); // Save settings when OK is pressed
  452.             EndDialog(hDlg, IDOK); // Close dialog, return IDOK
  453.             return (INT_PTR)TRUE;
  454.  
  455.         case IDCANCEL: // Handle Cancel or closing the dialog
  456.             // Optionally, could reload settings here if you want cancel to revert to previously saved state
  457.             EndDialog(hDlg, IDCANCEL);
  458.             return (INT_PTR)TRUE;
  459.         }
  460.         break; // End WM_COMMAND
  461.     }
  462.     return (INT_PTR)FALSE; // Default processing
  463. }
  464.  
  465. // --- NEW Helper to Show Dialog ---
  466. void ShowNewGameDialog(HINSTANCE hInstance) {
  467.     if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), hwndMain, NewGameDialogProc, 0) == IDOK) {
  468.         // User clicked Start, reset game with new settings
  469.         isPlayer2AI = (gameMode == HUMAN_VS_AI); // Update AI flag
  470.         if (isPlayer2AI) {
  471.             switch (aiDifficulty) {
  472.             case EASY: player2Info.name = L"CPU (Easy)"; break;
  473.             case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
  474.             case HARD: player2Info.name = L"CPU (Hard)"; break;
  475.             }
  476.         }
  477.         else {
  478.             player2Info.name = L"Player 2";
  479.         }
  480.         // Update window title
  481.         std::wstring windowTitle = L"Direct2D 8-Ball Pool";
  482.         if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
  483.         else windowTitle += L" (Human vs " + player2Info.name + L")";
  484.         SetWindowText(hwndMain, windowTitle.c_str());
  485.  
  486.         InitGame(); // Re-initialize game logic & board
  487.         InvalidateRect(hwndMain, NULL, TRUE); // Force redraw
  488.     }
  489.     else {
  490.         // User cancelled dialog - maybe just resume game? Or exit?
  491.         // For simplicity, we do nothing, game continues as it was.
  492.         // To exit on cancel from F2, would need more complex state management.
  493.     }
  494. }
  495.  
  496. // --- NEW Reset Game Function ---
  497. void ResetGame(HINSTANCE hInstance) {
  498.     // Call the helper function to show the dialog and re-init if OK clicked
  499.     ShowNewGameDialog(hInstance);
  500. }
  501.  
  502. // --- WinMain ---
  503. int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR, int nCmdShow) {
  504.     if (FAILED(CoInitialize(NULL))) {
  505.         MessageBox(NULL, L"COM Initialization Failed.", L"Error", MB_OK | MB_ICONERROR);
  506.         return -1;
  507.     }
  508.  
  509.     // --- NEW: Load settings at startup ---
  510.     LoadSettings();
  511.  
  512.     // --- NEW: Show configuration dialog FIRST ---
  513.     if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), NULL, NewGameDialogProc, 0) != IDOK) {
  514.         // User cancelled the dialog
  515.         CoUninitialize();
  516.         return 0; // Exit gracefully if dialog cancelled
  517.     }
  518.     // Global gameMode and aiDifficulty are now set by the DialogProc
  519.  
  520.     // Set AI flag based on game mode
  521.     isPlayer2AI = (gameMode == HUMAN_VS_AI);
  522.     if (isPlayer2AI) {
  523.         switch (aiDifficulty) {
  524.         case EASY: player2Info.name = L"CPU (Easy)"; break;
  525.         case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
  526.         case HARD: player2Info.name = L"CPU (Hard)"; break;
  527.         }
  528.     }
  529.     else {
  530.         player2Info.name = L"Player 2";
  531.     }
  532.     // --- End of Dialog Logic ---
  533.  
  534.  
  535.     WNDCLASS wc = { };
  536.     wc.lpfnWndProc = WndProc;
  537.     wc.hInstance = hInstance;
  538.     wc.lpszClassName = L"Direct2D_8BallPool";
  539.     wc.hCursor = LoadCursor(NULL, IDC_ARROW);
  540.     wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
  541.     wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1)); // Use your actual icon ID here
  542.  
  543.     if (!RegisterClass(&wc)) {
  544.         MessageBox(NULL, L"Window Registration Failed.", L"Error", MB_OK | MB_ICONERROR);
  545.         CoUninitialize();
  546.         return -1;
  547.     }
  548.  
  549.     // --- ACTION 4: Calculate Centered Window Position ---
  550.     const int WINDOW_WIDTH = 1000; // Define desired width
  551.     const int WINDOW_HEIGHT = 700; // Define desired height
  552.     int screenWidth = GetSystemMetrics(SM_CXSCREEN);
  553.     int screenHeight = GetSystemMetrics(SM_CYSCREEN);
  554.     int windowX = (screenWidth - WINDOW_WIDTH) / 2;
  555.     int windowY = (screenHeight - WINDOW_HEIGHT) / 2;
  556.  
  557.     // --- Change Window Title based on mode ---
  558.     std::wstring windowTitle = L"Direct2D 8-Ball Pool";
  559.     if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
  560.     else windowTitle += L" (Human vs " + player2Info.name + L")";
  561.  
  562.     DWORD dwStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; // No WS_THICKFRAME, No WS_MAXIMIZEBOX
  563.  
  564.     hwndMain = CreateWindowEx(
  565.         0, L"Direct2D_8BallPool", windowTitle.c_str(), dwStyle,
  566.         windowX, windowY, WINDOW_WIDTH, WINDOW_HEIGHT,
  567.         NULL, NULL, hInstance, NULL
  568.     );
  569.  
  570.     if (!hwndMain) {
  571.         MessageBox(NULL, L"Window Creation Failed.", L"Error", MB_OK | MB_ICONERROR);
  572.         CoUninitialize();
  573.         return -1;
  574.     }
  575.  
  576.     // Initialize Direct2D Resources AFTER window creation
  577.     if (FAILED(CreateDeviceResources())) {
  578.         MessageBox(NULL, L"Failed to create Direct2D resources.", L"Error", MB_OK | MB_ICONERROR);
  579.         DestroyWindow(hwndMain);
  580.         CoUninitialize();
  581.         return -1;
  582.     }
  583.  
  584.     InitGame(); // Initialize game state AFTER resources are ready & mode is set
  585.     Sleep(500); // Allow window to fully initialize before starting the countdown //midi func
  586.     StartMidi(hwndMain, TEXT("BSQ.MID")); // Replace with your MIDI filename
  587.     //PlayGameMusic(hwndMain); //midi func
  588.  
  589.     ShowWindow(hwndMain, nCmdShow);
  590.     UpdateWindow(hwndMain);
  591.  
  592.     if (!SetTimer(hwndMain, ID_TIMER, 1000 / TARGET_FPS, NULL)) {
  593.         MessageBox(NULL, L"Could not SetTimer().", L"Error", MB_OK | MB_ICONERROR);
  594.         DestroyWindow(hwndMain);
  595.         CoUninitialize();
  596.         return -1;
  597.     }
  598.  
  599.     MSG msg = { };
  600.     // --- Modified Main Loop ---
  601.     // Handles the case where the game starts in SHOWING_DIALOG state (handled now before loop)
  602.     // or gets reset to it via F2. The main loop runs normally once game starts.
  603.     while (GetMessage(&msg, NULL, 0, 0)) {
  604.         // We might need modeless dialog handling here if F2 shows dialog
  605.         // while window is active, but DialogBoxParam is modal.
  606.         // Let's assume F2 hides main window, shows dialog, then restarts game loop.
  607.         // Simpler: F2 calls ResetGame which calls DialogBoxParam (modal) then InitGame.
  608.         TranslateMessage(&msg);
  609.         DispatchMessage(&msg);
  610.     }
  611.  
  612.  
  613.     KillTimer(hwndMain, ID_TIMER);
  614.     DiscardDeviceResources();
  615.     SaveSettings(); // Save settings on exit
  616.     CoUninitialize();
  617.  
  618.     return (int)msg.wParam;
  619. }
  620.  
  621. // --- WndProc ---
  622. LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
  623.     // Declare cueBall pointer once at the top, used in multiple cases
  624.     // For clarity, often better to declare within each case where needed.
  625.     Ball* cueBall = nullptr; // Initialize to nullptr
  626.     switch (msg) {
  627.     case WM_CREATE:
  628.         // Resources are now created in WinMain after CreateWindowEx
  629.         return 0;
  630.  
  631.     case WM_PAINT:
  632.         OnPaint();
  633.         // Validate the entire window region after painting
  634.         ValidateRect(hwnd, NULL);
  635.         return 0;
  636.  
  637.     case WM_SIZE: {
  638.         UINT width = LOWORD(lParam);
  639.         UINT height = HIWORD(lParam);
  640.         OnResize(width, height);
  641.         return 0;
  642.     }
  643.  
  644.     case WM_TIMER:
  645.         if (wParam == ID_TIMER) {
  646.             GameUpdate(); // Update game logic and physics
  647.             InvalidateRect(hwnd, NULL, FALSE); // Request redraw
  648.         }
  649.         return 0;
  650.  
  651.         // --- NEW: Handle F2 Key for Reset ---
  652.         // --- MODIFIED: Handle More Keys ---
  653.     case WM_KEYDOWN:
  654.     { // Add scope for variable declarations
  655.  
  656.         // --- FIX: Get Cue Ball pointer for this scope ---
  657.         cueBall = GetCueBall();
  658.         // We might allow some keys even if cue ball is gone (like F1/F2), but actions need it
  659.         // --- End Fix ---
  660.  
  661.         // Check which player can interact via keyboard (Humans only)
  662.         bool canPlayerControl = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P1 || currentGameState == PRE_BREAK_PLACEMENT)) ||
  663.             (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT)));
  664.  
  665.         // --- F1 / F2 Keys (Always available) ---
  666.         if (wParam == VK_F2) {
  667.             HINSTANCE hInstance = (HINSTANCE)GetWindowLongPtr(hwnd, GWLP_HINSTANCE);
  668.             ResetGame(hInstance); // Call reset function
  669.             return 0; // Indicate key was processed
  670.         }
  671.         else if (wParam == VK_F1) {
  672.             MessageBox(hwnd,
  673.                 L"Direct2D-based StickPool game made in C++ from scratch (2764+ lines of code)\n" // Update line count if needed
  674.                 L"First successful Clone in C++ (no other sites or projects were there to glean from.) Made /w AI assist\n"
  675.                 L"(others were in JS/ non-8-Ball in C# etc.) w/o OOP and Graphics Frameworks all in a Single file.\n"
  676.                 L"Copyright (C) 2025 Evans Thorpemorton, Entisoft Solutions.\n"
  677.                 L"Includes AI Difficulty Modes, Aim-Trajectory For Table Rails + Hard Angles TipShots. || F2=New Game",
  678.                 L"About This Game", MB_OK | MB_ICONINFORMATION);
  679.             return 0; // Indicate key was processed
  680.         }
  681.  
  682.         // Check for 'M' key (uppercase or lowercase)
  683.             // Toggle music with "M"
  684.         if (wParam == 'M' || wParam == 'm') {
  685.             //static bool isMusicPlaying = false;
  686.             if (isMusicPlaying) {
  687.                 // Stop the music
  688.                 StopMidi();
  689.                 isMusicPlaying = false;
  690.             }
  691.             else {
  692.                 // Build the MIDI file path
  693.                 TCHAR midiPath[MAX_PATH];
  694.                 GetModuleFileName(NULL, midiPath, MAX_PATH);
  695.                 // Keep only the directory part
  696.                 TCHAR* lastBackslash = _tcsrchr(midiPath, '\\');
  697.                 if (lastBackslash != NULL) {
  698.                     *(lastBackslash + 1) = '\0';
  699.                 }
  700.                 // Append the MIDI filename
  701.                 _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID")); // Adjust filename if needed
  702.  
  703.                 // Start playing MIDI
  704.                 StartMidi(hwndMain, midiPath);
  705.                 isMusicPlaying = true;
  706.             }
  707.         }
  708.  
  709.  
  710.         // --- Player Interaction Keys (Only if allowed) ---
  711.         if (canPlayerControl) {
  712.             // --- Get Shift Key State ---
  713.             bool shiftPressed = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  714.             float angleStep = shiftPressed ? 0.05f : 0.01f; // Base step / Faster step (Adjust as needed) // Multiplier was 5x
  715.             float powerStep = 0.2f; // Power step (Adjust as needed)
  716.  
  717.             switch (wParam) {
  718.             case VK_LEFT: // Rotate Cue Stick Counter-Clockwise
  719.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  720.                     cueAngle -= angleStep;
  721.                     // Normalize angle (keep between 0 and 2*PI)
  722.                     if (cueAngle < 0) cueAngle += 2 * PI;
  723.                     // Ensure state shows aiming visuals if turn just started
  724.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  725.                     isAiming = false; // Keyboard adjust doesn't use mouse aiming state
  726.                     isDraggingStick = false;
  727.                     keyboardAimingActive = true;
  728.                 }
  729.                 break;
  730.  
  731.             case VK_RIGHT: // Rotate Cue Stick Clockwise
  732.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  733.                     cueAngle += angleStep;
  734.                     // Normalize angle (keep between 0 and 2*PI)
  735.                     if (cueAngle >= 2 * PI) cueAngle -= 2 * PI;
  736.                     // Ensure state shows aiming visuals if turn just started
  737.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  738.                     isAiming = false;
  739.                     isDraggingStick = false;
  740.                     keyboardAimingActive = true;
  741.                 }
  742.                 break;
  743.  
  744.             case VK_UP: // Decrease Shot Power
  745.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  746.                     shotPower -= powerStep;
  747.                     if (shotPower < 0.0f) shotPower = 0.0f;
  748.                     // Ensure state shows aiming visuals if turn just started
  749.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  750.                     isAiming = true; // Keyboard adjust doesn't use mouse aiming state
  751.                     isDraggingStick = false;
  752.                     keyboardAimingActive = true;
  753.                 }
  754.                 break;
  755.  
  756.             case VK_DOWN: // Increase Shot Power
  757.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  758.                     shotPower += powerStep;
  759.                     if (shotPower > MAX_SHOT_POWER) shotPower = MAX_SHOT_POWER;
  760.                     // Ensure state shows aiming visuals if turn just started
  761.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  762.                     isAiming = true;
  763.                     isDraggingStick = false;
  764.                     keyboardAimingActive = true;
  765.                 }
  766.                 break;
  767.  
  768.             case VK_SPACE: // Trigger Shot
  769.                 if ((currentGameState == AIMING || currentGameState == BREAKING || currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
  770.                     && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING)
  771.                 {
  772.                     if (shotPower > 0.15f) { // Use same threshold as mouse
  773.                        // Reset foul flags BEFORE applying shot
  774.                         firstHitBallIdThisShot = -1;
  775.                         cueHitObjectBallThisShot = false;
  776.                         railHitAfterContact = false;
  777.  
  778.                         // Play sound & Apply Shot
  779.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  780.                         ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  781.  
  782.                         // Update State
  783.                         currentGameState = SHOT_IN_PROGRESS;
  784.                         foulCommitted = false;
  785.                         pocketedThisTurn.clear();
  786.                         shotPower = 0; // Reset power after shooting
  787.                         isAiming = false; isDraggingStick = false; // Reset aiming flags
  788.                         keyboardAimingActive = false;
  789.                     }
  790.                 }
  791.                 break;
  792.  
  793.             case VK_ESCAPE: // Cancel Aim/Shot Setup
  794.                 if ((currentGameState == AIMING || currentGameState == BREAKING) || shotPower > 0)
  795.                 {
  796.                     shotPower = 0.0f;
  797.                     isAiming = false;
  798.                     isDraggingStick = false;
  799.                     keyboardAimingActive = false;
  800.                     // Revert to basic turn state if not breaking
  801.                     if (currentGameState != BREAKING) {
  802.                         currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  803.                     }
  804.                 }
  805.                 break;
  806.  
  807.             case 'G': // Toggle Cheat Mode
  808.                 cheatModeEnabled = !cheatModeEnabled;
  809.                 if (cheatModeEnabled)
  810.                     MessageBeep(MB_ICONEXCLAMATION); // Play a beep when enabling
  811.                 else
  812.                     MessageBeep(MB_OK); // Play a different beep when disabling
  813.                 break;
  814.  
  815.             default:
  816.                 // Allow default processing for other keys if needed
  817.                 // return DefWindowProc(hwnd, msg, wParam, lParam); // Usually not needed for WM_KEYDOWN
  818.                 break;
  819.             } // End switch(wParam) for player controls
  820.             return 0; // Indicate player control key was processed
  821.         } // End if(canPlayerControl)
  822.     } // End scope for WM_KEYDOWN case
  823.     // If key wasn't F1/F2 and player couldn't control, maybe allow default processing?
  824.     // return DefWindowProc(hwnd, msg, wParam, lParam); // Or just return 0
  825.     return 0;
  826.  
  827.     case WM_MOUSEMOVE: {
  828.         ptMouse.x = LOWORD(lParam);
  829.         ptMouse.y = HIWORD(lParam); //Sector# 7 Here
  830.  
  831.         cueBall = GetCueBall(); // Declare and get cueBall pointer
  832.  
  833.         if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
  834.             (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
  835.             int oldHover = currentlyHoveredPocket;
  836.             currentlyHoveredPocket = -1; // Reset
  837.             for (int i = 0; i < 6; ++i) {
  838.                 // Use HOLE_VISUAL_RADIUS for clicking/hovering the visual hole
  839.                 if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) { // x1.5 radius for easier hover
  840.                     currentlyHoveredPocket = i;
  841.                     break;
  842.                 }
  843.             }
  844.             if (oldHover != currentlyHoveredPocket) {
  845.                 InvalidateRect(hwnd, NULL, FALSE); // Request redraw only if hover changed
  846.             }
  847.             return 0; // Consume mouse move if in this state, preventing other mouse move actions
  848.         }
  849.  
  850.         if (isDraggingCueBall && cheatModeEnabled && draggingBallId != -1) {
  851.             Ball* ball = GetBallById(draggingBallId);
  852.             if (ball) {
  853.                 ball->x = (float)ptMouse.x;
  854.                 ball->y = (float)ptMouse.y;
  855.                 ball->vx = ball->vy = 0.0f;
  856.             }
  857.             return 0;
  858.         }
  859.  
  860.         if (!cueBall) return 0;
  861.  
  862.         // Update Aiming Logic (Check player turn)
  863.         if (isDraggingCueBall &&
  864.             ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  865.                 (!isPlayer2AI && currentPlayer == 2 && currentGameState == BALL_IN_HAND_P2) ||
  866.                 currentGameState == PRE_BREAK_PLACEMENT))
  867.         {
  868.             bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  869.             // Tentative position update
  870.             cueBall->x = (float)ptMouse.x;
  871.             cueBall->y = (float)ptMouse.y;
  872.             cueBall->vx = cueBall->vy = 0;
  873.         }
  874.         else if ((isAiming || isDraggingStick) &&
  875.             ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
  876.                 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
  877.         {
  878.             //NEW2 MOUSEBOUND CODE = START
  879.                 /*// Clamp mouse inside table bounds during aiming
  880.                 if (ptMouse.x < TABLE_LEFT) ptMouse.x = TABLE_LEFT;
  881.             if (ptMouse.x > TABLE_RIGHT) ptMouse.x = TABLE_RIGHT;
  882.             if (ptMouse.y < TABLE_TOP) ptMouse.y = TABLE_TOP;
  883.             if (ptMouse.y > TABLE_BOTTOM) ptMouse.y = TABLE_BOTTOM;*/
  884.             //NEW2 MOUSEBOUND CODE = END
  885.             // Aiming drag updates angle and power
  886.             float dx = (float)ptMouse.x - cueBall->x;
  887.             float dy = (float)ptMouse.y - cueBall->y;
  888.             if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  889.             //float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
  890.             //shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
  891.             if (!keyboardAimingActive) { // Only update shotPower if NOT keyboard aiming
  892.                 float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
  893.                 shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
  894.             }
  895.         }
  896.         else if (isSettingEnglish &&
  897.             ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING)) ||
  898.                 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING))))
  899.         {
  900.             // Setting English
  901.             float dx = (float)ptMouse.x - spinIndicatorCenter.x;
  902.             float dy = (float)ptMouse.y - spinIndicatorCenter.y;
  903.             float dist = GetDistance(dx, dy, 0, 0);
  904.             if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
  905.             cueSpinX = dx / spinIndicatorRadius;
  906.             cueSpinY = dy / spinIndicatorRadius;
  907.         }
  908.         else {
  909.             //DISABLE PERM AIMING = START
  910.             /*// Update visual angle even when not aiming/dragging (Check player turn)
  911.             bool canUpdateVisualAngle = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BALL_IN_HAND_P1)) ||
  912.                 (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2)) ||
  913.                 currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING || currentGameState == AIMING);
  914.  
  915.             if (canUpdateVisualAngle && !isDraggingCueBall && !isAiming && !isDraggingStick && !keyboardAimingActive) // NEW: Prevent mouse override if keyboard aiming
  916.             {
  917.                 // NEW MOUSEBOUND CODE = START
  918.                     // Only update cue angle if mouse is inside the playable table area
  919.                 if (ptMouse.x >= TABLE_LEFT && ptMouse.x <= TABLE_RIGHT &&
  920.                     ptMouse.y >= TABLE_TOP && ptMouse.y <= TABLE_BOTTOM)
  921.                 {
  922.                     // NEW MOUSEBOUND CODE = END
  923.                     Ball* cb = cueBall; // Use function-scope cueBall // Already got cueBall above
  924.                     if (cb) {
  925.                         float dx = (float)ptMouse.x - cb->x;
  926.                         float dy = (float)ptMouse.y - cb->y;
  927.                         if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  928.                     }
  929.                 } //NEW MOUSEBOUND CODE LINE = DISABLE
  930.             }*/
  931.             //DISABLE PERM AIMING = END
  932.         }
  933.         return 0;
  934.     } // End WM_MOUSEMOVE
  935.  
  936.     case WM_LBUTTONDOWN: {
  937.         ptMouse.x = LOWORD(lParam);
  938.         ptMouse.y = HIWORD(lParam); //Sector# 8 Here
  939.  
  940.         if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
  941.             (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
  942.             int clickedPocket = -1;
  943.             for (int i = 0; i < 6; ++i) {
  944.                 if (GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, pocketPositions[i].x, pocketPositions[i].y) < HOLE_VISUAL_RADIUS * HOLE_VISUAL_RADIUS * 2.25f) { // x1.5 radius
  945.                     clickedPocket = i;
  946.                     break;
  947.                 }
  948.             }
  949.  
  950.             if (clickedPocket != -1) {
  951.                 if (currentPlayer == 1) {
  952.                     calledPocketP1 = clickedPocket;
  953.                 }
  954.                 else {
  955.                     calledPocketP2 = clickedPocket;
  956.                 }
  957.                 currentlyHoveredPocket = clickedPocket;
  958.                 InvalidateRect(hwnd, NULL, FALSE); // Redraw to show arrow
  959.                 return 0; // Stay in CHOOSING_POCKET_PX state
  960.             }
  961.  
  962.             // If click was not on pocket, but a pocket is selected, allow transition to aiming by clicking cue ball
  963.             int* currentCalledPocketPtr = (currentPlayer == 1) ? &calledPocketP1 : &calledPocketP2;
  964.             Ball* cueBall = GetCueBall();
  965.             if (*currentCalledPocketPtr != -1 && cueBall && !cueBall->isPocketed &&
  966.                 GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, cueBall->x, cueBall->y) < BALL_RADIUS * BALL_RADIUS * 4.0f) {
  967.  
  968.                 pocketCallMessage = L"";
  969.                 currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  970.                 isAiming = true;
  971.                 aimStartPoint.x = static_cast<FLOAT>(ptMouse.x);
  972.                 aimStartPoint.y = static_cast<FLOAT>(ptMouse.y);
  973.                 InvalidateRect(hwnd, NULL, TRUE);
  974.                 return 0; // Consumed click
  975.             }
  976.  
  977.             return 0; // Consume click even if not on a pocket to prevent other actions
  978.         }
  979.  
  980.         if (cheatModeEnabled) {
  981.             // Allow dragging any ball freely
  982.             for (Ball& ball : balls) {
  983.                 float distSq = GetDistanceSq(ball.x, ball.y, (float)ptMouse.x, (float)ptMouse.y);
  984.                 if (distSq <= BALL_RADIUS * BALL_RADIUS * 4) { // Click near ball
  985.                     isDraggingCueBall = true;
  986.                     draggingBallId = ball.id;
  987.                     if (ball.id == 0) {
  988.                         // If dragging cue ball manually, ensure we stay in Ball-In-Hand state
  989.                         if (currentPlayer == 1)
  990.                             currentGameState = BALL_IN_HAND_P1;
  991.                         else if (currentPlayer == 2 && !isPlayer2AI)
  992.                             currentGameState = BALL_IN_HAND_P2;
  993.                     }
  994.                     return 0;
  995.                 }
  996.             }
  997.         }
  998.  
  999.         Ball* cueBall = GetCueBall(); // Declare and get cueBall pointer            
  1000.  
  1001.         // Check which player is allowed to interact via mouse click
  1002.         bool canPlayerClickInteract = ((currentPlayer == 1) || (currentPlayer == 2 && !isPlayer2AI));
  1003.         // Define states where interaction is generally allowed
  1004.         bool canInteractState = (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  1005.             currentGameState == AIMING || currentGameState == BREAKING ||
  1006.             currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 ||
  1007.             currentGameState == PRE_BREAK_PLACEMENT);
  1008.  
  1009.         // Check Spin Indicator first (Allow if player's turn/aim phase)
  1010.         if (canPlayerClickInteract && canInteractState) {
  1011.             float spinDistSq = GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, spinIndicatorCenter.x, spinIndicatorCenter.y);
  1012.             if (spinDistSq < spinIndicatorRadius * spinIndicatorRadius * 1.2f) {
  1013.                 isSettingEnglish = true;
  1014.                 float dx = (float)ptMouse.x - spinIndicatorCenter.x;
  1015.                 float dy = (float)ptMouse.y - spinIndicatorCenter.y;
  1016.                 float dist = GetDistance(dx, dy, 0, 0);
  1017.                 if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
  1018.                 cueSpinX = dx / spinIndicatorRadius;
  1019.                 cueSpinY = dy / spinIndicatorRadius;
  1020.                 isAiming = false; isDraggingStick = false; isDraggingCueBall = false;
  1021.                 return 0;
  1022.             }
  1023.         }
  1024.  
  1025.         if (!cueBall) return 0;
  1026.  
  1027.         // Check Ball-in-Hand placement/drag
  1028.         bool isPlacingBall = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
  1029.         bool isPlayerAllowedToPlace = (isPlacingBall &&
  1030.             ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  1031.                 (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
  1032.                 (currentGameState == PRE_BREAK_PLACEMENT))); // Allow current player in break setup
  1033.  
  1034.         if (isPlayerAllowedToPlace) {
  1035.             float distSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
  1036.             if (distSq < BALL_RADIUS * BALL_RADIUS * 9.0f) {
  1037.                 isDraggingCueBall = true;
  1038.                 isAiming = false; isDraggingStick = false;
  1039.             }
  1040.             else {
  1041.                 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  1042.                 if (IsValidCueBallPosition((float)ptMouse.x, (float)ptMouse.y, behindHeadstring)) {
  1043.                     cueBall->x = (float)ptMouse.x; cueBall->y = (float)ptMouse.y;
  1044.                     cueBall->vx = 0; cueBall->vy = 0;
  1045.                     isDraggingCueBall = false;
  1046.                     // Transition state
  1047.                     if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
  1048.                     else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
  1049.                     else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
  1050.                     cueAngle = 0.0f;
  1051.                 }
  1052.             }
  1053.             return 0;
  1054.         }
  1055.  
  1056.         // Check for starting Aim (Cue Ball OR Stick)
  1057.         bool canAim = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BREAKING)) ||
  1058.             (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BREAKING)));
  1059.  
  1060.         if (canAim) {
  1061.             const float stickDrawLength = 150.0f * 1.4f;
  1062.             float currentStickAngle = cueAngle + PI;
  1063.             D2D1_POINT_2F currentStickEnd = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * stickDrawLength, cueBall->y + sinf(currentStickAngle) * stickDrawLength);
  1064.             D2D1_POINT_2F currentStickTip = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * 5.0f, cueBall->y + sinf(currentStickAngle) * 5.0f);
  1065.             float distToStickSq = PointToLineSegmentDistanceSq(D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y), currentStickTip, currentStickEnd);
  1066.             float stickClickThresholdSq = 36.0f;
  1067.             float distToCueBallSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
  1068.             float cueBallClickRadiusSq = BALL_RADIUS * BALL_RADIUS * 25;
  1069.  
  1070.             bool clickedStick = (distToStickSq < stickClickThresholdSq);
  1071.             bool clickedCueArea = (distToCueBallSq < cueBallClickRadiusSq);
  1072.  
  1073.             if (clickedStick || clickedCueArea) {
  1074.                 isDraggingStick = clickedStick && !clickedCueArea;
  1075.                 isAiming = clickedCueArea;
  1076.                 aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  1077.                 shotPower = 0;
  1078.                 float dx = (float)ptMouse.x - cueBall->x;
  1079.                 float dy = (float)ptMouse.y - cueBall->y;
  1080.                 if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  1081.                 if (currentGameState != BREAKING) currentGameState = AIMING;
  1082.             }
  1083.         }
  1084.         return 0;
  1085.     } // End WM_LBUTTONDOWN
  1086.  
  1087.  
  1088.     case WM_LBUTTONUP: {
  1089.         if (cheatModeEnabled && isDraggingCueBall) {
  1090.             isDraggingCueBall = false;
  1091.             if (draggingBallId == 0) {
  1092.                 // After dropping CueBall, stay Ball-In-Hand mode if needed
  1093.                 if (currentPlayer == 1)
  1094.                     currentGameState = BALL_IN_HAND_P1;
  1095.                 else if (currentPlayer == 2 && !isPlayer2AI)
  1096.                     currentGameState = BALL_IN_HAND_P2;
  1097.             }
  1098.             draggingBallId = -1;
  1099.             return 0;
  1100.         }
  1101.  
  1102.         ptMouse.x = LOWORD(lParam);
  1103.         ptMouse.y = HIWORD(lParam);
  1104.  
  1105.         Ball* cueBall = GetCueBall(); // Get cueBall pointer
  1106.  
  1107.         // Check for releasing aim drag (Stick OR Cue Ball)
  1108.         if ((isAiming || isDraggingStick) &&
  1109.             ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
  1110.                 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
  1111.         {
  1112.             bool wasAiming = isAiming;
  1113.             bool wasDraggingStick = isDraggingStick;
  1114.             isAiming = false; isDraggingStick = false;
  1115.  
  1116.             if (shotPower > 0.15f) { // Check power threshold
  1117.                 if (currentGameState != AI_THINKING) {
  1118.                     firstHitBallIdThisShot = -1; cueHitObjectBallThisShot = false; railHitAfterContact = false; // Reset foul flags
  1119.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  1120.                     ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  1121.                     currentGameState = SHOT_IN_PROGRESS;
  1122.                     foulCommitted = false; pocketedThisTurn.clear();
  1123.                 }
  1124.             }
  1125.             else if (currentGameState != AI_THINKING) { // Revert state if power too low
  1126.                 if (currentGameState == BREAKING) { /* Still breaking */ }
  1127.                 else {
  1128.                     currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1129.                     if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = false;
  1130.                 }
  1131.             }
  1132.             shotPower = 0; // Reset power indicator regardless
  1133.         }
  1134.  
  1135.         // Handle releasing cue ball drag (placement)
  1136.         if (isDraggingCueBall) {
  1137.             isDraggingCueBall = false;
  1138.             // Check player allowed to place
  1139.             bool isPlacingState = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
  1140.             bool isPlayerAllowed = (isPlacingState &&
  1141.                 ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  1142.                     (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
  1143.                     (currentGameState == PRE_BREAK_PLACEMENT)));
  1144.  
  1145.             if (isPlayerAllowed && cueBall) {
  1146.                 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  1147.                 if (IsValidCueBallPosition(cueBall->x, cueBall->y, behindHeadstring)) {
  1148.                     // Finalize position already set by mouse move
  1149.                     // Transition state
  1150.                     if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
  1151.                     else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
  1152.                     else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
  1153.                     cueAngle = 0.0f;
  1154.                 }
  1155.                 else { /* Stay in BALL_IN_HAND state if final pos invalid */ }
  1156.             }
  1157.         }
  1158.  
  1159.         // Handle releasing english setting
  1160.         if (isSettingEnglish) {
  1161.             isSettingEnglish = false;
  1162.         }
  1163.         return 0;
  1164.     } // End WM_LBUTTONUP
  1165.  
  1166.     case WM_DESTROY:
  1167.         isMusicPlaying = false;
  1168.         if (midiDeviceID != 0) {
  1169.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  1170.             midiDeviceID = 0;
  1171.             SaveSettings(); // Save settings on exit
  1172.         }
  1173.         PostQuitMessage(0);
  1174.         return 0;
  1175.  
  1176.     default:
  1177.         return DefWindowProc(hwnd, msg, wParam, lParam);
  1178.     }
  1179.     return 0;
  1180. }
  1181.  
  1182. // --- Direct2D Resource Management ---
  1183.  
  1184. HRESULT CreateDeviceResources() {
  1185.     HRESULT hr = S_OK;
  1186.  
  1187.     // Create Direct2D Factory
  1188.     if (!pFactory) {
  1189.         hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pFactory);
  1190.         if (FAILED(hr)) return hr;
  1191.     }
  1192.  
  1193.     // Create DirectWrite Factory
  1194.     if (!pDWriteFactory) {
  1195.         hr = DWriteCreateFactory(
  1196.             DWRITE_FACTORY_TYPE_SHARED,
  1197.             __uuidof(IDWriteFactory),
  1198.             reinterpret_cast<IUnknown**>(&pDWriteFactory)
  1199.         );
  1200.         if (FAILED(hr)) return hr;
  1201.     }
  1202.  
  1203.     // Create Text Formats
  1204.     if (!pTextFormat && pDWriteFactory) {
  1205.         hr = pDWriteFactory->CreateTextFormat(
  1206.             L"Segoe UI", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
  1207.             16.0f, L"en-us", &pTextFormat
  1208.         );
  1209.         if (FAILED(hr)) return hr;
  1210.         // Center align text
  1211.         pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  1212.         pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  1213.     }
  1214.     if (!pLargeTextFormat && pDWriteFactory) {
  1215.         hr = pDWriteFactory->CreateTextFormat(
  1216.             L"Impact", NULL, DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
  1217.             48.0f, L"en-us", &pLargeTextFormat
  1218.         );
  1219.         if (FAILED(hr)) return hr;
  1220.         pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); // Align left
  1221.         pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  1222.     }
  1223.  
  1224.  
  1225.     // Create Render Target (needs valid hwnd)
  1226.     if (!pRenderTarget && hwndMain) {
  1227.         RECT rc;
  1228.         GetClientRect(hwndMain, &rc);
  1229.         D2D1_SIZE_U size = D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top);
  1230.  
  1231.         hr = pFactory->CreateHwndRenderTarget(
  1232.             D2D1::RenderTargetProperties(),
  1233.             D2D1::HwndRenderTargetProperties(hwndMain, size),
  1234.             &pRenderTarget
  1235.         );
  1236.         if (FAILED(hr)) {
  1237.             // If failed, release factories if they were created in this call
  1238.             SafeRelease(&pTextFormat);
  1239.             SafeRelease(&pLargeTextFormat);
  1240.             SafeRelease(&pDWriteFactory);
  1241.             SafeRelease(&pFactory);
  1242.             pRenderTarget = nullptr; // Ensure it's null on failure
  1243.             return hr;
  1244.         }
  1245.     }
  1246.  
  1247.     return hr;
  1248. }
  1249.  
  1250. void DiscardDeviceResources() {
  1251.     SafeRelease(&pRenderTarget);
  1252.     SafeRelease(&pTextFormat);
  1253.     SafeRelease(&pLargeTextFormat);
  1254.     SafeRelease(&pDWriteFactory);
  1255.     // Keep pFactory until application exit? Or release here too? Let's release.
  1256.     SafeRelease(&pFactory);
  1257. }
  1258.  
  1259. void OnResize(UINT width, UINT height) {
  1260.     if (pRenderTarget) {
  1261.         D2D1_SIZE_U size = D2D1::SizeU(width, height);
  1262.         pRenderTarget->Resize(size); // Ignore HRESULT for simplicity here
  1263.     }
  1264. }
  1265.  
  1266. // --- Game Initialization ---
  1267. void InitGame() {
  1268.     srand((unsigned int)time(NULL)); // Seed random number generator
  1269.     isOpeningBreakShot = true; // This is the start of a new game, so the next shot is an opening break.
  1270.     aiPlannedShotDetails.isValid = false; // Reset AI planned shot
  1271.     aiIsDisplayingAim = false;
  1272.     aiAimDisplayFramesLeft = 0;
  1273.     // ... (rest of InitGame())
  1274.  
  1275.     // --- Ensure pocketed list is clear from the absolute start ---
  1276.     pocketedThisTurn.clear();
  1277.  
  1278.     balls.clear(); // Clear existing balls
  1279.  
  1280.     // Reset Player Info (Names should be set by Dialog/wWinMain/ResetGame)
  1281.     player1Info.assignedType = BallType::NONE;
  1282.     player1Info.ballsPocketedCount = 0;
  1283.     // Player 1 Name usually remains "Player 1"
  1284.     player2Info.assignedType = BallType::NONE;
  1285.     player2Info.ballsPocketedCount = 0;
  1286.     // Player 2 Name is set based on gameMode in ShowNewGameDialog
  1287.  
  1288.     // Create Cue Ball (ID 0)
  1289.     // Initial position will be set during PRE_BREAK_PLACEMENT state
  1290.     balls.push_back({ 0, BallType::CUE_BALL, TABLE_LEFT + TABLE_WIDTH * 0.15f, RACK_POS_Y, 0, 0, CUE_BALL_COLOR, false });
  1291.  
  1292.     // --- Create Object Balls (Temporary List) ---
  1293.     std::vector<Ball> objectBalls;
  1294.     // Solids (1-7, Yellow)
  1295.     for (int i = 1; i <= 7; ++i) {
  1296.         objectBalls.push_back({ i, BallType::SOLID, 0, 0, 0, 0, SOLID_COLOR, false });
  1297.     }
  1298.     // Stripes (9-15, Red)
  1299.     for (int i = 9; i <= 15; ++i) {
  1300.         objectBalls.push_back({ i, BallType::STRIPE, 0, 0, 0, 0, STRIPE_COLOR, false });
  1301.     }
  1302.     // 8-Ball (ID 8) - Add it to the list to be placed
  1303.     objectBalls.push_back({ 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false });
  1304.  
  1305.  
  1306.     // --- Racking Logic (Improved) ---
  1307.     float spacingX = BALL_RADIUS * 2.0f * 0.866f; // cos(30) for horizontal spacing
  1308.     float spacingY = BALL_RADIUS * 2.0f * 1.0f;   // Vertical spacing
  1309.  
  1310.     // Define rack positions (0-14 indices corresponding to triangle spots)
  1311.     D2D1_POINT_2F rackPositions[15];
  1312.     int rackIndex = 0;
  1313.     for (int row = 0; row < 5; ++row) {
  1314.         for (int col = 0; col <= row; ++col) {
  1315.             if (rackIndex >= 15) break;
  1316.             float x = RACK_POS_X + row * spacingX;
  1317.             float y = RACK_POS_Y + (col - row / 2.0f) * spacingY;
  1318.             rackPositions[rackIndex++] = D2D1::Point2F(x, y);
  1319.         }
  1320.     }
  1321.  
  1322.     // Separate 8-ball
  1323.     Ball eightBall;
  1324.     std::vector<Ball> otherBalls; // Solids and Stripes
  1325.     bool eightBallFound = false;
  1326.     for (const auto& ball : objectBalls) {
  1327.         if (ball.id == 8) {
  1328.             eightBall = ball;
  1329.             eightBallFound = true;
  1330.         }
  1331.         else {
  1332.             otherBalls.push_back(ball);
  1333.         }
  1334.     }
  1335.     // Ensure 8 ball was actually created (should always be true)
  1336.     if (!eightBallFound) {
  1337.         // Handle error - perhaps recreate it? For now, proceed.
  1338.         eightBall = { 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false };
  1339.     }
  1340.  
  1341.  
  1342.     // Shuffle the other 14 balls
  1343.     // Use std::shuffle if available (C++11 and later) for better randomness
  1344.     // std::random_device rd;
  1345.     // std::mt19937 g(rd());
  1346.     // std::shuffle(otherBalls.begin(), otherBalls.end(), g);
  1347.     std::random_shuffle(otherBalls.begin(), otherBalls.end()); // Using deprecated for now
  1348.  
  1349.     // --- Place balls into the main 'balls' vector in rack order ---
  1350.     // Important: Add the cue ball (already created) first.
  1351.     // (Cue ball added at the start of the function now)
  1352.  
  1353.     // 1. Place the 8-ball in its fixed position (index 4 for the 3rd row center)
  1354.     int eightBallRackIndex = 4;
  1355.     eightBall.x = rackPositions[eightBallRackIndex].x;
  1356.     eightBall.y = rackPositions[eightBallRackIndex].y;
  1357.     eightBall.vx = 0;
  1358.     eightBall.vy = 0;
  1359.     eightBall.isPocketed = false;
  1360.     balls.push_back(eightBall); // Add 8 ball to the main vector
  1361.  
  1362.     // 2. Place the shuffled Solids and Stripes in the remaining spots
  1363.     size_t otherBallIdx = 0;
  1364.     //int otherBallIdx = 0;
  1365.     for (int i = 0; i < 15; ++i) {
  1366.         if (i == eightBallRackIndex) continue; // Skip the 8-ball spot
  1367.  
  1368.         if (otherBallIdx < otherBalls.size()) {
  1369.             Ball& ballToPlace = otherBalls[otherBallIdx++];
  1370.             ballToPlace.x = rackPositions[i].x;
  1371.             ballToPlace.y = rackPositions[i].y;
  1372.             ballToPlace.vx = 0;
  1373.             ballToPlace.vy = 0;
  1374.             ballToPlace.isPocketed = false;
  1375.             balls.push_back(ballToPlace); // Add to the main game vector
  1376.         }
  1377.     }
  1378.     // --- End Racking Logic ---
  1379.  
  1380.  
  1381.     // --- Determine Who Breaks and Initial State ---
  1382.     if (isPlayer2AI) {
  1383.         /*// AI Mode: Randomly decide who breaks
  1384.         if ((rand() % 2) == 0) {
  1385.             // AI (Player 2) breaks
  1386.             currentPlayer = 2;
  1387.             currentGameState = PRE_BREAK_PLACEMENT; // AI needs to place ball first
  1388.             aiTurnPending = true; // Trigger AI logic
  1389.         }
  1390.         else {
  1391.             // Player 1 (Human) breaks
  1392.             currentPlayer = 1;
  1393.             currentGameState = PRE_BREAK_PLACEMENT; // Human places cue ball
  1394.             aiTurnPending = false;*/
  1395.         switch (openingBreakMode) {
  1396.         case CPU_BREAK:
  1397.             currentPlayer = 2; // AI breaks
  1398.             currentGameState = PRE_BREAK_PLACEMENT;
  1399.             aiTurnPending = true;
  1400.             break;
  1401.         case P1_BREAK:
  1402.             currentPlayer = 1; // Player 1 breaks
  1403.             currentGameState = PRE_BREAK_PLACEMENT;
  1404.             aiTurnPending = false;
  1405.             break;
  1406.         case FLIP_COIN_BREAK:
  1407.             if ((rand() % 2) == 0) { // 0 for AI, 1 for Player 1
  1408.                 currentPlayer = 2; // AI breaks
  1409.                 currentGameState = PRE_BREAK_PLACEMENT;
  1410.                 aiTurnPending = true;
  1411.             }
  1412.             else {
  1413.                 currentPlayer = 1; // Player 1 breaks
  1414.                 currentGameState = PRE_BREAK_PLACEMENT;
  1415.                 aiTurnPending = false;
  1416.             }
  1417.             break;
  1418.         default: // Fallback to CPU break
  1419.             currentPlayer = 2;
  1420.             currentGameState = PRE_BREAK_PLACEMENT;
  1421.             aiTurnPending = true;
  1422.             break;
  1423.         }
  1424.     }
  1425.     else {
  1426.         // Human vs Human, Player 1 always breaks (or could add a flip coin for HvsH too if desired)
  1427.         currentPlayer = 1;
  1428.         currentGameState = PRE_BREAK_PLACEMENT;
  1429.         aiTurnPending = false; // No AI involved
  1430.     }
  1431.  
  1432.     // Reset other relevant game state variables
  1433.     foulCommitted = false;
  1434.     gameOverMessage = L"";
  1435.     firstBallPocketedAfterBreak = false;
  1436.     // pocketedThisTurn cleared at start
  1437.     // Reset shot parameters and input flags
  1438.     shotPower = 0.0f;
  1439.     cueSpinX = 0.0f;
  1440.     cueSpinY = 0.0f;
  1441.     isAiming = false;
  1442.     isDraggingCueBall = false;
  1443.     isSettingEnglish = false;
  1444.     cueAngle = 0.0f; // Reset aim angle //Sector# 3 Here
  1445.     calledPocketP1 = -1;
  1446.     calledPocketP2 = -1;
  1447.     currentlyHoveredPocket = -1;
  1448.     eightBallCallActiveForCurrentPlayer = false;
  1449.     pocketCallMessage = L"";
  1450. }
  1451.  
  1452.  
  1453. // --- Game Loop ---
  1454. void GameUpdate() {
  1455.     if (currentGameState == SHOT_IN_PROGRESS) {
  1456.         UpdatePhysics();
  1457.         CheckCollisions();
  1458.  
  1459.         if (AreBallsMoving()) {
  1460.             // When all balls stop, clear aiming flags
  1461.             isAiming = false;
  1462.             aiIsDisplayingAim = false;
  1463.             //ProcessShotResults();
  1464.         }
  1465.  
  1466.         bool pocketed = CheckPockets(); // Store if any ball was pocketed
  1467.  
  1468.         // --- Update pocket flash animation timer ---
  1469.         if (pocketFlashTimer > 0.0f) {
  1470.             pocketFlashTimer -= 0.02f;
  1471.             if (pocketFlashTimer < 0.0f) pocketFlashTimer = 0.0f;
  1472.         }
  1473.  
  1474.         if (!AreBallsMoving()) {
  1475.             ProcessShotResults(); // Determine next state based on what happened
  1476.         }
  1477.     }
  1478.  
  1479.     // --- Check if AI needs to act ---
  1480.     else if (isPlayer2AI && currentPlayer == 2 && !AreBallsMoving()) {
  1481.         if (aiIsDisplayingAim) { // AI has decided a shot and is displaying aim
  1482.             aiAimDisplayFramesLeft--;
  1483.             if (aiAimDisplayFramesLeft <= 0) {
  1484.                 aiIsDisplayingAim = false; // Done displaying
  1485.                 if (aiPlannedShotDetails.isValid) {
  1486.                     // Execute the planned shot
  1487.                     firstHitBallIdThisShot = -1;
  1488.                     cueHitObjectBallThisShot = false;
  1489.                     railHitAfterContact = false;
  1490.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  1491.                     ApplyShot(aiPlannedShotDetails.power, aiPlannedShotDetails.angle, aiPlannedShotDetails.spinX, aiPlannedShotDetails.spinY);
  1492.                     aiPlannedShotDetails.isValid = false; // Clear the planned shot
  1493.                 }
  1494.                 currentGameState = SHOT_IN_PROGRESS;
  1495.                 foulCommitted = false;
  1496.                 pocketedThisTurn.clear();
  1497.             }
  1498.             // Else, continue displaying aim
  1499.         }
  1500.         else if (aiTurnPending) { // AI needs to start its decision process
  1501.             // Valid states for AI to start thinking
  1502.             /*/if (currentGameState == PRE_BREAK_PLACEMENT && isOpeningBreakShot) {*/
  1503.             //newcode 1 commented out
  1504.             /*if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT && currentPlayer == 2 && isPlayer2AI) {
  1505.                 // Handle the break shot
  1506.                 AIBreakShot();
  1507.             }*/ //new code 1 end  
  1508.             /*else if (currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING ||
  1509.                 currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2) {*/
  1510.  
  1511.                 // aiTurnPending might be consumed by AIBreakShot or remain for next cycle if needed
  1512.         /* } //new code 2 commented out
  1513.         else if (currentGameState == BALL_IN_HAND_P2 && currentPlayer == 2 && isPlayer2AI) {
  1514.             AIPlaceCueBall(); // AI places the ball first
  1515.             // After placement, AI needs to decide its shot.
  1516.             // Transition to a state where AIMakeDecision will be called for shot selection.
  1517.             currentGameState = PLAYER2_TURN; // Or a specific AI_AIMING_AFTER_PLACEMENT state
  1518.                                              // aiTurnPending remains true to trigger AIMakeDecision next.
  1519.         }
  1520.         else if (currentGameState == PLAYER2_TURN && currentPlayer == 2 && isPlayer2AI) {
  1521.             // This is for a normal turn (not break, not immediately after ball-in-hand placement)
  1522.  
  1523.                 currentGameState = AI_THINKING; // Set state to indicate AI is processing
  1524.                 aiTurnPending = false;         // Consume the pending turn flag
  1525.                 AIMakeDecision();              // For normal shots (non-break)
  1526.             }
  1527.             else {
  1528.                 // Not a state where AI should act
  1529.                 aiTurnPending = false;
  1530.             }*/
  1531.             // 2b) AI is ready to think (pending flag)
  1532.             // **1) Ball-in-Hand** let AI place the cue ball first
  1533.             if (currentGameState == BALL_IN_HAND_P2) {
  1534.                 // Step 1: AI places the cue ball.
  1535.                 AIPlaceCueBall();
  1536.                 // Step 2: Transition to thinking state for shot decision.
  1537.                 currentGameState = AI_THINKING; //newcode5
  1538.                 // Step 3: Consume the pending flag for the placement phase.
  1539.                 //         AIMakeDecision will handle shot planning now.
  1540.                 aiTurnPending = false; //newcode5
  1541.                 // Step 4: AI immediately decides the shot from the new position.
  1542.                 AIMakeDecision(); //newcode5
  1543.             }
  1544.             // **2) Opening break** special break shot logic
  1545.             else if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  1546.                 AIBreakShot();
  1547.             }
  1548.             else if (currentGameState == PLAYER2_TURN || currentGameState == BREAKING) { //newcode5
  1549.                 // General turn for AI to think (not ball-in-hand, not initial break placement)
  1550.                 currentGameState = AI_THINKING; //newcode5
  1551.                 aiTurnPending = false; // Consume the flag //newcode5
  1552.                 AIMakeDecision(); //newcode5
  1553.             }
  1554.             // **3) Otherwise** normal shot planning
  1555.             /*else { //orig uncommented oldcode5
  1556.                 currentGameState = AI_THINKING;
  1557.                 aiTurnPending = false;
  1558.                 AIMakeDecision();
  1559.             }*/
  1560.         }
  1561.  
  1562.         //} //bracefix
  1563.         // If current state is AI_THINKING but not displaying aim, then AI decision has already been made
  1564.     }
  1565. }
  1566.  
  1567. // --- Physics and Collision ---
  1568. void UpdatePhysics() {
  1569.     for (size_t i = 0; i < balls.size(); ++i) {
  1570.         Ball& b = balls[i];
  1571.         if (!b.isPocketed) {
  1572.             b.x += b.vx;
  1573.             b.y += b.vy;
  1574.  
  1575.             // Apply friction
  1576.             b.vx *= FRICTION;
  1577.             b.vy *= FRICTION;
  1578.  
  1579.             // Stop balls if velocity is very low
  1580.             if (GetDistanceSq(b.vx, b.vy, 0, 0) < MIN_VELOCITY_SQ) {
  1581.                 b.vx = 0;
  1582.                 b.vy = 0;
  1583.             }
  1584.         }
  1585.     }
  1586. }
  1587.  
  1588. void CheckCollisions() {
  1589.     float left = TABLE_LEFT;
  1590.     float right = TABLE_RIGHT;
  1591.     float top = TABLE_TOP;
  1592.     float bottom = TABLE_BOTTOM;
  1593.     const float pocketMouthCheckRadiusSq = (POCKET_RADIUS + BALL_RADIUS) * (POCKET_RADIUS + BALL_RADIUS) * 1.1f;
  1594.  
  1595.     // --- Reset Per-Frame Sound Flags ---
  1596.     bool playedWallSoundThisFrame = false;
  1597.     bool playedCollideSoundThisFrame = false;
  1598.     // ---
  1599.  
  1600.     for (size_t i = 0; i < balls.size(); ++i) {
  1601.         Ball& b1 = balls[i];
  1602.         if (b1.isPocketed) continue;
  1603.  
  1604.         bool nearPocket[6];
  1605.         for (int p = 0; p < 6; ++p) {
  1606.             nearPocket[p] = GetDistanceSq(b1.x, b1.y, pocketPositions[p].x, pocketPositions[p].y) < pocketMouthCheckRadiusSq;
  1607.         }
  1608.         bool nearTopLeftPocket = nearPocket[0];
  1609.         bool nearTopMidPocket = nearPocket[1];
  1610.         bool nearTopRightPocket = nearPocket[2];
  1611.         bool nearBottomLeftPocket = nearPocket[3];
  1612.         bool nearBottomMidPocket = nearPocket[4];
  1613.         bool nearBottomRightPocket = nearPocket[5];
  1614.  
  1615.         bool collidedWallThisBall = false;
  1616.  
  1617.         // --- Ball-Wall Collisions ---
  1618.         // (Check logic unchanged, added sound calls and railHitAfterContact update)
  1619.         // Left Wall
  1620.         if (b1.x - BALL_RADIUS < left) {
  1621.             if (!nearTopLeftPocket && !nearBottomLeftPocket) {
  1622.                 b1.x = left + BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
  1623.                 if (!playedWallSoundThisFrame) {
  1624.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1625.                     playedWallSoundThisFrame = true;
  1626.                 }
  1627.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1628.             }
  1629.         }
  1630.         // Right Wall
  1631.         if (b1.x + BALL_RADIUS > right) {
  1632.             if (!nearTopRightPocket && !nearBottomRightPocket) {
  1633.                 b1.x = right - BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
  1634.                 if (!playedWallSoundThisFrame) {
  1635.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1636.                     playedWallSoundThisFrame = true;
  1637.                 }
  1638.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1639.             }
  1640.         }
  1641.         // Top Wall
  1642.         if (b1.y - BALL_RADIUS < top) {
  1643.             if (!nearTopLeftPocket && !nearTopMidPocket && !nearTopRightPocket) {
  1644.                 b1.y = top + BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
  1645.                 if (!playedWallSoundThisFrame) {
  1646.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1647.                     playedWallSoundThisFrame = true;
  1648.                 }
  1649.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1650.             }
  1651.         }
  1652.         // Bottom Wall
  1653.         if (b1.y + BALL_RADIUS > bottom) {
  1654.             if (!nearBottomLeftPocket && !nearBottomMidPocket && !nearBottomRightPocket) {
  1655.                 b1.y = bottom - BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
  1656.                 if (!playedWallSoundThisFrame) {
  1657.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1658.                     playedWallSoundThisFrame = true;
  1659.                 }
  1660.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1661.             }
  1662.         }
  1663.  
  1664.         // Spin effect (Unchanged)
  1665.         if (collidedWallThisBall) {
  1666.             if (b1.x <= left + BALL_RADIUS || b1.x >= right - BALL_RADIUS) { b1.vy += cueSpinX * b1.vx * 0.05f; }
  1667.             if (b1.y <= top + BALL_RADIUS || b1.y >= bottom - BALL_RADIUS) { b1.vx -= cueSpinY * b1.vy * 0.05f; }
  1668.             cueSpinX *= 0.7f; cueSpinY *= 0.7f;
  1669.         }
  1670.  
  1671.  
  1672.         // --- Ball-Ball Collisions ---
  1673.         for (size_t j = i + 1; j < balls.size(); ++j) {
  1674.             Ball& b2 = balls[j];
  1675.             if (b2.isPocketed) continue;
  1676.  
  1677.             float dx = b2.x - b1.x; float dy = b2.y - b1.y;
  1678.             float distSq = dx * dx + dy * dy;
  1679.             float minDist = BALL_RADIUS * 2.0f;
  1680.  
  1681.             if (distSq > 1e-6 && distSq < minDist * minDist) {
  1682.                 float dist = sqrtf(distSq);
  1683.                 float overlap = minDist - dist;
  1684.                 float nx = dx / dist; float ny = dy / dist;
  1685.  
  1686.                 // Separation (Unchanged)
  1687.                 b1.x -= overlap * 0.5f * nx; b1.y -= overlap * 0.5f * ny;
  1688.                 b2.x += overlap * 0.5f * nx; b2.y += overlap * 0.5f * ny;
  1689.  
  1690.                 float rvx = b1.vx - b2.vx; float rvy = b1.vy - b2.vy;
  1691.                 float velAlongNormal = rvx * nx + rvy * ny;
  1692.  
  1693.                 if (velAlongNormal > 0) { // Colliding
  1694.                     // --- Play Ball Collision Sound ---
  1695.                     if (!playedCollideSoundThisFrame) {
  1696.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("poolballhit.wav")).detach();
  1697.                         playedCollideSoundThisFrame = true; // Set flag
  1698.                     }
  1699.                     // --- End Sound ---
  1700.  
  1701.                     // --- NEW: Track First Hit and Cue/Object Collision ---
  1702.                     if (firstHitBallIdThisShot == -1) { // If first hit hasn't been recorded yet
  1703.                         if (b1.id == 0) { // Cue ball hit b2 first
  1704.                             firstHitBallIdThisShot = b2.id;
  1705.                             cueHitObjectBallThisShot = true;
  1706.                         }
  1707.                         else if (b2.id == 0) { // Cue ball hit b1 first
  1708.                             firstHitBallIdThisShot = b1.id;
  1709.                             cueHitObjectBallThisShot = true;
  1710.                         }
  1711.                         // If neither is cue ball, doesn't count as first hit for foul purposes
  1712.                     }
  1713.                     else if (b1.id == 0 || b2.id == 0) {
  1714.                         // Track subsequent cue ball collisions with object balls
  1715.                         cueHitObjectBallThisShot = true;
  1716.                     }
  1717.                     // --- End First Hit Tracking ---
  1718.  
  1719.  
  1720.                     // Impulse (Unchanged)
  1721.                     float impulse = velAlongNormal;
  1722.                     b1.vx -= impulse * nx; b1.vy -= impulse * ny;
  1723.                     b2.vx += impulse * nx; b2.vy += impulse * ny;
  1724.  
  1725.                     // Spin Transfer (Unchanged)
  1726.                     if (b1.id == 0 || b2.id == 0) {
  1727.                         float spinEffectFactor = 0.08f;
  1728.                         b1.vx += (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
  1729.                         b1.vy += (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
  1730.                         b2.vx -= (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
  1731.                         b2.vy -= (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
  1732.                         cueSpinX *= 0.85f; cueSpinY *= 0.85f;
  1733.                     }
  1734.                 }
  1735.             }
  1736.         } // End ball-ball loop
  1737.     } // End ball loop
  1738. } // End CheckCollisions
  1739.  
  1740.  
  1741. bool CheckPockets() {
  1742.     bool ballPocketedThisCheck = false; // Local flag for this specific check run
  1743.     for (size_t i = 0; i < balls.size(); ++i) {
  1744.         Ball& b = balls[i];
  1745.         if (!b.isPocketed) { // Only check balls that aren't already flagged as pocketed
  1746.             for (int p = 0; p < 6; ++p) {
  1747.                 float distSq = GetDistanceSq(b.x, b.y, pocketPositions[p].x, pocketPositions[p].y);
  1748.                 // --- Use updated POCKET_RADIUS ---
  1749.                 if (distSq < POCKET_RADIUS * POCKET_RADIUS) {
  1750.                     b.isPocketed = true;
  1751.                     b.vx = b.vy = 0;
  1752.                     pocketedThisTurn.push_back(b.id);
  1753.  
  1754.                     // --- Play Pocket Sound (Threaded) ---
  1755.                     if (!ballPocketedThisCheck) {
  1756.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("pocket.wav")).detach();
  1757.                         ballPocketedThisCheck = true;
  1758.                     }
  1759.                     // --- End Sound ---
  1760.  
  1761.                     break; // Ball is pocketed
  1762.                 }
  1763.             }
  1764.         }
  1765.     }
  1766.     return ballPocketedThisCheck;
  1767. }
  1768.  
  1769. bool AreBallsMoving() {
  1770.     for (size_t i = 0; i < balls.size(); ++i) {
  1771.         if (!balls[i].isPocketed && (balls[i].vx != 0 || balls[i].vy != 0)) {
  1772.             return true;
  1773.         }
  1774.     }
  1775.     return false;
  1776. }
  1777.  
  1778. void RespawnCueBall(bool behindHeadstring) { // 'behindHeadstring' only relevant for initial break placement
  1779.     Ball* cueBall = GetCueBall();
  1780.     if (cueBall) {
  1781.         // Reset position to a default
  1782.         //disabled for behind headstring (now move anywhere)
  1783.         /*cueBall->x = HEADSTRING_X * 0.5f;
  1784.         cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;*/
  1785.         // Reset position to a default:
  1786.         if (behindHeadstring) {
  1787.             // Opening break: kitchen center
  1788.             cueBall->x = HEADSTRING_X * 0.5f;
  1789.             cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  1790.         }
  1791.         else {
  1792.             // Ball-in-hand (foul): center of full table
  1793.             cueBall->x = TABLE_LEFT + TABLE_WIDTH / 2.0f;
  1794.             cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  1795.         }
  1796.         cueBall->vx = 0;
  1797.         cueBall->vy = 0;
  1798.         cueBall->isPocketed = false;
  1799.  
  1800.         // Set state based on who gets ball-in-hand
  1801.         /*// 'currentPlayer' already reflects who's turn it is NOW (switched before calling this)*/
  1802.         // 'currentPlayer' has already been switched to the player whose turn it will be.
  1803.         // The 'behindHeadstring' parameter to RespawnCueBall is mostly for historical reasons / initial setup.
  1804.         if (currentPlayer == 1) { // Player 2 (AI/Human) fouled, Player 1 (Human) gets ball-in-hand
  1805.             currentGameState = BALL_IN_HAND_P1;
  1806.             aiTurnPending = false; // Ensure AI flag off
  1807.         }
  1808.         else { // Player 1 (Human) fouled, Player 2 gets ball-in-hand
  1809.             if (isPlayer2AI) {
  1810.                 // --- CONFIRMED FIX: Set correct state for AI Ball-in-Hand ---
  1811.                 currentGameState = BALL_IN_HAND_P2; // AI now needs to place the ball
  1812.                 aiTurnPending = true; // Trigger AI logic (will call AIPlaceCueBall first)
  1813.             }
  1814.             else { // Human Player 2
  1815.                 currentGameState = BALL_IN_HAND_P2;
  1816.                 aiTurnPending = false; // Ensure AI flag off
  1817.             }
  1818.         }
  1819.         // Handle initial placement state correctly if called from InitGame
  1820.         /*if (behindHeadstring && currentGameState != PRE_BREAK_PLACEMENT) {
  1821.             // This case might need review depending on exact initial setup flow,
  1822.             // but the foul logic above should now be correct.
  1823.             // Let's ensure initial state is PRE_BREAK_PLACEMENT if behindHeadstring is true.*/
  1824.             //currentGameState = PRE_BREAK_PLACEMENT;
  1825.     }
  1826. }
  1827. //}
  1828.  
  1829.  
  1830. // --- Game Logic ---
  1831.  
  1832. void ApplyShot(float power, float angle, float spinX, float spinY) {
  1833.     Ball* cueBall = GetCueBall();
  1834.     if (cueBall) {
  1835.  
  1836.         // --- Play Cue Strike Sound (Threaded) ---
  1837.         if (power > 0.1f) { // Only play if it's an audible shot
  1838.             std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  1839.         }
  1840.         // --- End Sound ---
  1841.  
  1842.         cueBall->vx = cosf(angle) * power;
  1843.         cueBall->vy = sinf(angle) * power;
  1844.  
  1845.         // Apply English (Spin) - Simplified effect (Unchanged)
  1846.         cueBall->vx += sinf(angle) * spinY * 0.5f;
  1847.         cueBall->vy -= cosf(angle) * spinY * 0.5f;
  1848.         cueBall->vx -= cosf(angle) * spinX * 0.5f;
  1849.         cueBall->vy -= sinf(angle) * spinX * 0.5f;
  1850.  
  1851.         // Store spin (Unchanged)
  1852.         cueSpinX = spinX;
  1853.         cueSpinY = spinY;
  1854.  
  1855.         // --- Reset Foul Tracking flags for the new shot ---
  1856.         // (Also reset in LBUTTONUP, but good to ensure here too)
  1857.         firstHitBallIdThisShot = -1;      // No ball hit yet
  1858.         cueHitObjectBallThisShot = false; // Cue hasn't hit anything yet
  1859.         railHitAfterContact = false;     // No rail hit after contact yet
  1860.         // --- End Reset ---
  1861.  
  1862.                 // If this was the opening break shot, clear the flag
  1863.         if (isOpeningBreakShot) {
  1864.             isOpeningBreakShot = false; // Mark opening break as taken
  1865.         }
  1866.     }
  1867. }
  1868.  
  1869.  
  1870. void ProcessShotResults() {
  1871.     // TEMPORARILY clear foul flag early to prevent false fouls (will be reasserted if true foul found)
  1872.     foulCommitted = false;
  1873.     bool cueBallPocketed = false;
  1874.     bool eightBallPocketed = false;
  1875.     bool legalBallPocketed = false;
  1876.     bool opponentBallPocketed = false;
  1877.     bool anyNonCueBallPocketed = false; // Includes opponent balls
  1878.     BallType firstPocketedType = BallType::NONE;
  1879.     int firstPocketedId = -1;
  1880.     /*bool foulCommitted = false;
  1881.     int firstHitBallIdThisShot = -1;
  1882.     bool cueHitObjectBallThisShot = false;
  1883.     bool railHitAfterContact = false;*/
  1884.  
  1885.     PlayerInfo& currentPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
  1886.     PlayerInfo& opponentPlayerInfo = (currentPlayer == 1) ? player2Info : player1Info;
  1887.  
  1888.     /*// --- EARLY CHECK: Determine if any legal ball was pocketed ---
  1889.     if (currentPlayerInfo.assignedType != BallType::NONE) {
  1890.         for (int id : pocketedThisTurn) {
  1891.             Ball* b = GetBallById(id);
  1892.             if (!b || b->id == 0 || b->id == 8) continue;
  1893.             if (b->type == currentPlayerInfo.assignedType) {
  1894.                 legalBallPocketed = true;
  1895.                 break;
  1896.             }
  1897.         }
  1898.     }*/
  1899.  
  1900.     // Analyze pocketed balls (Unchanged logic)
  1901.     for (int pocketedId : pocketedThisTurn) {
  1902.         Ball* b = GetBallById(pocketedId);
  1903.         if (!b) continue;
  1904.  
  1905.         // FIX: Determine if any legal ball was pocketed (set BEFORE foul checks)
  1906.         if (currentPlayerInfo.assignedType != BallType::NONE) {
  1907.             for (int id : pocketedThisTurn) {
  1908.                 Ball* b = GetBallById(id);
  1909.                 if (!b || b->id == 0 || b->id == 8) continue;
  1910.                 if (b->type == currentPlayerInfo.assignedType) {
  1911.                     legalBallPocketed = true;
  1912.                     break;
  1913.                 }
  1914.             }
  1915.         }
  1916.  
  1917.         if (!pocketedThisTurn.empty()) {
  1918.             pocketFlashTimer = 1.0f; // Flash boost when any ball is pocketed
  1919.         }
  1920.         if (b->id == 0) { cueBallPocketed = true; }
  1921.         else if (b->id == 8) { eightBallPocketed = true; }
  1922.         else {
  1923.             anyNonCueBallPocketed = true;
  1924.             if (firstPocketedId == -1) { firstPocketedId = b->id; firstPocketedType = b->type; }
  1925.             if (currentPlayerInfo.assignedType != BallType::NONE) {
  1926.                 if (b->type == currentPlayerInfo.assignedType) legalBallPocketed = true;
  1927.                 else if (b->type == opponentPlayerInfo.assignedType) opponentBallPocketed = true;
  1928.             }
  1929.         }
  1930.     }
  1931.  
  1932.     // Update pocketed counts AFTER handling turns/fouls/assignment
  1933.     // For each pocketed ball in this turn:
  1934.     int p1NewlyPocketed = 0;
  1935.     int p2NewlyPocketed = 0;
  1936.     for (int id : pocketedThisTurn) {
  1937.         if (id == 0 || id == 8) continue;
  1938.         Ball* b = GetBallById(id);
  1939.         if (!b) continue;
  1940.  
  1941.         // Determine which player pocketed this ball
  1942.         if (player1Info.assignedType == BallType::NONE && !pocketedThisTurn.empty()) {
  1943.             // First ball of the turn, assign type based on first pocketed ball
  1944.             if (b->type != BallType::NONE && b->type != BallType::EIGHT_BALL) {
  1945.                 AssignPlayerBallTypes(b->type);
  1946.             }
  1947.         }
  1948.  
  1949.         // Increment count:
  1950.         if (player1Info.assignedType == BallType::SOLID && id >= 1 && id <= 7) {
  1951.             player1Info.ballsPocketedCount++;
  1952.         }
  1953.         else if (player1Info.assignedType == BallType::STRIPE && id >= 9 && id <= 15) {
  1954.             player1Info.ballsPocketedCount++;
  1955.         }
  1956.         else if (player2Info.assignedType == BallType::SOLID && id >= 1 && id <= 7) {
  1957.             player2Info.ballsPocketedCount++;
  1958.         }
  1959.         else if (player2Info.assignedType == BallType::STRIPE && id >= 9 && id <= 15) {
  1960.             player2Info.ballsPocketedCount++;
  1961.         }
  1962.     }
  1963.     if (currentGameState != GAME_OVER) {
  1964.         player1Info.ballsPocketedCount += p1NewlyPocketed;
  1965.         player2Info.ballsPocketedCount += p2NewlyPocketed;
  1966.     }
  1967.  
  1968.     // --- Game Over Checks --- (Unchanged logic)
  1969.     if (eightBallPocketed) {
  1970.         CheckGameOverConditions(eightBallPocketed, cueBallPocketed);
  1971.         if (currentGameState == GAME_OVER) return;
  1972.     }
  1973.  
  1974.     // --- MODIFIED: Enhanced Foul Checks ---
  1975.     bool turnFoul = false;
  1976.  
  1977.     // Foul 1: Scratch (Cue ball pocketed)
  1978.     if (cueBallPocketed) {
  1979.         foulCommitted = true; turnFoul = true;
  1980.     }
  1981.  
  1982.     // Foul 2: Hit Nothing (Only if not already a scratch)
  1983.     // Condition: Cue ball didn't hit *any* object ball during the shot.
  1984.         // Foul 2: Cue didn't hit anything, AND it wasn't a tap (or pre-collision reset was skipped)
  1985.     //if (!turnFoul && !cueHitObjectBallThisShot && firstHitBallIdThisShot == -1) {
  1986.         // Foul 2: Hit Nothing (Only if not already a scratch AND no legal ball was pocketed)
  1987.     if (!turnFoul && !cueHitObjectBallThisShot && !legalBallPocketed) {
  1988.         Ball* cue = GetCueBall();
  1989.         if (cue) {
  1990.             foulCommitted = true; turnFoul = true;
  1991.         }
  1992.     }
  1993.  
  1994.     // Foul 3: Wrong Ball First (Check only if not already foul and *something* was hit)
  1995.     if (!turnFoul && firstHitBallIdThisShot != -1 && !legalBallPocketed) { // Only foul if NO legal ball was pocketed
  1996.         Ball* firstHitBall = GetBallById(firstHitBallIdThisShot);
  1997.         if (firstHitBall) {
  1998.             bool isBreakShot = (player1Info.assignedType == BallType::NONE && player2Info.assignedType == BallType::NONE);
  1999.             bool mustTarget8Ball = (!isBreakShot && currentPlayerInfo.assignedType != BallType::NONE && currentPlayerInfo.ballsPocketedCount >= 7);
  2000.  
  2001.             if (!isBreakShot) { // Standard play rules
  2002.                 if (mustTarget8Ball) {
  2003.                     if (firstHitBall->id != 8) { foulCommitted = true; turnFoul = true; }
  2004.                 }
  2005.                 else if (currentPlayerInfo.assignedType != BallType::NONE) { // Colors assigned
  2006.                   // Illegal to hit opponent ball OR 8-ball first
  2007.                     if (firstHitBall->type == opponentPlayerInfo.assignedType || firstHitBall->id == 8) {
  2008.                         foulCommitted = true; turnFoul = true;
  2009.                     }
  2010.                 }
  2011.                 // If colors NOT assigned yet (e.g. shot immediately after break), hitting any ball is legal first.
  2012.             }
  2013.             // No specific first-hit foul rules applied for the break itself here.
  2014.         }
  2015.     }
  2016.  
  2017.     // Foul 4: No Rail After Contact (Check only if not already foul)
  2018.     // Condition: Cue hit an object ball, BUT after that first contact,
  2019.     //            NO ball hit a rail AND NO object ball was pocketed (excluding cue/8-ball).
  2020.     //if (!turnFoul && cueHitObjectBallThisShot && !railHitAfterContact && !anyNonCueBallPocketed && !legalBallPocketed) {
  2021.     if (!turnFoul && cueHitObjectBallThisShot && !railHitAfterContact && !anyNonCueBallPocketed && !legalBallPocketed) {
  2022.         foulCommitted = true;
  2023.         turnFoul = true;
  2024.     }
  2025.  
  2026.     // Foul 5: Pocketing Opponent's Ball (Optional stricter rule - can uncomment if desired)
  2027.     // if (!turnFoul && opponentBallPocketed) {
  2028.     //     foulCommitted = true; turnFoul = true;
  2029.     // }
  2030.     // --- End Enhanced Foul Checks ---
  2031.  
  2032.  
  2033.     // --- State Transitions ---
  2034.     if (turnFoul) {
  2035.         SwitchTurns();
  2036.         RespawnCueBall(false); // Ball in hand for opponent (state set in Respawn)
  2037.     }
  2038.     // --- Assign Ball Types only AFTER checking for fouls on the break/first shot ---
  2039.     else if (player1Info.assignedType == BallType::NONE && anyNonCueBallPocketed) {
  2040.         // (Assign types logic - unchanged)
  2041.         bool firstTypeVerified = false;
  2042.         for (int id : pocketedThisTurn) { if (id == firstPocketedId) { firstTypeVerified = true; break; } }
  2043.  
  2044.         if (firstTypeVerified && (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE)) {
  2045.             AssignPlayerBallTypes(firstPocketedType);
  2046.             legalBallPocketed = true;
  2047.         }
  2048.         // After assignment (or if types already assigned), check if turn continues
  2049.         if (legalBallPocketed) {
  2050.             // Ensure CheckAndTransitionToPocketChoice is evaluated first
  2051.             if (currentPlayer == 2 && isPlayer2AI) {
  2052.                 aiTurnPending = true;
  2053.             }
  2054.             else {
  2055.                 CheckAndTransitionToPocketChoice(currentPlayer); // Check if 8-ball needs to be called
  2056.             }
  2057.             currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  2058.             //}
  2059.         }
  2060.         else { // Pocketed wrong ball, or only opponent ball, or missed (but no foul committed)
  2061.             SwitchTurns();
  2062.         }
  2063.     }
  2064.     // --- Normal Play Results (Types Assigned) ---
  2065.     else if (player1Info.assignedType != BallType::NONE) { // Ensure types assigned before this block
  2066.         if (legalBallPocketed) { // Legally pocketed own ball
  2067.             CheckAndTransitionToPocketChoice(currentPlayer); // FIX: Check if player is now on 8-ball
  2068.             InvalidateRect(hwndMain, NULL, TRUE); // Redraw immediately so the arrow appears this frame
  2069.             currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  2070.             if (currentPlayer == 2 && isPlayer2AI)
  2071.                 aiTurnPending = true; // AI continues turn            
  2072.         }
  2073.         else {
  2074.             SwitchTurns();
  2075.         }
  2076.     }
  2077.     // --- Handle case where shot occurred but no balls pocketed and no foul ---
  2078.     else if (!anyNonCueBallPocketed && !turnFoul) {
  2079.         SwitchTurns();
  2080.     }
  2081.  
  2082.     // Explicitly clear foul flag if no foul occurred
  2083.     if (!turnFoul) {
  2084.         foulCommitted = false;
  2085.     }
  2086.  
  2087.     // --- Cleanup for next actual shot attempt ---
  2088.     pocketedThisTurn.clear();
  2089.     // Reset foul tracking flags (done before next shot applied)
  2090.     // firstHitBallIdThisShot = -1; // Reset these before next shot call
  2091.     // cueHitObjectBallThisShot = false;
  2092.     // railHitAfterContact = false;
  2093. }
  2094.  
  2095. void AssignPlayerBallTypes(BallType firstPocketedType) {
  2096.     if (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE) {
  2097.         if (currentPlayer == 1) {
  2098.             player1Info.assignedType = firstPocketedType;
  2099.             player2Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
  2100.         }
  2101.         else {
  2102.             player2Info.assignedType = firstPocketedType;
  2103.             player1Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
  2104.         }
  2105.  
  2106.         // FIX: assign types to all balls now that the colors are decided
  2107.         for (Ball& b : balls) {
  2108.             if (b.id >= 1 && b.id <= 7) b.type = BallType::SOLID;
  2109.             else if (b.id >= 9 && b.id <= 15) b.type = BallType::STRIPE;
  2110.             else if (b.id == 8) b.type = BallType::EIGHT_BALL;
  2111.             else if (b.id == 0) b.type = BallType::CUE_BALL;
  2112.         }
  2113.     }
  2114. }
  2115.  
  2116. //Sector# 15 Here
  2117.  
  2118. void CheckGameOverConditions(bool eightBallPocketedFromShot, bool cueBallPocketedFromShot) {
  2119.     if (!eightBallPocketedFromShot) {
  2120.         // If the 8-ball wasn't pocketed in this specific shot sequence,
  2121.         // but cueBallPocketedFromShot is true, it's just a normal scratch foul.
  2122.         // ProcessShotResults will handle that. We only care about 8-ball pocketing here.
  2123.         return;
  2124.     }
  2125.  
  2126.     // --- 1. Handle 8-ball pocketed on break (or before colors assigned) ---
  2127.     // This assumes player1Info.assignedType would be NONE if it's the break or immediately after.
  2128.     // A more robust check might be if both players have assignedType == BallType::NONE.
  2129.     if (player1Info.assignedType == BallType::NONE && player2Info.assignedType == BallType::NONE) {
  2130.         Ball* eightBall = GetBallById(8); // Find the 8-ball entity
  2131.  
  2132.         // Confirm it was actually the 8-ball from `pocketedThisTurn` if needed,
  2133.         // but eightBallPocketedFromShot should be reliable.
  2134.         if (eightBall) { // If 8-ball entity exists (it should)
  2135.             eightBall->isPocketed = false; // Re-spot the 8-ball
  2136.             eightBall->x = RACK_POS_X;     // Place on foot spot
  2137.             eightBall->y = RACK_POS_Y;
  2138.             eightBall->vx = 0;
  2139.             eightBall->vy = 0;
  2140.             // (Optional: Add logic for overlap on foot spot)
  2141.         }
  2142.  
  2143.         // Apply foul rules if cue ball was also pocketed on the break with the 8-ball
  2144.         if (cueBallPocketedFromShot) {
  2145.             foulCommitted = true;
  2146.             // Per your request: foul, switch turns, ball in hand for opponent.
  2147.             SwitchTurns();
  2148.             RespawnCueBall(false); // Ball in hand for the (new) current player
  2149.         }
  2150.         // Game does not end here. Turn continues or switches based on rules handled
  2151.         // by ProcessShotResults after this function returns.
  2152.         // No game over message.
  2153.         return;
  2154.     }
  2155.  
  2156.     // --- 2. Normal Gameplay Win/Loss Conditions (colors assigned) ---
  2157.     PlayerInfo& shootingPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
  2158.     PlayerInfo& opponentPlayerInfo = (currentPlayer == 1) ? player2Info : player1Info;
  2159.  
  2160.     int actualCalledPocketByShooter = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
  2161.     int pocketThe8BallEntered = -1;
  2162.  
  2163.     // Determine which physical pocket the 8-ball entered
  2164.     // This relies on the 8-ball's coordinates being updated before it's visually removed,
  2165.     // or `pocketedThisTurn` having metadata about the pocket.
  2166.     // Assuming GetBallById(8) will give us the 8-ball that was pocketed.
  2167.     Ball* pocketed8Ball = GetBallById(8);
  2168.     if (pocketed8Ball && pocketed8Ball->isPocketed) {
  2169.         float closestDist = FLT_MAX;
  2170.         for (int i = 0; i < 6; ++i) {
  2171.             float dist = GetDistanceSq(pocketed8Ball->x, pocketed8Ball->y, pocketPositions[i].x, pocketPositions[i].y);
  2172.             if (dist < closestDist) {
  2173.                 closestDist = dist;
  2174.                 pocketThe8BallEntered = i;
  2175.             }
  2176.         }
  2177.     }
  2178.     // If pocketThe8BallEntered is still -1, it means we couldn't determine the pocket.
  2179.     // This could be an issue if the ball's final coordinates aren't reliably near a pocket center upon pocketing.  
  2180.     // For robust logic, pocket detection in CheckPockets should ideally also store which pocket an ID went into.
  2181.  
  2182.     bool shooterWasLegallyOn8Ball = IsPlayerOnEightBall(currentPlayer); // Uses our helper
  2183.  
  2184.     // --- Loss Condition: Pocketed 8-ball BEFORE clearing own color group ---
  2185.     // (And colors have been assigned, which is true if we passed the break check)
  2186.     if (!shooterWasLegallyOn8Ball) {
  2187.         gameOverMessage = opponentPlayerInfo.name + L" Wins! (" + shootingPlayerInfo.name + L" pocketed 8-ball too early)";
  2188.         currentGameState = GAME_OVER;
  2189.     }
  2190.     // --- Shooter WAS legally on the 8-ball ---
  2191.     else {
  2192.         // Loss Condition: Scratched (cue ball pocketed) while shooting for the 8-ball win
  2193.         if (cueBallPocketedFromShot) {
  2194.             gameOverMessage = opponentPlayerInfo.name + L" Wins! (" + shootingPlayerInfo.name + L" scratched on 8-ball)";
  2195.             currentGameState = GAME_OVER;
  2196.         }
  2197.         // Loss Condition: Failed to call a pocket when required
  2198.         else if (actualCalledPocketByShooter == -1) {
  2199.             gameOverMessage = opponentPlayerInfo.name + L" Wins! (" + shootingPlayerInfo.name + L" pocketed 8-ball without calling pocket)";
  2200.             currentGameState = GAME_OVER;
  2201.         }
  2202.         // WIN Condition: Pocketed 8-ball in the CALLED pocket, no scratch
  2203.         else if (pocketThe8BallEntered == actualCalledPocketByShooter) {
  2204.             gameOverMessage = shootingPlayerInfo.name + L" Wins!";
  2205.             currentGameState = GAME_OVER;
  2206.         }
  2207.         // Loss Condition: Pocketed 8-ball in a DIFFERENT pocket than called, no scratch
  2208.         else if (pocketThe8BallEntered != -1 && pocketThe8BallEntered != actualCalledPocketByShooter) {
  2209.             gameOverMessage = opponentPlayerInfo.name + L" Wins! (" + shootingPlayerInfo.name + L" pocketed 8-ball in wrong pocket)";
  2210.             currentGameState = GAME_OVER;
  2211.         }
  2212.         // (If 8-ball pocketed, but pocketThe8BallEntered is -1 and none of the above match, it's an undefined game state.
  2213.         //  This points to an issue with determining pocketThe8BallEntered.)
  2214.     }
  2215.  
  2216.     // --- Cleanup if Game Over ---
  2217.     if (currentGameState == GAME_OVER) {
  2218.         // Reset called pockets and related states for a potential new game
  2219.         calledPocketP1 = -1;
  2220.         calledPocketP2 = -1;
  2221.         eightBallCallActiveForCurrentPlayer = false;
  2222.         pocketCallMessage = L"";
  2223.         currentlyHoveredPocket = -1; // Though this is more for active choosing state
  2224.     }
  2225. }
  2226.  
  2227. /* void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
  2228.     if (!eightBallPocketed) return; // Only proceed if 8-ball was pocketed
  2229.  
  2230.     PlayerInfo& currentPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
  2231.     bool playerClearedBalls = (currentPlayerInfo.assignedType != BallType::NONE && currentPlayerInfo.ballsPocketedCount >= 7);
  2232.  
  2233.     // Loss Conditions:
  2234.     // 1. Pocket 8-ball AND scratch (pocket cue ball)
  2235.     // 2. Pocket 8-ball before clearing own color group
  2236.     if (cueBallPocketed || (!playerClearedBalls && currentPlayerInfo.assignedType != BallType::NONE)) {
  2237.         gameOverMessage = (currentPlayer == 1) ? L"Player 2 Wins! (Player 1 fouled on 8-ball)" : L"Player 1 Wins! (Player 2 fouled on 8-ball)";
  2238.         currentGameState = GAME_OVER;
  2239.     }
  2240.     // Win Condition:
  2241.     // 1. Pocket 8-ball legally after clearing own color group
  2242.     else if (playerClearedBalls) {
  2243.         gameOverMessage = (currentPlayer == 1) ? L"Player 1 Wins!" : L"Player 2 Wins!";
  2244.         currentGameState = GAME_OVER;
  2245.     }
  2246.     // Special case: 8 ball pocketed on break. Usually re-spot or re-rack.
  2247.     // Simple: If it happens during assignment phase, treat as foul, respawn 8ball.
  2248.     else if (player1Info.assignedType == BallType::NONE) {
  2249.         Ball* eightBall = GetBallById(8);
  2250.         if (eightBall) {
  2251.             eightBall->isPocketed = false;
  2252.             // Place 8-ball on foot spot (approx RACK_POS_X) or center if occupied
  2253.             eightBall->x = RACK_POS_X;
  2254.             eightBall->y = RACK_POS_Y;
  2255.             eightBall->vx = eightBall->vy = 0;
  2256.             // Check overlap and nudge if necessary (simplified)
  2257.         }
  2258.         // Apply foul rules if cue ball was also pocketed
  2259.         if (cueBallPocketed) {
  2260.             foulCommitted = true;
  2261.             // Don't switch turns on break scratch + 8ball pocket? Rules vary.
  2262.             // Let's make it a foul, switch turns, ball in hand.
  2263.             SwitchTurns();
  2264.             RespawnCueBall(false); // Ball in hand for opponent
  2265.         }
  2266.         else {
  2267.             // Just respawned 8ball, continue turn or switch based on other balls pocketed.
  2268.             // Let ProcessShotResults handle turn logic based on other pocketed balls.
  2269.         }
  2270.         // Prevent immediate game over message by returning here
  2271.         return;
  2272.     }
  2273.  
  2274.  
  2275. }*/
  2276.  
  2277.  
  2278. void SwitchTurns() {
  2279.     currentPlayer = (currentPlayer == 1) ? 2 : 1;
  2280.     // Reset aiming state for the new player
  2281.     isAiming = false;
  2282.     shotPower = 0;
  2283.  
  2284.     // Check if the NEW current player needs to choose a pocket or continue their turn normally.
  2285.     CheckAndTransitionToPocketChoice(currentPlayer);
  2286.  
  2287.     // Reset foul flag before new turn *really* starts (AI might take over)
  2288.     // Foul flag is mainly for display, gets cleared before human/AI shot
  2289.     // foulCommitted = false; // Probably better to clear before ApplyShot
  2290.  
  2291.     eightBallCallActiveForCurrentPlayer = IsPlayerOnEightBall(currentPlayer);
  2292.     int* currentCalledPocketPtr = (currentPlayer == 1) ? &calledPocketP1 : &calledPocketP2;
  2293.  
  2294.     if (eightBallCallActiveForCurrentPlayer && *currentCalledPocketPtr == -1) {
  2295.         pocketCallMessage = ((currentPlayer == 1) ? player1Info.name : player2Info.name) + L": Call pocket for 8-Ball!";
  2296.         if (currentPlayer == 1) {
  2297.             currentGameState = CHOOSING_POCKET_P1;
  2298.             currentlyHoveredPocket = 5; // Default hover to top-right for P1 initially
  2299.         }
  2300.         else { // Player 2
  2301.             if (isPlayer2AI) {
  2302.                 // AI will "call" its pocket as part of AIMakeDecision.
  2303.                 pocketCallMessage = player2Info.name + L" is deciding pocket for 8-Ball...";
  2304.                 currentGameState = PLAYER2_TURN; // AI will handle its call then proceed.
  2305.                 aiTurnPending = true;
  2306.             }
  2307.             else { // Human Player 2
  2308.                 currentGameState = CHOOSING_POCKET_P2;
  2309.                 currentlyHoveredPocket = 5; // Default hover to top-right for P2 initially
  2310.             }
  2311.         }
  2312.     }
  2313.     else { // Normal turn or 8-ball pocket already called by this player previously
  2314.         pocketCallMessage = L""; // Clear message
  2315.         if (currentPlayer == 1) {
  2316.             currentGameState = PLAYER1_TURN;
  2317.             aiTurnPending = false;
  2318.         }
  2319.         else { // Player 2's turn
  2320.             currentGameState = PLAYER2_TURN;
  2321.             aiTurnPending = isPlayer2AI;
  2322.         }
  2323.     }
  2324.  
  2325.     // Set the correct state based on who's turn it is
  2326.     /*if (currentPlayer == 1) { //Sector# 6 Here
  2327.         currentGameState = PLAYER1_TURN;
  2328.         aiTurnPending = false; // Ensure AI flag is off for P1
  2329.     }
  2330.     else { // Player 2's turn
  2331.         if (isPlayer2AI) {
  2332.             currentGameState = PLAYER2_TURN; // State indicates it's P2's turn
  2333.             aiTurnPending = true;           // Set flag for GameUpdate to trigger AI
  2334.             // AI will handle Ball-in-Hand logic if necessary within its decision making
  2335.         }
  2336.         else {
  2337.             currentGameState = PLAYER2_TURN; // Human P2
  2338.             aiTurnPending = false;
  2339.         }
  2340.     }*/
  2341. }
  2342.  
  2343. void AIBreakShot() {
  2344.     Ball* cueBall = GetCueBall();
  2345.     if (!cueBall) return;
  2346.  
  2347.     // This function is called when it's AI's turn for the opening break and state is PRE_BREAK_PLACEMENT.
  2348.     // AI will place the cue ball and then plan the shot.
  2349.     if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  2350.         // Place cue ball in the kitchen randomly
  2351.         /*float kitchenMinX = TABLE_LEFT + BALL_RADIUS; // [cite: 1071, 1072, 1587]
  2352.         float kitchenMaxX = HEADSTRING_X - BALL_RADIUS; // [cite: 1072, 1078, 1588]
  2353.         float kitchenMinY = TABLE_TOP + BALL_RADIUS; // [cite: 1071, 1072, 1588]
  2354.         float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS; // [cite: 1072, 1073, 1589]*/
  2355.  
  2356.         // --- AI Places Cue Ball for Break ---
  2357. // Decide if placing center or side. For simplicity, let's try placing slightly off-center
  2358. // towards one side for a more angled break, or center for direct apex hit.
  2359. // A common strategy is to hit the second ball of the rack.
  2360.  
  2361.         float placementY = RACK_POS_Y; // Align vertically with the rack center
  2362.         float placementX;
  2363.  
  2364.         // Randomly choose a side or center-ish placement for variation.
  2365.         int placementChoice = rand() % 3; // 0: Left-ish, 1: Center-ish, 2: Right-ish in kitchen
  2366.  
  2367.         if (placementChoice == 0) { // Left-ish
  2368.             placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) - (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the left within kitchen
  2369.         }
  2370.         else if (placementChoice == 2) { // Right-ish
  2371.             placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) + (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the right within kitchen
  2372.         }
  2373.         else { // Center-ish
  2374.             placementX = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // Roughly center of kitchen
  2375.         }
  2376.         placementX = std::max(TABLE_LEFT + BALL_RADIUS + 1.0f, std::min(placementX, HEADSTRING_X - BALL_RADIUS - 1.0f)); // Clamp within kitchen X
  2377.  
  2378.         bool validPos = false;
  2379.         int attempts = 0;
  2380.         while (!validPos && attempts < 100) {
  2381.             /*cueBall->x = kitchenMinX + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxX - kitchenMinX)); // [cite: 1589]
  2382.             cueBall->y = kitchenMinY + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxY - kitchenMinY)); // [cite: 1590]
  2383.             if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1591]
  2384.                 validPos = true; // [cite: 1591]*/
  2385.                 // Try the chosen X, but vary Y slightly to find a clear spot
  2386.             cueBall->x = placementX;
  2387.             cueBall->y = placementY + (static_cast<float>(rand() % 100 - 50) / 100.0f) * BALL_RADIUS * 2.0f; // Vary Y a bit
  2388.             cueBall->y = std::max(TABLE_TOP + BALL_RADIUS + 1.0f, std::min(cueBall->y, TABLE_BOTTOM - BALL_RADIUS - 1.0f)); // Clamp Y
  2389.  
  2390.             if (IsValidCueBallPosition(cueBall->x, cueBall->y, true /* behind headstring */)) {
  2391.                 validPos = true;
  2392.             }
  2393.             attempts++; // [cite: 1592]
  2394.         }
  2395.         if (!validPos) {
  2396.             // Fallback position
  2397.             /*cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // [cite: 1071, 1078, 1593]
  2398.             cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f; // [cite: 1071, 1073, 1594]
  2399.             if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1594]
  2400.                 cueBall->x = HEADSTRING_X - BALL_RADIUS * 2; // [cite: 1072, 1078, 1594]
  2401.                 cueBall->y = RACK_POS_Y; // [cite: 1080, 1595]
  2402.             }
  2403.         }
  2404.         cueBall->vx = 0; // [cite: 1595]
  2405.         cueBall->vy = 0; // [cite: 1596]
  2406.  
  2407.         // Plan a break shot: aim at the center of the rack (apex ball)
  2408.         float targetX = RACK_POS_X; // [cite: 1079] Aim for the apex ball X-coordinate
  2409.         float targetY = RACK_POS_Y; // [cite: 1080] Aim for the apex ball Y-coordinate
  2410.  
  2411.         float dx = targetX - cueBall->x; // [cite: 1599]
  2412.         float dy = targetY - cueBall->y; // [cite: 1600]
  2413.         float shotAngle = atan2f(dy, dx); // [cite: 1600]
  2414.         float shotPowerValue = MAX_SHOT_POWER; // [cite: 1076, 1600] Use MAX_SHOT_POWER*/
  2415.  
  2416.             cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.75f; // A default safe spot in kitchen
  2417.             cueBall->y = RACK_POS_Y;
  2418.         }
  2419.         cueBall->vx = 0; cueBall->vy = 0;
  2420.  
  2421.         // --- AI Plans the Break Shot ---
  2422.         float targetX, targetY;
  2423.         // If cue ball is near center of kitchen width, aim for apex.
  2424.         // Otherwise, aim for the second ball on the side the cue ball is on (for a cut break).
  2425.         float kitchenCenterRegion = (HEADSTRING_X - TABLE_LEFT) * 0.3f; // Define a "center" region
  2426.         if (std::abs(cueBall->x - (TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) / 2.0f)) < kitchenCenterRegion / 2.0f) {
  2427.             // Center-ish placement: Aim for the apex ball (ball ID 1 or first ball in rack)
  2428.             targetX = RACK_POS_X; // Apex ball X
  2429.             targetY = RACK_POS_Y; // Apex ball Y
  2430.         }
  2431.         else {
  2432.             // Side placement: Aim to hit the "second" ball of the rack for a wider spread.
  2433.             // This is a simplification. A more robust way is to find the actual second ball.
  2434.             // For now, aim slightly off the apex towards the side the cue ball is on.
  2435.             targetX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f; // X of the second row of balls
  2436.             targetY = RACK_POS_Y + ((cueBall->y > RACK_POS_Y) ? -BALL_RADIUS : BALL_RADIUS); // Aim at the upper or lower of the two second-row balls
  2437.         }
  2438.  
  2439.         float dx = targetX - cueBall->x;
  2440.         float dy = targetY - cueBall->y;
  2441.         float shotAngle = atan2f(dy, dx);
  2442.         float shotPowerValue = MAX_SHOT_POWER * (0.9f + (rand() % 11) / 100.0f); // Slightly vary max power
  2443.  
  2444.         // Store planned shot details for the AI
  2445.         /*aiPlannedShotDetails.angle = shotAngle; // [cite: 1102, 1601]
  2446.         aiPlannedShotDetails.power = shotPowerValue; // [cite: 1102, 1601]
  2447.         aiPlannedShotDetails.spinX = 0.0f; // [cite: 1102, 1601] No spin for a standard power break
  2448.         aiPlannedShotDetails.spinY = 0.0f; // [cite: 1103, 1602]
  2449.         aiPlannedShotDetails.isValid = true; // [cite: 1103, 1602]*/
  2450.  
  2451.         aiPlannedShotDetails.angle = shotAngle;
  2452.         aiPlannedShotDetails.power = shotPowerValue;
  2453.         aiPlannedShotDetails.spinX = 0.0f; // No spin for break usually
  2454.         aiPlannedShotDetails.spinY = 0.0f;
  2455.         aiPlannedShotDetails.isValid = true;
  2456.  
  2457.         // Update global cue parameters for immediate visual feedback if DrawAimingAids uses them
  2458.         /*::cueAngle = aiPlannedShotDetails.angle;      // [cite: 1109, 1603] Update global cueAngle
  2459.         ::shotPower = aiPlannedShotDetails.power;     // [cite: 1109, 1604] Update global shotPower
  2460.         ::cueSpinX = aiPlannedShotDetails.spinX;    // [cite: 1109]
  2461.         ::cueSpinY = aiPlannedShotDetails.spinY;    // [cite: 1110]*/
  2462.  
  2463.         ::cueAngle = aiPlannedShotDetails.angle;
  2464.         ::shotPower = aiPlannedShotDetails.power;
  2465.         ::cueSpinX = aiPlannedShotDetails.spinX;
  2466.         ::cueSpinY = aiPlannedShotDetails.spinY;
  2467.  
  2468.         // Set up for AI display via GameUpdate
  2469.         /*aiIsDisplayingAim = true;                   // [cite: 1104] Enable AI aiming visualization
  2470.         aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES; // [cite: 1105] Set duration for display
  2471.  
  2472.         currentGameState = AI_THINKING; // [cite: 1081] Transition to AI_THINKING state.
  2473.                                         // GameUpdate will handle the aiAimDisplayFramesLeft countdown
  2474.                                         // and then execute the shot using aiPlannedShotDetails.
  2475.                                         // isOpeningBreakShot will be set to false within ApplyShot.
  2476.  
  2477.         // No immediate ApplyShot or sound here; GameUpdate's AI execution logic will handle it.*/
  2478.  
  2479.         aiIsDisplayingAim = true;
  2480.         aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2481.         currentGameState = AI_THINKING; // State changes to AI_THINKING, GameUpdate will handle shot execution after display
  2482.  
  2483.         return; // The break shot is now planned and will be executed by GameUpdate
  2484.     }
  2485.  
  2486.     // 2. If not in PRE_BREAK_PLACEMENT (e.g., if this function were called at other times,
  2487.     //    though current game logic only calls it for PRE_BREAK_PLACEMENT)
  2488.     //    This part can be extended if AIBreakShot needs to handle other scenarios.
  2489.     //    For now, the primary logic is above.
  2490. }
  2491.  
  2492. // --- Helper Functions ---
  2493.  
  2494. Ball* GetBallById(int id) {
  2495.     for (size_t i = 0; i < balls.size(); ++i) {
  2496.         if (balls[i].id == id) {
  2497.             return &balls[i];
  2498.         }
  2499.     }
  2500.     return nullptr;
  2501. }
  2502.  
  2503. Ball* GetCueBall() {
  2504.     return GetBallById(0);
  2505. }
  2506.  
  2507. float GetDistance(float x1, float y1, float x2, float y2) {
  2508.     return sqrtf(GetDistanceSq(x1, y1, x2, y2));
  2509. }
  2510.  
  2511. float GetDistanceSq(float x1, float y1, float x2, float y2) {
  2512.     float dx = x2 - x1;
  2513.     float dy = y2 - y1;
  2514.     return dx * dx + dy * dy;
  2515. }
  2516.  
  2517. bool IsValidCueBallPosition(float x, float y, bool checkHeadstring) {
  2518.     // Basic bounds check (inside cushions)
  2519.     float left = TABLE_LEFT + CUSHION_THICKNESS + BALL_RADIUS;
  2520.     float right = TABLE_RIGHT - CUSHION_THICKNESS - BALL_RADIUS;
  2521.     float top = TABLE_TOP + CUSHION_THICKNESS + BALL_RADIUS;
  2522.     float bottom = TABLE_BOTTOM - CUSHION_THICKNESS - BALL_RADIUS;
  2523.  
  2524.     if (x < left || x > right || y < top || y > bottom) {
  2525.         return false;
  2526.     }
  2527.  
  2528.     // Check headstring restriction if needed
  2529.     if (checkHeadstring && x >= HEADSTRING_X) {
  2530.         return false;
  2531.     }
  2532.  
  2533.     // Check overlap with other balls
  2534.     for (size_t i = 0; i < balls.size(); ++i) {
  2535.         if (balls[i].id != 0 && !balls[i].isPocketed) { // Don't check against itself or pocketed balls
  2536.             if (GetDistanceSq(x, y, balls[i].x, balls[i].y) < (BALL_RADIUS * 2.0f) * (BALL_RADIUS * 2.0f)) {
  2537.                 return false; // Overlapping another ball
  2538.             }
  2539.         }
  2540.     }
  2541.  
  2542.     return true;
  2543. }
  2544.  
  2545.  
  2546. template <typename T>
  2547. void SafeRelease(T** ppT) {
  2548.     if (*ppT) {
  2549.         (*ppT)->Release();
  2550.         *ppT = nullptr;
  2551.     }
  2552. } //Sector# 5 Here
  2553.  
  2554. bool IsPlayerOnEightBall(int player) {
  2555.     PlayerInfo& playerInfo = (player == 1) ? player1Info : player2Info;
  2556.     if (playerInfo.assignedType != BallType::NONE && playerInfo.assignedType != BallType::EIGHT_BALL && playerInfo.ballsPocketedCount >= 7) {
  2557.         Ball* eightBall = GetBallById(8);
  2558.         if (eightBall && !eightBall->isPocketed) { // Make sure 8-ball is still on table
  2559.             return true;
  2560.         }
  2561.     }
  2562.     return false;
  2563. }
  2564.  
  2565. // --- NEW Helper Function for Pocket Choice Transition ---
  2566. void CheckAndTransitionToPocketChoice(int playerID) {
  2567.     // Determine if the specified player needs to call a pocket for the 8-ball
  2568.     bool needsToCall = IsPlayerOnEightBall(playerID);
  2569.     int* calledPocketForPlayer = (playerID == 1) ? &calledPocketP1 : &calledPocketP2;
  2570.  
  2571.     if (needsToCall && *calledPocketForPlayer == -1) {
  2572.         // This player needs to choose a pocket and hasn't yet.
  2573.  
  2574.         // Ensure global state reflects this player is the one choosing.
  2575.         // Note: 'currentPlayer' should already be 'playerID' when this is called appropriately.
  2576.         eightBallCallActiveForCurrentPlayer = true;
  2577.         pocketCallMessage = ((playerID == 1) ? player1Info.name : player2Info.name) + L": Call pocket for 8-Ball!";
  2578.  
  2579.         if (playerID == 1) {
  2580.             currentGameState = CHOOSING_POCKET_P1;
  2581.         }
  2582.         else { // Player 2
  2583.             if (isPlayer2AI) {
  2584.                 // AI will "call" its pocket as part of AIMakeDecision.
  2585.                 pocketCallMessage = player2Info.name + L" is deciding pocket for 8-Ball...";
  2586.                 currentGameState = PLAYER2_TURN; // AI's turn to think/call
  2587.                 aiTurnPending = true;            // Trigger AI decision process
  2588.             }
  2589.             else { // Human Player 2
  2590.                 currentGameState = CHOOSING_POCKET_P2;
  2591.             }
  2592.         }
  2593.  
  2594.         // Default to hovering/selecting top-right pocket for human players initially.
  2595.         if (!(playerID == 2 && isPlayer2AI)) {
  2596.             currentlyHoveredPocket = 5; // Default: pocket index 5 (top-right)
  2597.         }
  2598.         InvalidateRect(hwndMain, NULL, TRUE); // Force redraw so arrow appears immediately
  2599.     }
  2600.     else if (needsToCall && *calledPocketForPlayer != -1) {
  2601.         // Player is on the 8-ball, and a pocket HAS already been called (e.g., from a previous attempt).
  2602.         eightBallCallActiveForCurrentPlayer = true;
  2603.         pocketCallMessage = L""; // Pocket already called, no "choose" prompt.
  2604.         // Proceed to normal turn state for aiming.
  2605.         currentGameState = (playerID == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  2606.         if (playerID == 2 && isPlayer2AI) {
  2607.             aiTurnPending = true;
  2608.         }
  2609.     }
  2610.     else {
  2611.         // No 8-ball call needed for this player (either not on 8-ball, or 8-ball already pocketed).
  2612.         eightBallCallActiveForCurrentPlayer = false;
  2613.         pocketCallMessage = L""; // Clear any previous pocket call messages.
  2614.         // Proceed to normal turn state.
  2615.         currentGameState = (playerID == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  2616.         if (playerID == 2 && isPlayer2AI) {
  2617.             aiTurnPending = true;
  2618.         }
  2619.     }
  2620. }
  2621.  
  2622. // --- Helper Function for Line Segment Intersection ---
  2623. // Finds intersection point of line segment P1->P2 and line segment P3->P4
  2624. // Returns true if they intersect, false otherwise. Stores intersection point in 'intersection'.
  2625. bool LineSegmentIntersection(D2D1_POINT_2F p1, D2D1_POINT_2F p2, D2D1_POINT_2F p3, D2D1_POINT_2F p4, D2D1_POINT_2F& intersection)
  2626. {
  2627.     float denominator = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
  2628.  
  2629.     // Check if lines are parallel or collinear
  2630.     if (fabs(denominator) < 1e-6) {
  2631.         return false;
  2632.     }
  2633.  
  2634.     float ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denominator;
  2635.     float ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denominator;
  2636.  
  2637.     // Check if intersection point lies on both segments
  2638.     if (ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f) {
  2639.         intersection.x = p1.x + ua * (p2.x - p1.x);
  2640.         intersection.y = p1.y + ua * (p2.y - p1.y);
  2641.         return true;
  2642.     }
  2643.  
  2644.     return false;
  2645. }
  2646.  
  2647. // --- INSERT NEW HELPER FUNCTION HERE ---
  2648. // Calculates the squared distance from point P to the line segment AB.
  2649. float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b) {
  2650.     float l2 = GetDistanceSq(a.x, a.y, b.x, b.y);
  2651.     if (l2 == 0.0f) return GetDistanceSq(p.x, p.y, a.x, a.y); // Segment is a point
  2652.     // Consider P projecting onto the line AB infinite line
  2653.     // t = [(P-A) . (B-A)] / |B-A|^2
  2654.     float t = ((p.x - a.x) * (b.x - a.x) + (p.y - a.y) * (b.y - a.y)) / l2;
  2655.     t = std::max(0.0f, std::min(1.0f, t)); // Clamp t to the segment [0, 1]
  2656.     // Projection falls on the segment
  2657.     D2D1_POINT_2F projection = D2D1::Point2F(a.x + t * (b.x - a.x), a.y + t * (b.y - a.y));
  2658.     return GetDistanceSq(p.x, p.y, projection.x, projection.y);
  2659. }
  2660. // --- End New Helper ---
  2661.  
  2662. // --- NEW AI Implementation Functions ---
  2663.  
  2664. // Main entry point for AI turn
  2665. void AIMakeDecision() {
  2666.     //AIShotInfo bestShot = { false }; // Declare here
  2667.     // This function is called when currentGameState is AI_THINKING (for a normal shot decision)
  2668.     Ball* cueBall = GetCueBall();
  2669.     if (!cueBall || !isPlayer2AI || currentPlayer != 2) {
  2670.         aiPlannedShotDetails.isValid = false; // Ensure no shot if conditions not met
  2671.         return;
  2672.     } //Sector# 13 Here
  2673.  
  2674.     bool aiIsOn8Ball = IsPlayerOnEightBall(2);
  2675.     if (aiIsOn8Ball && calledPocketP2 == -1) {
  2676.         AIShotInfo best8BallShotForCall = { false };
  2677.         Ball* eightBallEntity = GetBallById(8);
  2678.  
  2679.         if (eightBallEntity && !eightBallEntity->isPocketed) {
  2680.             for (int p = 0; p < 6; ++p) {
  2681.                 AIShotInfo current8BallShot = EvaluateShot(eightBallEntity, p);
  2682.                 current8BallShot.involves8Ball = true;
  2683.  
  2684.                 if (current8BallShot.possible) {
  2685.                     Ball* firstHit = nullptr; float hitDistSq = -1.0f;
  2686.                     if (cueBall) firstHit = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), current8BallShot.angle, hitDistSq);
  2687.  
  2688.                     if (firstHit && firstHit->id == 8) {
  2689.                         if (!best8BallShotForCall.possible || current8BallShot.score > best8BallShotForCall.score) {
  2690.                             best8BallShotForCall = current8BallShot;
  2691.                         }
  2692.                     }
  2693.                 }
  2694.             }
  2695.         }
  2696.  
  2697.         if (best8BallShotForCall.possible && best8BallShotForCall.pocketIndex != -1) {
  2698.             calledPocketP2 = best8BallShotForCall.pocketIndex;
  2699.             pocketCallMessage = player2Info.name + L" calls pocket " + std::to_wstring(calledPocketP2 + 1) + L".";
  2700.         }
  2701.         else {
  2702.             int fallbackPocket = 5;
  2703.             if (eightBallEntity) {
  2704.                 float minDistToPocket = 100000.0f;
  2705.                 for (int p = 0; p < 6; ++p) {
  2706.                     if (IsPathClear(D2D1::Point2F(eightBallEntity->x, eightBallEntity->y), pocketPositions[p], 8, -1)) {
  2707.                         float dist = GetDistance(eightBallEntity->x, eightBallEntity->y, pocketPositions[p].x, pocketPositions[p].y);
  2708.                         if (dist < minDistToPocket) {
  2709.                             minDistToPocket = dist;
  2710.                             fallbackPocket = p;
  2711.                         }
  2712.                     }
  2713.                 }
  2714.             }
  2715.             calledPocketP2 = fallbackPocket;
  2716.             pocketCallMessage = player2Info.name + L" calls pocket " + std::to_wstring(calledPocketP2 + 1) + L" (fallback).";
  2717.         }
  2718.     }
  2719.  
  2720.     // Phase 1: Placement if needed (Ball-in-Hand or Initial Break)
  2721.     /*if ((isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) || currentGameState == BALL_IN_HAND_P2) {
  2722.         AIPlaceCueBall(); // Handles kitchen placement for break or regular ball-in-hand
  2723.         if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  2724.             currentGameState = BREAKING; // Now AI needs to decide the break shot parameters
  2725.         }
  2726.         // For regular BALL_IN_HAND_P2, after placement, it will proceed to find a shot.
  2727.     }*/
  2728.  
  2729.     aiPlannedShotDetails.isValid = false; // Default to no valid shot found yet for this decision cycle
  2730.     // Note: isOpeningBreakShot is false here because AIBreakShot handles the break.
  2731.  
  2732.      // Phase 2: Decide shot parameters (Break or Normal play)
  2733.     /*if (isOpeningBreakShot && currentGameState == BREAKING) {
  2734.         // Force cue ball into center of kitchen
  2735.         cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
  2736.         cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f;
  2737.         cueBall->vx = cueBall->vy = 0.0f;
  2738.  
  2739.         float rackCenterX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f * 2.0f;
  2740.         float rackCenterY = RACK_POS_Y;
  2741.         float dx = rackCenterX - cueBall->x;
  2742.         float dy = rackCenterY - cueBall->y;
  2743.  
  2744.         aiPlannedShotDetails.angle = atan2f(dy, dx);
  2745.         aiPlannedShotDetails.power = MAX_SHOT_POWER;
  2746.         aiPlannedShotDetails.spinX = 0.0f;
  2747.         aiPlannedShotDetails.spinY = 0.0f;
  2748.         aiPlannedShotDetails.isValid = true;
  2749.  
  2750.         // Apply shot immediately
  2751.         cueAngle = aiPlannedShotDetails.angle;
  2752.         shotPower = aiPlannedShotDetails.power;
  2753.         cueSpinX = aiPlannedShotDetails.spinX;
  2754.         cueSpinY = aiPlannedShotDetails.spinY;
  2755.  
  2756.         firstHitBallIdThisShot = -1;
  2757.         cueHitObjectBallThisShot = false;
  2758.         railHitAfterContact = false;
  2759.         isAiming = false;
  2760.         aiIsDisplayingAim = false;
  2761.         aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2762.         //bool aiIsDisplayingAim = true;
  2763.  
  2764.         std::thread([](const TCHAR* soundName) {
  2765.             PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT);
  2766.             }, TEXT("cue.wav")).detach();
  2767.  
  2768.             ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  2769.             currentGameState = SHOT_IN_PROGRESS;
  2770.             isOpeningBreakShot = false;
  2771.             aiTurnPending = false;
  2772.             pocketedThisTurn.clear();
  2773.             return;
  2774.     }
  2775.     else {*/
  2776.     // --- Normal AI Shot Decision (using AIFindBestShot) ---
  2777.     AIShotInfo bestShot = AIFindBestShot(); // bugtraq
  2778.     //bestShot = AIFindBestShot(); // bugtraq
  2779.     if (bestShot.possible) {
  2780.         aiPlannedShotDetails.angle = bestShot.angle;
  2781.         aiPlannedShotDetails.power = bestShot.power;
  2782.         aiPlannedShotDetails.spinX = 0.0f; // AI doesn't use spin yet
  2783.         aiPlannedShotDetails.spinY = 0.0f;
  2784.         aiPlannedShotDetails.isValid = true;
  2785.     }
  2786.     else {
  2787.         // Safety tap if no better shot found
  2788.         // Try to hit the closest 'own' ball gently or any ball if types not assigned
  2789.         Ball* ballToNudge = nullptr;
  2790.         float minDistSq = -1.0f;
  2791.         BallType aiTargetType = player2Info.assignedType;
  2792.         bool mustHit8Ball = (aiTargetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  2793.  
  2794.         for (auto& b : balls) {
  2795.             if (b.isPocketed || b.id == 0) continue;
  2796.             bool canHitThis = false;
  2797.             if (mustHit8Ball) canHitThis = (b.id == 8);
  2798.             else if (aiTargetType != BallType::NONE) canHitThis = (b.type == aiTargetType);
  2799.             else canHitThis = (b.id != 8); // Can hit any non-8-ball if types not assigned
  2800.  
  2801.             if (canHitThis) {
  2802.                 float dSq = GetDistanceSq(cueBall->x, cueBall->y, b.x, b.y);
  2803.                 if (ballToNudge == nullptr || dSq < minDistSq) {
  2804.                     ballToNudge = &b;
  2805.                     minDistSq = dSq;
  2806.                 }
  2807.             }
  2808.         }
  2809.         if (ballToNudge) { // Found a ball to nudge
  2810.             aiPlannedShotDetails.angle = atan2f(ballToNudge->y - cueBall->y, ballToNudge->x - cueBall->x);
  2811.             aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.15f; // Gentle tap
  2812.         }
  2813.         else { // Absolute fallback: small tap forward
  2814.             aiPlannedShotDetails.angle = cueAngle; // Keep last angle or default
  2815.             //aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.1f;
  2816.             aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.1f;
  2817.         }
  2818.         aiPlannedShotDetails.spinX = 0.0f;
  2819.         aiPlannedShotDetails.spinY = 0.0f;
  2820.         aiPlannedShotDetails.isValid = true; // Safety shot is a "valid" plan
  2821.     }
  2822.     //} //bracefix
  2823.  
  2824.     // Phase 3: Setup for Aim Display (if a valid shot was decided)
  2825.     if (aiPlannedShotDetails.isValid) {
  2826.         cueAngle = aiPlannedShotDetails.angle;   // Update global for drawing
  2827.         shotPower = aiPlannedShotDetails.power;  // Update global for drawing
  2828.         // cueSpinX and cueSpinY could also be set here if AI used them
  2829.         cueSpinX = aiPlannedShotDetails.spinX; // Also set these for drawing consistency
  2830.         cueSpinY = aiPlannedShotDetails.spinY; //
  2831.  
  2832.         aiIsDisplayingAim = true;
  2833.         aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2834.         // currentGameState remains AI_THINKING, GameUpdate will handle the display countdown and shot execution.
  2835.             // FIRE THE BREAK SHOT NOW
  2836.             // Immediately execute the break shot after setting parameters
  2837.         /*ApplyShot(aiPlannedShotDetails.power, aiPlannedShotDetails.angle, aiPlannedShotDetails.spinX, aiPlannedShotDetails.spinY);
  2838.         currentGameState = SHOT_IN_PROGRESS;
  2839.         aiTurnPending = false;
  2840.         isOpeningBreakShot = false;*/
  2841.     }
  2842.     else {
  2843.         // Should not happen if safety shot is always planned, but as a fallback:
  2844.         aiIsDisplayingAim = false;
  2845.         // If AI truly can't decide anything, maybe switch turn or log error. For now, it will do nothing this frame.
  2846.         // Or force a minimal safety tap without display.
  2847.         // To ensure game progresses, let's plan a minimal tap if nothing else.
  2848.         if (!aiPlannedShotDetails.isValid) { // Double check
  2849.             aiPlannedShotDetails.angle = 0.0f;
  2850.             aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.05f; // Very small tap
  2851.             aiPlannedShotDetails.spinX = 0.0f; aiPlannedShotDetails.spinY = 0.0f;
  2852.             aiPlannedShotDetails.isValid = true;
  2853.             //cueAngle = aiPlannedShotDetails.angle; shotPower = aiPlannedShotDetails.power;
  2854.             cueAngle = aiPlannedShotDetails.angle;
  2855.             shotPower = aiPlannedShotDetails.power;
  2856.             cueSpinX = aiPlannedShotDetails.spinX;
  2857.             cueSpinY = aiPlannedShotDetails.spinY;
  2858.             aiIsDisplayingAim = true; // Allow display for this minimal tap too
  2859.             aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES / 2; // Shorter display for fallback
  2860.         }
  2861.     }
  2862.     // aiTurnPending was set to false by GameUpdate before calling AIMakeDecision.
  2863.     // AIMakeDecision's job is to populate aiPlannedShotDetails and trigger display.
  2864. }
  2865.  
  2866. // AI logic for placing cue ball during ball-in-hand
  2867. void AIPlaceCueBall() {
  2868.     Ball* cueBall = GetCueBall();
  2869.     if (!cueBall) return;
  2870.  
  2871.     // --- CPU AI Opening Break: Kitchen Placement ---
  2872.     /*if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT && currentPlayer == 2 && isPlayer2AI) {
  2873.         float kitchenMinX = TABLE_LEFT + BALL_RADIUS;
  2874.         float kitchenMaxX = HEADSTRING_X - BALL_RADIUS;
  2875.         float kitchenMinY = TABLE_TOP + BALL_RADIUS;
  2876.         float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS;
  2877.         bool validPositionFound = false;
  2878.         int attempts = 0;
  2879.         while (!validPositionFound && attempts < 100) {
  2880.             cueBall->x = kitchenMinX + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (kitchenMaxX - kitchenMinX)));
  2881.             cueBall->y = kitchenMinY + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (kitchenMaxY - kitchenMinY)));
  2882.             if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) {
  2883.                 validPositionFound = true;
  2884.             }
  2885.             attempts++;
  2886.         }
  2887.         if (!validPositionFound) {
  2888.             cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
  2889.             cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  2890.             if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) {
  2891.                 cueBall->x = HEADSTRING_X - BALL_RADIUS * 2.0f;
  2892.                 cueBall->y = RACK_POS_Y;
  2893.             }
  2894.         }
  2895.         cueBall->vx = 0; cueBall->vy = 0;
  2896.         return;
  2897.     }*/
  2898.     // --- End CPU AI Opening Break Placement ---
  2899.  
  2900.     // This function is now SOLELY for Ball-In-Hand placement for the AI (anywhere on the table).
  2901.     // Break placement is handled by AIBreakShot().
  2902.  
  2903.     // Simple Strategy: Find the easiest possible shot for the AI's ball type
  2904.     // Place the cue ball directly behind that target ball, aiming straight at a pocket.
  2905.     // (More advanced: find spot offering multiple options or safety)
  2906.  
  2907.     AIShotInfo bestPlacementShot = { false };
  2908.     D2D1_POINT_2F bestPlacePos = D2D1::Point2F(HEADSTRING_X * 0.5f, RACK_POS_Y); // Default placement
  2909.  
  2910.     // A better default for ball-in-hand (anywhere) might be center table if no shot found.
  2911.     bestPlacePos = D2D1::Point2F(TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP + TABLE_HEIGHT / 2.0f);
  2912.     float bestPlacementScore = -1.0f; // Keep track of the score for the best placement found
  2913.  
  2914.     BallType targetType = player2Info.assignedType;
  2915.     bool canTargetAnyPlacement = false; // Local scope variable for placement logic
  2916.     if (targetType == BallType::NONE) {
  2917.         canTargetAnyPlacement = true;
  2918.     }
  2919.     bool target8Ball = (!canTargetAnyPlacement && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  2920.     if (target8Ball) targetType = BallType::EIGHT_BALL;
  2921.  
  2922.  
  2923.     for (auto& targetBall : balls) {
  2924.         if (targetBall.isPocketed || targetBall.id == 0) continue;
  2925.  
  2926.         // Determine if current ball is a valid target for placement consideration
  2927.         bool currentBallIsValidTarget = false;
  2928.         if (target8Ball && targetBall.id == 8) currentBallIsValidTarget = true;
  2929.         else if (canTargetAnyPlacement && targetBall.id != 8) currentBallIsValidTarget = true;
  2930.         else if (!canTargetAnyPlacement && !target8Ball && targetBall.type == targetType) currentBallIsValidTarget = true;
  2931.  
  2932.         if (!currentBallIsValidTarget) continue; // Skip if not a valid target
  2933.  
  2934.         for (int p = 0; p < 6; ++p) {
  2935.             // Calculate ideal cue ball position: straight line behind target ball aiming at pocket p
  2936.             float targetToPocketX = pocketPositions[p].x - targetBall.x;
  2937.             float targetToPocketY = pocketPositions[p].y - targetBall.y;
  2938.             float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
  2939.             if (dist < 1.0f) continue; // Avoid division by zero
  2940.  
  2941.             float idealAngle = atan2f(targetToPocketY, targetToPocketX);
  2942.             // Place cue ball slightly behind target ball along this line
  2943.             float placeDist = BALL_RADIUS * 3.0f; // Place a bit behind
  2944.             D2D1_POINT_2F potentialPlacePos = D2D1::Point2F( // Use factory function
  2945.                 targetBall.x - cosf(idealAngle) * placeDist,
  2946.                 targetBall.y - sinf(idealAngle) * placeDist
  2947.             );
  2948.  
  2949.             // Check if this placement is valid (on table, behind headstring if break, not overlapping)
  2950.             /*bool behindHeadstringRule = (currentGameState == PRE_BREAK_PLACEMENT);*/
  2951.             // For ball-in-hand (NOT break), behindHeadstringRule is false.
  2952.             // The currentGameState should be BALL_IN_HAND_P2 when this is called for a foul.
  2953.             bool behindHeadstringRule = false; // Player can place anywhere after a foul
  2954.             if (IsValidCueBallPosition(potentialPlacePos.x, potentialPlacePos.y, behindHeadstringRule)) {
  2955.                 // Is path from potentialPlacePos to targetBall clear?
  2956.                 // Use D2D1::Point2F() factory function here
  2957.                 if (IsPathClear(potentialPlacePos, D2D1::Point2F(targetBall.x, targetBall.y), 0, targetBall.id)) {
  2958.                     // Is path from targetBall to pocket clear?
  2959.                     // Use D2D1::Point2F() factory function here
  2960.                     if (IsPathClear(D2D1::Point2F(targetBall.x, targetBall.y), pocketPositions[p], targetBall.id, -1)) {
  2961.                         // This seems like a good potential placement. Score it?
  2962.                         // Easy AI: Just take the first valid one found.
  2963.                         /*bestPlacePos = potentialPlacePos;
  2964.                         goto placement_found;*/ // Use goto for simplicity in non-OOP structure
  2965.                         // This is a possible shot. Score this placement.
  2966. // A simple score: distance to target ball (shorter is better for placement).
  2967. // More advanced: consider angle to pocket, difficulty of the shot from this placement.
  2968.                         AIShotInfo tempShotInfo;
  2969.                         tempShotInfo.possible = true;
  2970.                         tempShotInfo.targetBall = &targetBall;
  2971.                         tempShotInfo.pocketIndex = p;
  2972.                         tempShotInfo.ghostBallPos = CalculateGhostBallPos(&targetBall, p); // Not strictly needed for placement score but good for consistency
  2973.                         tempShotInfo.angle = idealAngle; // The angle from the placed ball to target
  2974.                         // Use EvaluateShot's scoring mechanism if possible, or a simpler one here.
  2975.                         float currentScore = 1000.0f / (1.0f + GetDistance(potentialPlacePos.x, potentialPlacePos.y, targetBall.x, targetBall.y)); // Inverse distance
  2976.  
  2977.                         if (currentScore > bestPlacementScore) {
  2978.                             bestPlacementScore = currentScore;
  2979.                             bestPlacePos = potentialPlacePos;
  2980.                         }
  2981.                     }
  2982.                 }
  2983.             }
  2984.         }
  2985.     }
  2986.  
  2987. placement_found:
  2988.     // Place the cue ball at the best found position (or default if no good spot found)
  2989.     cueBall->x = bestPlacePos.x;
  2990.     cueBall->y = bestPlacePos.y;
  2991.     cueBall->vx = 0;
  2992.     cueBall->vy = 0;
  2993. }
  2994.  
  2995.  
  2996. // AI finds the best shot available on the table
  2997. AIShotInfo AIFindBestShot() {
  2998.     AIShotInfo bestShotOverall = { false };
  2999.     Ball* cueBall = GetCueBall();
  3000.     if (!cueBall) return bestShotOverall;
  3001.     // Ensure cue ball position is up-to-date if AI just placed it
  3002.     // (AIPlaceCueBall should have already set cueBall->x, cueBall->y)
  3003.  
  3004.     /* // Determine target ball type for AI (Player 2) //Sector# 14 Here
  3005.     BallType targetType = player2Info.assignedType;
  3006.     bool canTargetAny = false; // Can AI hit any ball (e.g., after break, before assignment)?
  3007.     if (targetType == BallType::NONE) {
  3008.         // If colors not assigned, AI aims to pocket *something* (usually lowest numbered ball legally)
  3009.         // Or, more simply, treat any ball as a potential target to make *a* pocket
  3010.         canTargetAny = true; // Simplification: allow targeting any non-8 ball.
  3011.         // A better rule is hit lowest numbered ball first on break follow-up.
  3012.     }
  3013.  
  3014.     // Check if AI needs to shoot the 8-ball
  3015.     bool target8Ball = (!canTargetAny && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  3016.  
  3017.  
  3018.     // Iterate through all potential target balls
  3019.     for (auto& potentialTarget : balls) {
  3020.         if (potentialTarget.isPocketed || potentialTarget.id == 0) continue; // Skip pocketed and cue ball
  3021.  
  3022.         // Check if this ball is a valid target
  3023.         bool isValidTarget = false;
  3024.         if (target8Ball) {
  3025.             isValidTarget = (potentialTarget.id == 8);
  3026.         }
  3027.         else if (canTargetAny) {
  3028.             isValidTarget = (potentialTarget.id != 8); // Can hit any non-8 ball
  3029.         }
  3030.         else { // Colors assigned, not yet shooting 8-ball
  3031.             isValidTarget = (potentialTarget.type == targetType);
  3032.         }
  3033.  
  3034.         if (!isValidTarget) continue; // Skip if not a valid target for this turn
  3035.  
  3036.         // Now, check all pockets for this target ball
  3037.         for (int p = 0; p < 6; ++p) {
  3038.             AIShotInfo currentShot = EvaluateShot(&potentialTarget, p);
  3039.             currentShot.involves8Ball = (potentialTarget.id == 8);
  3040.  
  3041.             if (currentShot.possible) {
  3042.                 // Compare scores to find the best shot
  3043.                 if (!bestShotOverall.possible || currentShot.score > bestShotOverall.score) {
  3044.                     bestShotOverall = currentShot;
  3045.                 }
  3046.             }
  3047.         }
  3048.     }*/ // End loop through potential target balls
  3049.  
  3050.     bool aiMustShoot8ForWin = IsPlayerOnEightBall(2);
  3051.  
  3052.     if (aiMustShoot8ForWin && calledPocketP2 != -1) {
  3053.         Ball* eightBallEntity = GetBallById(8);
  3054.         if (eightBallEntity && !eightBallEntity->isPocketed) {
  3055.             AIShotInfo shotToCalledPocket = EvaluateShot(eightBallEntity, calledPocketP2);
  3056.             shotToCalledPocket.involves8Ball = true;
  3057.             if (shotToCalledPocket.possible) {
  3058.                 Ball* firstHit = nullptr; float hitDistSq = -1.0f;
  3059.                 if (cueBall) firstHit = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), shotToCalledPocket.angle, hitDistSq);
  3060.                 if (firstHit && firstHit->id == 8) {
  3061.                     shotToCalledPocket.score *= 100.0f;
  3062.                     return shotToCalledPocket;
  3063.                 }
  3064.             }
  3065.             bestShotOverall = shotToCalledPocket;
  3066.         }
  3067.     }
  3068.     else {
  3069.         BallType targetType = player2Info.assignedType;
  3070.         bool canTargetAny = (targetType == BallType::NONE);
  3071.         bool target8BallNormally = (!canTargetAny && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  3072.  
  3073.         for (auto& potentialTarget : balls) {
  3074.             if (potentialTarget.isPocketed || potentialTarget.id == 0) continue;
  3075.  
  3076.             bool isValidTargetForLoop = false;
  3077.             if (target8BallNormally) {
  3078.                 isValidTargetForLoop = (potentialTarget.id == 8);
  3079.             }
  3080.             else if (canTargetAny) {
  3081.                 isValidTargetForLoop = (potentialTarget.id != 8);
  3082.             }
  3083.             else {
  3084.                 isValidTargetForLoop = (potentialTarget.type == targetType);
  3085.             }
  3086.  
  3087.             if (!isValidTargetForLoop) continue;
  3088.  
  3089.             for (int p = 0; p < 6; ++p) {
  3090.                 if (aiMustShoot8ForWin && calledPocketP2 != -1) {
  3091.                     if (potentialTarget.id != 8 || p != calledPocketP2) {
  3092.                         continue;
  3093.                     }
  3094.                 }
  3095.  
  3096.                 AIShotInfo currentShot = EvaluateShot(&potentialTarget, p);
  3097.                 currentShot.involves8Ball = (potentialTarget.id == 8);
  3098.  
  3099.                 if (currentShot.possible) {
  3100.                     if (aiMustShoot8ForWin && calledPocketP2 != -1 && potentialTarget.id == 8 && p == calledPocketP2) {
  3101.                         Ball* firstHitTest = nullptr; float hitDistSqTest = -1.0f;
  3102.                         if (cueBall) firstHitTest = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), currentShot.angle, hitDistSqTest);
  3103.                         if (firstHitTest && firstHitTest->id == 8) {
  3104.                             currentShot.score *= 100.0f;
  3105.                         }
  3106.                         else {
  3107.                             currentShot.score *= 0.001f;
  3108.                         }
  3109.                     }
  3110.  
  3111.                     if (!bestShotOverall.possible || currentShot.score > bestShotOverall.score) {
  3112.                         bestShotOverall = currentShot;
  3113.                     }
  3114.                 }
  3115.             }
  3116.         }
  3117.     }
  3118.  
  3119.     // If targeting 8-ball and no shot found, or targeting own balls and no shot found,
  3120.     // need a safety strategy. Current simple AI just takes best found or taps cue ball.
  3121.  
  3122.     return bestShotOverall;
  3123. }
  3124.  
  3125.  
  3126. // Evaluate a potential shot at a specific target ball towards a specific pocket
  3127. AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex) {
  3128.     AIShotInfo shotInfo;
  3129.     shotInfo.possible = false; // Assume not possible initially
  3130.     shotInfo.targetBall = targetBall;
  3131.     shotInfo.pocketIndex = pocketIndex;
  3132.  
  3133.     Ball* cueBall = GetCueBall();
  3134.     if (!cueBall || !targetBall) return shotInfo;
  3135.  
  3136.     // --- Define local state variables needed for legality checks ---
  3137.     BallType aiAssignedType = player2Info.assignedType;
  3138.     bool canTargetAny = (aiAssignedType == BallType::NONE); // Can AI hit any ball?
  3139.     bool mustTarget8Ball = (!canTargetAny && aiAssignedType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  3140.     // ---
  3141.  
  3142.     // 1. Calculate Ghost Ball position
  3143.     shotInfo.ghostBallPos = CalculateGhostBallPos(targetBall, pocketIndex);
  3144.  
  3145.     // 2. Calculate Angle from Cue Ball to Ghost Ball
  3146.     float dx = shotInfo.ghostBallPos.x - cueBall->x;
  3147.     float dy = shotInfo.ghostBallPos.y - cueBall->y;
  3148.     if (fabs(dx) < 0.01f && fabs(dy) < 0.01f) return shotInfo; // Avoid aiming at same spot
  3149.     shotInfo.angle = atan2f(dy, dx);
  3150.  
  3151.     // Basic angle validity check (optional)
  3152.     if (!IsValidAIAimAngle(shotInfo.angle)) {
  3153.         // Maybe log this or handle edge cases
  3154.     }
  3155.  
  3156.     // 3. Check Path: Cue Ball -> Ghost Ball Position
  3157.     // Use D2D1::Point2F() factory function here
  3158.     if (!IsPathClear(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.ghostBallPos, cueBall->id, targetBall->id)) {
  3159.         return shotInfo; // Path blocked
  3160.     }
  3161.  
  3162.     // 4. Check Path: Target Ball -> Pocket
  3163.     // Use D2D1::Point2F() factory function here
  3164.     if (!IsPathClear(D2D1::Point2F(targetBall->x, targetBall->y), pocketPositions[pocketIndex], targetBall->id, -1)) {
  3165.         return shotInfo; // Path blocked
  3166.     }
  3167.  
  3168.     // 5. Check First Ball Hit Legality
  3169.     float firstHitDistSq = -1.0f;
  3170.     // Use D2D1::Point2F() factory function here
  3171.     Ball* firstHit = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.angle, firstHitDistSq);
  3172.  
  3173.     if (!firstHit) {
  3174.         return shotInfo; // AI aims but doesn't hit anything? Impossible shot.
  3175.     }
  3176.  
  3177.     // Check if the first ball hit is the intended target ball
  3178.     if (firstHit->id != targetBall->id) {
  3179.         // Allow hitting slightly off target if it's very close to ghost ball pos
  3180.         float ghostDistSq = GetDistanceSq(shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y, firstHit->x, firstHit->y);
  3181.         // Allow a tolerance roughly half the ball radius squared
  3182.         if (ghostDistSq > (BALL_RADIUS * 0.7f) * (BALL_RADIUS * 0.7f)) {
  3183.             // First hit is significantly different from the target point.
  3184.             // This shot path leads to hitting the wrong ball first.
  3185.             return shotInfo; // Foul or unintended shot
  3186.         }
  3187.         // If first hit is not target, but very close, allow it for now (might still be foul based on type).
  3188.     }
  3189.  
  3190.     // Check legality of the *first ball actually hit* based on game rules
  3191.     if (!canTargetAny) { // Colors are assigned (or should be)
  3192.         if (mustTarget8Ball) { // Must hit 8-ball first
  3193.             if (firstHit->id != 8) {
  3194.                 // return shotInfo; // FOUL - Hitting wrong ball when aiming for 8-ball
  3195.                 // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
  3196.             }
  3197.         }
  3198.         else { // Must hit own ball type first
  3199.             if (firstHit->type != aiAssignedType && firstHit->id != 8) { // Allow hitting 8-ball if own type blocked? No, standard rules usually require hitting own first.
  3200.                 // return shotInfo; // FOUL - Hitting opponent ball or 8-ball when shouldn't
  3201.                 // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
  3202.             }
  3203.             else if (firstHit->id == 8) {
  3204.                 // return shotInfo; // FOUL - Hitting 8-ball when shouldn't
  3205.                 // Keep shot possible for now
  3206.             }
  3207.         }
  3208.     }
  3209.     // (If canTargetAny is true, hitting any ball except 8 first is legal - assuming not scratching)
  3210.  
  3211.  
  3212.     // 6. Calculate Score & Power (Difficulty affects this)
  3213.     shotInfo.possible = true; // If we got here, the shot is geometrically possible and likely legal enough for AI to consider
  3214.  
  3215.     float cueToGhostDist = GetDistance(cueBall->x, cueBall->y, shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y);
  3216.     float targetToPocketDist = GetDistance(targetBall->x, targetBall->y, pocketPositions[pocketIndex].x, pocketPositions[pocketIndex].y);
  3217.  
  3218.     // Simple Score: Shorter shots are better, straighter shots are slightly better.
  3219.     float distanceScore = 1000.0f / (1.0f + cueToGhostDist + targetToPocketDist);
  3220.  
  3221.     // Angle Score: Calculate cut angle
  3222.     // Vector Cue -> Ghost
  3223.     float v1x = shotInfo.ghostBallPos.x - cueBall->x;
  3224.     float v1y = shotInfo.ghostBallPos.y - cueBall->y;
  3225.     // Vector Target -> Pocket
  3226.     float v2x = pocketPositions[pocketIndex].x - targetBall->x;
  3227.     float v2y = pocketPositions[pocketIndex].y - targetBall->y;
  3228.     // Normalize vectors
  3229.     float mag1 = sqrtf(v1x * v1x + v1y * v1y);
  3230.     float mag2 = sqrtf(v2x * v2x + v2y * v2y);
  3231.     float angleScoreFactor = 0.5f; // Default if vectors are zero len
  3232.     if (mag1 > 0.1f && mag2 > 0.1f) {
  3233.         v1x /= mag1; v1y /= mag1;
  3234.         v2x /= mag2; v2y /= mag2;
  3235.         // Dot product gives cosine of angle between cue ball path and target ball path
  3236.         float dotProduct = v1x * v2x + v1y * v2y;
  3237.         // Straighter shot (dot product closer to 1) gets higher score
  3238.         angleScoreFactor = (1.0f + dotProduct) / 2.0f; // Map [-1, 1] to [0, 1]
  3239.     }
  3240.     angleScoreFactor = std::max(0.1f, angleScoreFactor); // Ensure some minimum score factor
  3241.  
  3242.     shotInfo.score = distanceScore * angleScoreFactor;
  3243.  
  3244.     // Bonus for pocketing 8-ball legally
  3245.     if (mustTarget8Ball && targetBall->id == 8) {
  3246.         shotInfo.score *= 10.0; // Strongly prefer the winning shot
  3247.     }
  3248.  
  3249.     // Penalty for difficult cuts? Already partially handled by angleScoreFactor.
  3250.  
  3251.     // 7. Calculate Power
  3252.     shotInfo.power = CalculateShotPower(cueToGhostDist, targetToPocketDist);
  3253.  
  3254.     // 8. Add Inaccuracy based on Difficulty (same as before)
  3255.     float angleError = 0.0f;
  3256.     float powerErrorFactor = 1.0f;
  3257.  
  3258.     switch (aiDifficulty) {
  3259.     case EASY:
  3260.         angleError = (float)(rand() % 100 - 50) / 1000.0f; // +/- ~3 deg
  3261.         powerErrorFactor = 0.8f + (float)(rand() % 40) / 100.0f; // 80-120%
  3262.         shotInfo.power *= 0.8f;
  3263.         break;
  3264.     case MEDIUM:
  3265.         angleError = (float)(rand() % 60 - 30) / 1000.0f; // +/- ~1.7 deg
  3266.         powerErrorFactor = 0.9f + (float)(rand() % 20) / 100.0f; // 90-110%
  3267.         break;
  3268.     case HARD:
  3269.         angleError = (float)(rand() % 10 - 5) / 1000.0f; // +/- ~0.3 deg
  3270.         powerErrorFactor = 0.98f + (float)(rand() % 4) / 100.0f; // 98-102%
  3271.         break;
  3272.     }
  3273.     shotInfo.angle += angleError;
  3274.     shotInfo.power *= powerErrorFactor;
  3275.     shotInfo.power = std::max(1.0f, std::min(shotInfo.power, MAX_SHOT_POWER)); // Clamp power
  3276.  
  3277.     return shotInfo;
  3278. }
  3279.  
  3280.  
  3281. // Calculates required power (simplified)
  3282. float CalculateShotPower(float cueToGhostDist, float targetToPocketDist) {
  3283.     // Basic model: Power needed increases with total distance the balls need to travel.
  3284.     // Need enough power for cue ball to reach target AND target to reach pocket.
  3285.     float totalDist = cueToGhostDist + targetToPocketDist;
  3286.  
  3287.     // Map distance to power (needs tuning)
  3288.     // Let's say max power is needed for longest possible shot (e.g., corner to corner ~ 1000 units)
  3289.     float powerRatio = std::min(1.0f, totalDist / 800.0f); // Normalize based on estimated max distance
  3290.  
  3291.     float basePower = MAX_SHOT_POWER * 0.2f; // Minimum power to move balls reliably
  3292.     float variablePower = (MAX_SHOT_POWER * 0.8f) * powerRatio; // Scale remaining power range
  3293.  
  3294.     // Harder AI could adjust based on desired cue ball travel (more power for draw/follow)
  3295.     return std::min(MAX_SHOT_POWER, basePower + variablePower);
  3296. }
  3297.  
  3298. // Calculate the position the cue ball needs to hit for the target ball to go towards the pocket
  3299. D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex) {
  3300.     float targetToPocketX = pocketPositions[pocketIndex].x - targetBall->x;
  3301.     float targetToPocketY = pocketPositions[pocketIndex].y - targetBall->y;
  3302.     float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
  3303.  
  3304.     if (dist < 1.0f) { // Target is basically in the pocket
  3305.         // Aim slightly off-center to avoid weird physics? Or directly at center?
  3306.         // For simplicity, return a point slightly behind center along the reverse line.
  3307.         return D2D1::Point2F(targetBall->x - targetToPocketX * 0.1f, targetBall->y - targetToPocketY * 0.1f);
  3308.     }
  3309.  
  3310.     // Normalize direction vector from target to pocket
  3311.     float nx = targetToPocketX / dist;
  3312.     float ny = targetToPocketY / dist;
  3313.  
  3314.     // Ghost ball position is diameter distance *behind* the target ball along this line
  3315.     float ghostX = targetBall->x - nx * (BALL_RADIUS * 2.0f);
  3316.     float ghostY = targetBall->y - ny * (BALL_RADIUS * 2.0f);
  3317.  
  3318.     return D2D1::Point2F(ghostX, ghostY);
  3319. }
  3320.  
  3321. // Checks if line segment is clear of obstructing balls
  3322. bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2) {
  3323.     float dx = end.x - start.x;
  3324.     float dy = end.y - start.y;
  3325.     float segmentLenSq = dx * dx + dy * dy;
  3326.  
  3327.     if (segmentLenSq < 0.01f) return true; // Start and end are same point
  3328.  
  3329.     for (const auto& ball : balls) {
  3330.         if (ball.isPocketed) continue;
  3331.         if (ball.id == ignoredBallId1) continue;
  3332.         if (ball.id == ignoredBallId2) continue;
  3333.  
  3334.         // Check distance from ball center to the line segment
  3335.         float ballToStartX = ball.x - start.x;
  3336.         float ballToStartY = ball.y - start.y;
  3337.  
  3338.         // Project ball center onto the line defined by the segment
  3339.         float dot = (ballToStartX * dx + ballToStartY * dy) / segmentLenSq;
  3340.  
  3341.         D2D1_POINT_2F closestPointOnLine;
  3342.         if (dot < 0) { // Closest point is start point
  3343.             closestPointOnLine = start;
  3344.         }
  3345.         else if (dot > 1) { // Closest point is end point
  3346.             closestPointOnLine = end;
  3347.         }
  3348.         else { // Closest point is along the segment
  3349.             closestPointOnLine = D2D1::Point2F(start.x + dot * dx, start.y + dot * dy);
  3350.         }
  3351.  
  3352.         // Check if the closest point is within collision distance (ball radius + path radius)
  3353.         if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * BALL_RADIUS)) {
  3354.             // Consider slightly wider path check? Maybe BALL_RADIUS * 1.1f?
  3355.             // if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * 1.1f)*(BALL_RADIUS*1.1f)) {
  3356.             return false; // Path is blocked
  3357.         }
  3358.     }
  3359.     return true; // No obstructions found
  3360. }
  3361.  
  3362. // Finds the first ball hit along a path (simplified)
  3363. Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq) {
  3364.     Ball* hitBall = nullptr;
  3365.     hitDistSq = -1.0f; // Initialize hit distance squared
  3366.     float minCollisionDistSq = -1.0f;
  3367.  
  3368.     float cosA = cosf(angle);
  3369.     float sinA = sinf(angle);
  3370.  
  3371.     for (auto& ball : balls) {
  3372.         if (ball.isPocketed || ball.id == 0) continue; // Skip cue ball and pocketed
  3373.  
  3374.         float dx = ball.x - start.x;
  3375.         float dy = ball.y - start.y;
  3376.  
  3377.         // Project vector from start->ball onto the aim direction vector
  3378.         float dot = dx * cosA + dy * sinA;
  3379.  
  3380.         if (dot > 0) { // Ball is generally in front
  3381.             // Find closest point on aim line to the ball's center
  3382.             float closestPointX = start.x + dot * cosA;
  3383.             float closestPointY = start.y + dot * sinA;
  3384.             float distSq = GetDistanceSq(ball.x, ball.y, closestPointX, closestPointY);
  3385.  
  3386.             // Check if the aim line passes within the ball's radius
  3387.             if (distSq < (BALL_RADIUS * BALL_RADIUS)) {
  3388.                 // Calculate distance from start to the collision point on the ball's circumference
  3389.                 float backDist = sqrtf(std::max(0.f, BALL_RADIUS * BALL_RADIUS - distSq));
  3390.                 float collisionDist = dot - backDist; // Distance along aim line to collision
  3391.  
  3392.                 if (collisionDist > 0) { // Ensure collision is in front
  3393.                     float collisionDistSq = collisionDist * collisionDist;
  3394.                     if (hitBall == nullptr || collisionDistSq < minCollisionDistSq) {
  3395.                         minCollisionDistSq = collisionDistSq;
  3396.                         hitBall = &ball; // Found a closer hit ball
  3397.                     }
  3398.                 }
  3399.             }
  3400.         }
  3401.     }
  3402.     hitDistSq = minCollisionDistSq; // Return distance squared to the first hit
  3403.     return hitBall;
  3404. }
  3405.  
  3406. // Basic check for reasonable AI aim angles (optional)
  3407. bool IsValidAIAimAngle(float angle) {
  3408.     // Placeholder - could check for NaN or infinity if calculations go wrong
  3409.     return isfinite(angle);
  3410. }
  3411.  
  3412. //midi func = start
  3413. void PlayMidiInBackground(HWND hwnd, const TCHAR* midiPath) {
  3414.     while (isMusicPlaying) {
  3415.         MCI_OPEN_PARMS mciOpen = { 0 };
  3416.         mciOpen.lpstrDeviceType = TEXT("sequencer");
  3417.         mciOpen.lpstrElementName = midiPath;
  3418.  
  3419.         if (mciSendCommand(0, MCI_OPEN, MCI_OPEN_TYPE | MCI_OPEN_ELEMENT, (DWORD_PTR)&mciOpen) == 0) {
  3420.             midiDeviceID = mciOpen.wDeviceID;
  3421.  
  3422.             MCI_PLAY_PARMS mciPlay = { 0 };
  3423.             mciSendCommand(midiDeviceID, MCI_PLAY, 0, (DWORD_PTR)&mciPlay);
  3424.  
  3425.             // Wait for playback to complete
  3426.             MCI_STATUS_PARMS mciStatus = { 0 };
  3427.             mciStatus.dwItem = MCI_STATUS_MODE;
  3428.  
  3429.             do {
  3430.                 mciSendCommand(midiDeviceID, MCI_STATUS, MCI_STATUS_ITEM, (DWORD_PTR)&mciStatus);
  3431.                 Sleep(100); // adjust as needed
  3432.             } while (mciStatus.dwReturn == MCI_MODE_PLAY && isMusicPlaying);
  3433.  
  3434.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  3435.             midiDeviceID = 0;
  3436.         }
  3437.     }
  3438. }
  3439.  
  3440. void StartMidi(HWND hwnd, const TCHAR* midiPath) {
  3441.     if (isMusicPlaying) {
  3442.         StopMidi();
  3443.     }
  3444.     isMusicPlaying = true;
  3445.     musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
  3446. }
  3447.  
  3448. void StopMidi() {
  3449.     if (isMusicPlaying) {
  3450.         isMusicPlaying = false;
  3451.         if (musicThread.joinable()) musicThread.join();
  3452.         if (midiDeviceID != 0) {
  3453.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  3454.             midiDeviceID = 0;
  3455.         }
  3456.     }
  3457. }
  3458.  
  3459. /*void PlayGameMusic(HWND hwnd) {
  3460.     // Stop any existing playback
  3461.     if (isMusicPlaying) {
  3462.         isMusicPlaying = false;
  3463.         if (musicThread.joinable()) {
  3464.             musicThread.join();
  3465.         }
  3466.         if (midiDeviceID != 0) {
  3467.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  3468.             midiDeviceID = 0;
  3469.         }
  3470.     }
  3471.  
  3472.     // Get the path of the executable
  3473.     TCHAR exePath[MAX_PATH];
  3474.     GetModuleFileName(NULL, exePath, MAX_PATH);
  3475.  
  3476.     // Extract the directory path
  3477.     TCHAR* lastBackslash = _tcsrchr(exePath, '\\');
  3478.     if (lastBackslash != NULL) {
  3479.         *(lastBackslash + 1) = '\0';
  3480.     }
  3481.  
  3482.     // Construct the full path to the MIDI file
  3483.     static TCHAR midiPath[MAX_PATH];
  3484.     _tcscpy_s(midiPath, MAX_PATH, exePath);
  3485.     _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID"));
  3486.  
  3487.     // Start the background playback
  3488.     isMusicPlaying = true;
  3489.     musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
  3490. }*/
  3491. //midi func = end
  3492.  
  3493. // --- Drawing Functions ---
  3494.  
  3495. void OnPaint() {
  3496.     HRESULT hr = CreateDeviceResources(); // Ensure resources are valid
  3497.  
  3498.     if (SUCCEEDED(hr)) {
  3499.         pRenderTarget->BeginDraw();
  3500.         DrawScene(pRenderTarget); // Pass render target
  3501.         hr = pRenderTarget->EndDraw();
  3502.  
  3503.         if (hr == D2DERR_RECREATE_TARGET) {
  3504.             DiscardDeviceResources();
  3505.             // Optionally request another paint message: InvalidateRect(hwndMain, NULL, FALSE);
  3506.             // But the timer loop will trigger redraw anyway.
  3507.         }
  3508.     }
  3509.     // If CreateDeviceResources failed, EndDraw might not be called.
  3510.     // Consider handling this more robustly if needed.
  3511. }
  3512.  
  3513. void DrawScene(ID2D1RenderTarget* pRT) {
  3514.     if (!pRT) return;
  3515.  
  3516.     //pRT->Clear(D2D1::ColorF(D2D1::ColorF::LightGray)); // Background color
  3517.     // Set background color to #ffffcd (RGB: 255, 255, 205)
  3518.     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)
  3519.     //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)
  3520.  
  3521.     DrawTable(pRT, pFactory); //Sector# 10 Here
  3522.     DrawPocketSelectionIndicator(pRT); // Draw arrow over selected/called pocket
  3523.     DrawBalls(pRT);
  3524.     DrawAimingAids(pRT); // Includes cue stick if aiming
  3525.     DrawUI(pRT);
  3526.     DrawPowerMeter(pRT);
  3527.     DrawSpinIndicator(pRT);
  3528.     DrawPocketedBallsIndicator(pRT);
  3529.     DrawBallInHandIndicator(pRT); // Draw cue ball ghost if placing
  3530.  
  3531.      // Draw Game Over Message
  3532.     if (currentGameState == GAME_OVER && pTextFormat) {
  3533.         ID2D1SolidColorBrush* pBrush = nullptr;
  3534.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pBrush);
  3535.         if (pBrush) {
  3536.             D2D1_RECT_F layoutRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP + TABLE_HEIGHT / 2 - 30, TABLE_RIGHT, TABLE_TOP + TABLE_HEIGHT / 2 + 30);
  3537.             pRT->DrawText(
  3538.                 gameOverMessage.c_str(),
  3539.                 (UINT32)gameOverMessage.length(),
  3540.                 pTextFormat, // Use large format maybe?
  3541.                 &layoutRect,
  3542.                 pBrush
  3543.             );
  3544.             SafeRelease(&pBrush);
  3545.         }
  3546.     }
  3547.  
  3548. }
  3549.  
  3550. void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory) {
  3551.     ID2D1SolidColorBrush* pBrush = nullptr;
  3552.  
  3553.     // === Draw Full Orange Frame (Table Border) ===
  3554.     ID2D1SolidColorBrush* pFrameBrush = nullptr;
  3555.     pRT->CreateSolidColorBrush(D2D1::ColorF(0.9157f, 0.6157f, 0.2000f), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
  3556.     //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
  3557.     if (pFrameBrush) {
  3558.         D2D1_RECT_F outerRect = D2D1::RectF(
  3559.             TABLE_LEFT - CUSHION_THICKNESS,
  3560.             TABLE_TOP - CUSHION_THICKNESS,
  3561.             TABLE_RIGHT + CUSHION_THICKNESS,
  3562.             TABLE_BOTTOM + CUSHION_THICKNESS
  3563.         );
  3564.         pRT->FillRectangle(&outerRect, pFrameBrush);
  3565.         SafeRelease(&pFrameBrush);
  3566.     }
  3567.  
  3568.     // Draw Table Bed (Green Felt)
  3569.     pRT->CreateSolidColorBrush(TABLE_COLOR, &pBrush);
  3570.     if (!pBrush) return;
  3571.     D2D1_RECT_F tableRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP, TABLE_RIGHT, TABLE_BOTTOM);
  3572.     pRT->FillRectangle(&tableRect, pBrush);
  3573.     SafeRelease(&pBrush);
  3574.  
  3575.     // Draw Cushions (Red Border)
  3576.     pRT->CreateSolidColorBrush(CUSHION_COLOR, &pBrush);
  3577.     if (!pBrush) return;
  3578.     // Top Cushion (split by middle pocket)
  3579.     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);
  3580.     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);
  3581.     // Bottom Cushion (split by middle pocket)
  3582.     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);
  3583.     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);
  3584.     // Left Cushion
  3585.     pRT->FillRectangle(D2D1::RectF(TABLE_LEFT - CUSHION_THICKNESS, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_LEFT, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
  3586.     // Right Cushion
  3587.     pRT->FillRectangle(D2D1::RectF(TABLE_RIGHT, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_RIGHT + CUSHION_THICKNESS, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
  3588.     SafeRelease(&pBrush);
  3589.  
  3590.  
  3591.     // Draw Pockets (Black Circles)
  3592.     pRT->CreateSolidColorBrush(POCKET_COLOR, &pBrush);
  3593.     if (!pBrush) return;
  3594.     for (int i = 0; i < 6; ++i) {
  3595.         D2D1_ELLIPSE ellipse = D2D1::Ellipse(pocketPositions[i], HOLE_VISUAL_RADIUS, HOLE_VISUAL_RADIUS);
  3596.         pRT->FillEllipse(&ellipse, pBrush);
  3597.     }
  3598.     SafeRelease(&pBrush);
  3599.  
  3600.     // Draw Headstring Line (White)
  3601.     pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
  3602.     //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
  3603.     if (!pBrush) return;
  3604.     pRT->DrawLine(
  3605.         D2D1::Point2F(HEADSTRING_X, TABLE_TOP),
  3606.         D2D1::Point2F(HEADSTRING_X, TABLE_BOTTOM),
  3607.         pBrush,
  3608.         1.0f // Line thickness
  3609.     );
  3610.     SafeRelease(&pBrush);
  3611.  
  3612.     // Draw Semicircle facing West (flat side East)
  3613.     // Draw Semicircle facing East (curved side on the East, flat side on the West)
  3614.     ID2D1PathGeometry* pGeometry = nullptr;
  3615.     HRESULT hr = pFactory->CreatePathGeometry(&pGeometry);
  3616.     if (SUCCEEDED(hr) && pGeometry)
  3617.     {
  3618.         ID2D1GeometrySink* pSink = nullptr;
  3619.         hr = pGeometry->Open(&pSink);
  3620.         if (SUCCEEDED(hr) && pSink)
  3621.         {
  3622.             float radius = 60.0f; // Radius for the semicircle
  3623.             D2D1_POINT_2F center = D2D1::Point2F(HEADSTRING_X, (TABLE_TOP + TABLE_BOTTOM) / 2.0f);
  3624.  
  3625.             // For a semicircle facing East (curved side on the East), use the top and bottom points.
  3626.             D2D1_POINT_2F startPoint = D2D1::Point2F(center.x, center.y - radius); // Top point
  3627.  
  3628.             pSink->BeginFigure(startPoint, D2D1_FIGURE_BEGIN_HOLLOW);
  3629.  
  3630.             D2D1_ARC_SEGMENT arc = {};
  3631.             arc.point = D2D1::Point2F(center.x, center.y + radius); // Bottom point
  3632.             arc.size = D2D1::SizeF(radius, radius);
  3633.             arc.rotationAngle = 0.0f;
  3634.             // Use the correct identifier with the extra underscore:
  3635.             arc.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
  3636.             arc.arcSize = D2D1_ARC_SIZE_SMALL;
  3637.  
  3638.             pSink->AddArc(&arc);
  3639.             pSink->EndFigure(D2D1_FIGURE_END_OPEN);
  3640.             pSink->Close();
  3641.             SafeRelease(&pSink);
  3642.  
  3643.             ID2D1SolidColorBrush* pArcBrush = nullptr;
  3644.             //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.3f), &pArcBrush);
  3645.             pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pArcBrush);
  3646.             if (pArcBrush)
  3647.             {
  3648.                 pRT->DrawGeometry(pGeometry, pArcBrush, 1.5f);
  3649.                 SafeRelease(&pArcBrush);
  3650.             }
  3651.         }
  3652.         SafeRelease(&pGeometry);
  3653.     }
  3654.  
  3655.  
  3656.  
  3657.  
  3658. }
  3659.  
  3660.  
  3661. void DrawBalls(ID2D1RenderTarget* pRT) {
  3662.     ID2D1SolidColorBrush* pBrush = nullptr;
  3663.     ID2D1SolidColorBrush* pStripeBrush = nullptr; // For stripe pattern
  3664.  
  3665.     pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBrush); // Placeholder
  3666.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  3667.  
  3668.     if (!pBrush || !pStripeBrush) {
  3669.         SafeRelease(&pBrush);
  3670.         SafeRelease(&pStripeBrush);
  3671.         return;
  3672.     }
  3673.  
  3674.  
  3675.     for (size_t i = 0; i < balls.size(); ++i) {
  3676.         const Ball& b = balls[i];
  3677.         if (!b.isPocketed) {
  3678.             D2D1_ELLIPSE ellipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
  3679.  
  3680.             // Set main ball color
  3681.             pBrush->SetColor(b.color);
  3682.             pRT->FillEllipse(&ellipse, pBrush);
  3683.  
  3684.             // Draw Stripe if applicable
  3685.             if (b.type == BallType::STRIPE) {
  3686.                 // Draw a white band across the middle (simplified stripe)
  3687.                 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);
  3688.                 // Need to clip this rectangle to the ellipse bounds - complex!
  3689.                 // Alternative: Draw two colored arcs leaving a white band.
  3690.                 // Simplest: Draw a white circle inside, slightly smaller.
  3691.                 D2D1_ELLIPSE innerEllipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS * 0.6f, BALL_RADIUS * 0.6f);
  3692.                 pRT->FillEllipse(innerEllipse, pStripeBrush); // White center part
  3693.                 pBrush->SetColor(b.color); // Set back to stripe color
  3694.                 pRT->FillEllipse(innerEllipse, pBrush); // Fill again, leaving a ring - No, this isn't right.
  3695.  
  3696.                 // Let's try drawing a thick white line across
  3697.                 // This doesn't look great. Just drawing solid red for stripes for now.
  3698.             }
  3699.  
  3700.             // Draw Number (Optional - requires more complex text layout or pre-rendered textures)
  3701.             // if (b.id != 0 && pTextFormat) {
  3702.             //     std::wstring numStr = std::to_wstring(b.id);
  3703.             //     D2D1_RECT_F textRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS, b.x + BALL_RADIUS, b.y + BALL_RADIUS);
  3704.             //     ID2D1SolidColorBrush* pNumBrush = nullptr;
  3705.             //     D2D1_COLOR_F numCol = (b.type == BallType::SOLID || b.id == 8) ? D2D1::ColorF(D2D1::ColorF::Black) : D2D1::ColorF(D2D1::ColorF::White);
  3706.             //     pRT->CreateSolidColorBrush(numCol, &pNumBrush);
  3707.             //     // Create a smaller text format...
  3708.             //     // pRT->DrawText(numStr.c_str(), numStr.length(), pSmallTextFormat, &textRect, pNumBrush);
  3709.             //     SafeRelease(&pNumBrush);
  3710.             // }
  3711.         }
  3712.     }
  3713.  
  3714.     SafeRelease(&pBrush);
  3715.     SafeRelease(&pStripeBrush);
  3716. }
  3717.  
  3718.  
  3719. void DrawAimingAids(ID2D1RenderTarget* pRT) {
  3720.     // Condition check at start (Unchanged)
  3721.     //if (currentGameState != PLAYER1_TURN && currentGameState != PLAYER2_TURN &&
  3722.         //currentGameState != BREAKING && currentGameState != AIMING)
  3723.     //{
  3724.         //return;
  3725.     //}
  3726.         // NEW Condition: Allow drawing if it's a human player's active turn/aiming/breaking,
  3727.     // OR if it's AI's turn and it's in AI_THINKING state (calculating) or BREAKING (aiming break).
  3728.     bool isHumanInteracting = (!isPlayer2AI || currentPlayer == 1) &&
  3729.         (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  3730.             currentGameState == BREAKING || currentGameState == AIMING);
  3731.     // AI_THINKING state is when AI calculates shot. AIMakeDecision sets cueAngle/shotPower.
  3732.     // Also include BREAKING state if it's AI's turn and isOpeningBreakShot for break aim visualization.
  3733.         // NEW Condition: AI is displaying its aim
  3734.     bool isAiVisualizingShot = (isPlayer2AI && currentPlayer == 2 &&
  3735.         currentGameState == AI_THINKING && aiIsDisplayingAim);
  3736.  
  3737.     if (!isHumanInteracting && !(isAiVisualizingShot || (currentGameState == AI_THINKING && aiIsDisplayingAim))) {
  3738.         return;
  3739.     }
  3740.  
  3741.     Ball* cueBall = GetCueBall();
  3742.     if (!cueBall || cueBall->isPocketed) return; // Don't draw if cue ball is gone
  3743.  
  3744.     ID2D1SolidColorBrush* pBrush = nullptr;
  3745.     ID2D1SolidColorBrush* pGhostBrush = nullptr;
  3746.     ID2D1StrokeStyle* pDashedStyle = nullptr;
  3747.     ID2D1SolidColorBrush* pCueBrush = nullptr;
  3748.     ID2D1SolidColorBrush* pReflectBrush = nullptr; // Brush for reflection line
  3749.  
  3750.     // Ensure render target is valid
  3751.     if (!pRT) return;
  3752.  
  3753.     // Create Brushes and Styles (check for failures)
  3754.     HRESULT hr;
  3755.     hr = pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
  3756.     if FAILED(hr) { SafeRelease(&pBrush); return; }
  3757.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
  3758.     if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); return; }
  3759.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
  3760.     if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); return; }
  3761.     // Create reflection brush (e.g., lighter shade or different color)
  3762.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
  3763.     if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); SafeRelease(&pReflectBrush); return; }
  3764.     // Create a Cyan brush for primary and secondary lines //orig(75.0f / 255.0f, 0.0f, 130.0f / 255.0f);indigoColor
  3765.     D2D1::ColorF cyanColor(0.0, 255.0, 255.0, 255.0f);
  3766.     ID2D1SolidColorBrush* pCyanBrush = nullptr;
  3767.     hr = pRT->CreateSolidColorBrush(cyanColor, &pCyanBrush);
  3768.     if (FAILED(hr)) {
  3769.         SafeRelease(&pCyanBrush);
  3770.         // handle error if needed
  3771.     }
  3772.     // Create a Purple brush for primary and secondary lines
  3773.     D2D1::ColorF purpleColor(255.0f, 0.0f, 255.0f, 255.0f);
  3774.     ID2D1SolidColorBrush* pPurpleBrush = nullptr;
  3775.     hr = pRT->CreateSolidColorBrush(purpleColor, &pPurpleBrush);
  3776.     if (FAILED(hr)) {
  3777.         SafeRelease(&pPurpleBrush);
  3778.         // handle error if needed
  3779.     }
  3780.  
  3781.     if (pFactory) {
  3782.         D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
  3783.         strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
  3784.         hr = pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
  3785.         if FAILED(hr) { pDashedStyle = nullptr; }
  3786.     }
  3787.  
  3788.  
  3789.     // --- Cue Stick Drawing (Unchanged from previous fix) ---
  3790.     const float baseStickLength = 150.0f;
  3791.     const float baseStickThickness = 4.0f;
  3792.     float stickLength = baseStickLength * 1.4f;
  3793.     float stickThickness = baseStickThickness * 1.5f;
  3794.     float stickAngle = cueAngle + PI;
  3795.     float powerOffset = 0.0f;
  3796.     //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
  3797.         // Show power offset if human is aiming/dragging, or if AI is preparing its shot (AI_THINKING or AI Break)
  3798.     if ((isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) || isAiVisualizingShot) { // Use the new condition
  3799.         powerOffset = shotPower * 5.0f;
  3800.     }
  3801.     D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
  3802.     D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
  3803.     pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);
  3804.  
  3805.  
  3806.     // --- Projection Line Calculation ---
  3807.     float cosA = cosf(cueAngle);
  3808.     float sinA = sinf(cueAngle);
  3809.     float rayLength = TABLE_WIDTH + TABLE_HEIGHT; // Ensure ray is long enough
  3810.     D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
  3811.     D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);
  3812.  
  3813.     // Find the first ball hit by the aiming ray
  3814.     Ball* hitBall = nullptr;
  3815.     float firstHitDistSq = -1.0f;
  3816.     D2D1_POINT_2F ballCollisionPoint = { 0, 0 }; // Point on target ball circumference
  3817.     D2D1_POINT_2F ghostBallPosForHit = { 0, 0 }; // Ghost ball pos for the hit ball
  3818.  
  3819.     hitBall = FindFirstHitBall(rayStart, cueAngle, firstHitDistSq);
  3820.     if (hitBall) {
  3821.         // Calculate the point on the target ball's circumference
  3822.         float collisionDist = sqrtf(firstHitDistSq);
  3823.         ballCollisionPoint = D2D1::Point2F(rayStart.x + cosA * collisionDist, rayStart.y + sinA * collisionDist);
  3824.         // Calculate ghost ball position for this specific hit (used for projection consistency)
  3825.         ghostBallPosForHit = D2D1::Point2F(hitBall->x - cosA * BALL_RADIUS, hitBall->y - sinA * BALL_RADIUS); // Approx.
  3826.     }
  3827.  
  3828.     // Find the first rail hit by the aiming ray
  3829.     D2D1_POINT_2F railHitPoint = rayEnd; // Default to far end if no rail hit
  3830.     float minRailDistSq = rayLength * rayLength;
  3831.     int hitRailIndex = -1; // 0:Left, 1:Right, 2:Top, 3:Bottom
  3832.  
  3833.     // Define table edge segments for intersection checks
  3834.     D2D1_POINT_2F topLeft = D2D1::Point2F(TABLE_LEFT, TABLE_TOP);
  3835.     D2D1_POINT_2F topRight = D2D1::Point2F(TABLE_RIGHT, TABLE_TOP);
  3836.     D2D1_POINT_2F bottomLeft = D2D1::Point2F(TABLE_LEFT, TABLE_BOTTOM);
  3837.     D2D1_POINT_2F bottomRight = D2D1::Point2F(TABLE_RIGHT, TABLE_BOTTOM);
  3838.  
  3839.     D2D1_POINT_2F currentIntersection;
  3840.  
  3841.     // Check Left Rail
  3842.     if (LineSegmentIntersection(rayStart, rayEnd, topLeft, bottomLeft, currentIntersection)) {
  3843.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3844.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 0; }
  3845.     }
  3846.     // Check Right Rail
  3847.     if (LineSegmentIntersection(rayStart, rayEnd, topRight, bottomRight, currentIntersection)) {
  3848.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3849.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 1; }
  3850.     }
  3851.     // Check Top Rail
  3852.     if (LineSegmentIntersection(rayStart, rayEnd, topLeft, topRight, currentIntersection)) {
  3853.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3854.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 2; }
  3855.     }
  3856.     // Check Bottom Rail
  3857.     if (LineSegmentIntersection(rayStart, rayEnd, bottomLeft, bottomRight, currentIntersection)) {
  3858.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3859.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 3; }
  3860.     }
  3861.  
  3862.  
  3863.     // --- Determine final aim line end point ---
  3864.     D2D1_POINT_2F finalLineEnd = railHitPoint; // Assume rail hit first
  3865.     bool aimingAtRail = true;
  3866.  
  3867.     if (hitBall && firstHitDistSq < minRailDistSq) {
  3868.         // Ball collision is closer than rail collision
  3869.         finalLineEnd = ballCollisionPoint; // End line at the point of contact on the ball
  3870.         aimingAtRail = false;
  3871.     }
  3872.  
  3873.     // --- Draw Primary Aiming Line ---
  3874.     pRT->DrawLine(rayStart, finalLineEnd, pBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3875.  
  3876.     // --- Draw Target Circle/Indicator ---
  3877.     D2D1_ELLIPSE targetCircle = D2D1::Ellipse(finalLineEnd, BALL_RADIUS / 2.0f, BALL_RADIUS / 2.0f);
  3878.     pRT->DrawEllipse(&targetCircle, pBrush, 1.0f);
  3879.  
  3880.     // --- Draw Projection/Reflection Lines ---
  3881.     if (!aimingAtRail && hitBall) {
  3882.         // Aiming at a ball: Draw Ghost Cue Ball and Target Ball Projection
  3883.         D2D1_ELLIPSE ghostCue = D2D1::Ellipse(ballCollisionPoint, BALL_RADIUS, BALL_RADIUS); // Ghost ball at contact point
  3884.         pRT->DrawEllipse(ghostCue, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3885.  
  3886.         // Calculate target ball projection based on impact line (cue collision point -> target center)
  3887.         float targetProjectionAngle = atan2f(hitBall->y - ballCollisionPoint.y, hitBall->x - ballCollisionPoint.x);
  3888.         // Clamp angle calculation if distance is tiny
  3889.         if (GetDistanceSq(hitBall->x, hitBall->y, ballCollisionPoint.x, ballCollisionPoint.y) < 1.0f) {
  3890.             targetProjectionAngle = cueAngle; // Fallback if overlapping
  3891.         }
  3892.  
  3893.         D2D1_POINT_2F targetStartPoint = D2D1::Point2F(hitBall->x, hitBall->y);
  3894.         D2D1_POINT_2F targetProjectionEnd = D2D1::Point2F(
  3895.             hitBall->x + cosf(targetProjectionAngle) * 50.0f, // Projection length 50 units
  3896.             hitBall->y + sinf(targetProjectionAngle) * 50.0f
  3897.         );
  3898.         // Draw solid line for target projection
  3899.         //pRT->DrawLine(targetStartPoint, targetProjectionEnd, pBrush, 1.0f);
  3900.  
  3901.     //new code start
  3902.  
  3903.                 // Dual trajectory with edge-aware contact simulation
  3904.         D2D1_POINT_2F dir = {
  3905.             targetProjectionEnd.x - targetStartPoint.x,
  3906.             targetProjectionEnd.y - targetStartPoint.y
  3907.         };
  3908.         float dirLen = sqrtf(dir.x * dir.x + dir.y * dir.y);
  3909.         dir.x /= dirLen;
  3910.         dir.y /= dirLen;
  3911.  
  3912.         D2D1_POINT_2F perp = { -dir.y, dir.x };
  3913.  
  3914.         // Approximate cue ball center by reversing from tip
  3915.         D2D1_POINT_2F cueBallCenterForGhostHit = { // Renamed for clarity if you use it elsewhere
  3916.             targetStartPoint.x - dir.x * BALL_RADIUS,
  3917.             targetStartPoint.y - dir.y * BALL_RADIUS
  3918.         };
  3919.  
  3920.         // REAL contact-ball center - use your physics object's center:
  3921.         // (replace 'objectBallPos' with whatever you actually call it)
  3922.         // (targetStartPoint is already hitBall->x, hitBall->y)
  3923.         D2D1_POINT_2F contactBallCenter = targetStartPoint; // Corrected: Use the object ball's actual center
  3924.         //D2D1_POINT_2F contactBallCenter = D2D1::Point2F(hitBall->x, hitBall->y);
  3925.  
  3926.        // The 'offset' calculation below uses 'cueBallCenterForGhostHit' (originally 'cueBallCenter').
  3927.        // This will result in 'offset' being 0 because 'cueBallCenterForGhostHit' is defined
  3928.        // such that (targetStartPoint - cueBallCenterForGhostHit) is parallel to 'dir',
  3929.        // and 'perp' is perpendicular to 'dir'.
  3930.        // Consider Change 2 if this 'offset' is not behaving as intended for the secondary line.
  3931.         /*float offset = ((targetStartPoint.x - cueBallCenterForGhostHit.x) * perp.x +
  3932.             (targetStartPoint.y - cueBallCenterForGhostHit.y) * perp.y);*/
  3933.             /*float offset = ((targetStartPoint.x - cueBallCenter.x) * perp.x +
  3934.                 (targetStartPoint.y - cueBallCenter.y) * perp.y);
  3935.             float absOffset = fabsf(offset);
  3936.             float side = (offset >= 0 ? 1.0f : -1.0f);*/
  3937.  
  3938.             // Use actual cue ball center for offset calculation if 'offset' is meant to quantify the cut
  3939.         D2D1_POINT_2F actualCueBallPhysicalCenter = D2D1::Point2F(cueBall->x, cueBall->y); // This is also rayStart
  3940.  
  3941.         // Offset calculation based on actual cue ball position relative to the 'dir' line through targetStartPoint
  3942.         float offset = ((targetStartPoint.x - actualCueBallPhysicalCenter.x) * perp.x +
  3943.             (targetStartPoint.y - actualCueBallPhysicalCenter.y) * perp.y);
  3944.         float absOffset = fabsf(offset);
  3945.         float side = (offset >= 0 ? 1.0f : -1.0f);
  3946.  
  3947.  
  3948.         // Actual contact point on target ball edge
  3949.         D2D1_POINT_2F contactPoint = {
  3950.         contactBallCenter.x + perp.x * BALL_RADIUS * side,
  3951.         contactBallCenter.y + perp.y * BALL_RADIUS * side
  3952.         };
  3953.  
  3954.         // Tangent (cut shot) path from contact point
  3955.             // Tangent (cut shot) path: from contact point to contact ball center
  3956.         D2D1_POINT_2F objectBallDir = {
  3957.             contactBallCenter.x - contactPoint.x,
  3958.             contactBallCenter.y - contactPoint.y
  3959.         };
  3960.         float oLen = sqrtf(objectBallDir.x * objectBallDir.x + objectBallDir.y * objectBallDir.y);
  3961.         if (oLen != 0.0f) {
  3962.             objectBallDir.x /= oLen;
  3963.             objectBallDir.y /= oLen;
  3964.         }
  3965.  
  3966.         const float PRIMARY_LEN = 150.0f; //default=150.0f
  3967.         const float SECONDARY_LEN = 150.0f; //default=150.0f
  3968.         const float STRAIGHT_EPSILON = BALL_RADIUS * 0.05f;
  3969.  
  3970.         D2D1_POINT_2F primaryEnd = {
  3971.             targetStartPoint.x + dir.x * PRIMARY_LEN,
  3972.             targetStartPoint.y + dir.y * PRIMARY_LEN
  3973.         };
  3974.  
  3975.         // Secondary line starts from the contact ball's center
  3976.         D2D1_POINT_2F secondaryStart = contactBallCenter;
  3977.         D2D1_POINT_2F secondaryEnd = {
  3978.             secondaryStart.x + objectBallDir.x * SECONDARY_LEN,
  3979.             secondaryStart.y + objectBallDir.y * SECONDARY_LEN
  3980.         };
  3981.  
  3982.         if (absOffset < STRAIGHT_EPSILON)  // straight shot?
  3983.         {
  3984.             // Straight: secondary behind primary
  3985.                     // secondary behind primary {pDashedStyle param at end}
  3986.             pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
  3987.             //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
  3988.             pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
  3989.             //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
  3990.         }
  3991.         else
  3992.         {
  3993.             // Cut shot: both visible
  3994.                     // both visible for cut shot
  3995.             pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
  3996.             //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
  3997.             pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
  3998.             //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
  3999.         }
  4000.         // End improved trajectory logic
  4001.  
  4002.     //new code end
  4003.  
  4004.         // -- Cue Ball Path after collision (Optional, requires physics) --
  4005.         // Very simplified: Assume cue deflects, angle depends on cut angle.
  4006.         // float cutAngle = acosf(cosf(cueAngle - targetProjectionAngle)); // Angle between paths
  4007.         // float cueDeflectionAngle = ? // Depends on cutAngle, spin, etc. Hard to predict accurately.
  4008.         // D2D1_POINT_2F cueProjectionEnd = ...
  4009.         // pRT->DrawLine(ballCollisionPoint, cueProjectionEnd, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  4010.  
  4011.         // --- Accuracy Comment ---
  4012.         // Note: The visual accuracy of this projection, especially for cut shots (hitting the ball off-center)
  4013.         // or shots with spin, is limited by the simplified physics model. Real pool physics involves
  4014.         // collision-induced throw, spin transfer, and cue ball deflection not fully simulated here.
  4015.         // The ghost ball method shows the *ideal* line for a center-cue hit without spin.
  4016.  
  4017.     }
  4018.     else if (aimingAtRail && hitRailIndex != -1) {
  4019.         // Aiming at a rail: Draw reflection line
  4020.         float reflectAngle = cueAngle;
  4021.         // Reflect angle based on which rail was hit
  4022.         if (hitRailIndex == 0 || hitRailIndex == 1) { // Left or Right rail
  4023.             reflectAngle = PI - cueAngle; // Reflect horizontal component
  4024.         }
  4025.         else { // Top or Bottom rail
  4026.             reflectAngle = -cueAngle; // Reflect vertical component
  4027.         }
  4028.         // Normalize angle if needed (atan2 usually handles this)
  4029.         while (reflectAngle > PI) reflectAngle -= 2 * PI;
  4030.         while (reflectAngle <= -PI) reflectAngle += 2 * PI;
  4031.  
  4032.  
  4033.         float reflectionLength = 60.0f; // Length of the reflection line
  4034.         D2D1_POINT_2F reflectionEnd = D2D1::Point2F(
  4035.             finalLineEnd.x + cosf(reflectAngle) * reflectionLength,
  4036.             finalLineEnd.y + sinf(reflectAngle) * reflectionLength
  4037.         );
  4038.  
  4039.         // Draw the reflection line (e.g., using a different color/style)
  4040.         pRT->DrawLine(finalLineEnd, reflectionEnd, pReflectBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  4041.     }
  4042.  
  4043.     // Release resources
  4044.     SafeRelease(&pBrush);
  4045.     SafeRelease(&pGhostBrush);
  4046.     SafeRelease(&pCueBrush);
  4047.     SafeRelease(&pReflectBrush); // Release new brush
  4048.     SafeRelease(&pCyanBrush);
  4049.     SafeRelease(&pPurpleBrush);
  4050.     SafeRelease(&pDashedStyle);
  4051. }
  4052.  
  4053.  
  4054. void DrawUI(ID2D1RenderTarget* pRT) {
  4055.     if (!pTextFormat || !pLargeTextFormat) return;
  4056.  
  4057.     ID2D1SolidColorBrush* pBrush = nullptr;
  4058.     pRT->CreateSolidColorBrush(UI_TEXT_COLOR, &pBrush);
  4059.     if (!pBrush) return;
  4060.  
  4061.     // --- Player Info Area (Top Left/Right) --- (Unchanged)
  4062.     float uiTop = TABLE_TOP - 80;
  4063.     float uiHeight = 60;
  4064.     float p1Left = TABLE_LEFT;
  4065.     float p1Width = 150;
  4066.     float p2Left = TABLE_RIGHT - p1Width;
  4067.     D2D1_RECT_F p1Rect = D2D1::RectF(p1Left, uiTop, p1Left + p1Width, uiTop + uiHeight);
  4068.     D2D1_RECT_F p2Rect = D2D1::RectF(p2Left, uiTop, p2Left + p1Width, uiTop + uiHeight);
  4069.  
  4070.     // Player 1 Info Text (Unchanged)
  4071.     std::wostringstream oss1;
  4072.     oss1 << player1Info.name.c_str() << L"\n";
  4073.     if (player1Info.assignedType != BallType::NONE) {
  4074.         oss1 << ((player1Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
  4075.         oss1 << L" [" << player1Info.ballsPocketedCount << L"/7]";
  4076.     }
  4077.     else {
  4078.         oss1 << L"(Undecided)";
  4079.     }
  4080.     pRT->DrawText(oss1.str().c_str(), (UINT32)oss1.str().length(), pTextFormat, &p1Rect, pBrush);
  4081.     // Draw Player 1 Side Ball
  4082.     if (player1Info.assignedType != BallType::NONE)
  4083.     {
  4084.         ID2D1SolidColorBrush* pBallBrush = nullptr;
  4085.         D2D1_COLOR_F ballColor = (player1Info.assignedType == BallType::SOLID) ?
  4086.             D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
  4087.         pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
  4088.         if (pBallBrush)
  4089.         {
  4090.             D2D1_POINT_2F ballCenter = D2D1::Point2F(p1Rect.right + 10.0f, p1Rect.top + 20.0f);
  4091.             float radius = 10.0f;
  4092.             D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
  4093.             pRT->FillEllipse(&ball, pBallBrush);
  4094.             SafeRelease(&pBallBrush);
  4095.             // Draw border around the ball
  4096.             ID2D1SolidColorBrush* pBorderBrush = nullptr;
  4097.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  4098.             if (pBorderBrush)
  4099.             {
  4100.                 pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
  4101.                 SafeRelease(&pBorderBrush);
  4102.             }
  4103.  
  4104.             // If stripes, draw a stripe band
  4105.             if (player1Info.assignedType == BallType::STRIPE)
  4106.             {
  4107.                 ID2D1SolidColorBrush* pStripeBrush = nullptr;
  4108.                 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  4109.                 if (pStripeBrush)
  4110.                 {
  4111.                     D2D1_RECT_F stripeRect = D2D1::RectF(
  4112.                         ballCenter.x - radius,
  4113.                         ballCenter.y - 3.0f,
  4114.                         ballCenter.x + radius,
  4115.                         ballCenter.y + 3.0f
  4116.                     );
  4117.                     pRT->FillRectangle(&stripeRect, pStripeBrush);
  4118.                     SafeRelease(&pStripeBrush);
  4119.                 }
  4120.             }
  4121.         }
  4122.     }
  4123.  
  4124.  
  4125.     // Player 2 Info Text (Unchanged)
  4126.     std::wostringstream oss2;
  4127.     oss2 << player2Info.name.c_str() << L"\n";
  4128.     if (player2Info.assignedType != BallType::NONE) {
  4129.         oss2 << ((player2Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
  4130.         oss2 << L" [" << player2Info.ballsPocketedCount << L"/7]";
  4131.     }
  4132.     else {
  4133.         oss2 << L"(Undecided)";
  4134.     }
  4135.     pRT->DrawText(oss2.str().c_str(), (UINT32)oss2.str().length(), pTextFormat, &p2Rect, pBrush);
  4136.     // Draw Player 2 Side Ball
  4137.     if (player2Info.assignedType != BallType::NONE)
  4138.     {
  4139.         ID2D1SolidColorBrush* pBallBrush = nullptr;
  4140.         D2D1_COLOR_F ballColor = (player2Info.assignedType == BallType::SOLID) ?
  4141.             D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
  4142.         pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
  4143.         if (pBallBrush)
  4144.         {
  4145.             D2D1_POINT_2F ballCenter = D2D1::Point2F(p2Rect.right + 10.0f, p2Rect.top + 20.0f);
  4146.             float radius = 10.0f;
  4147.             D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
  4148.             pRT->FillEllipse(&ball, pBallBrush);
  4149.             SafeRelease(&pBallBrush);
  4150.             // Draw border around the ball
  4151.             ID2D1SolidColorBrush* pBorderBrush = nullptr;
  4152.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  4153.             if (pBorderBrush)
  4154.             {
  4155.                 pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
  4156.                 SafeRelease(&pBorderBrush);
  4157.             }
  4158.  
  4159.             // If stripes, draw a stripe band
  4160.             if (player2Info.assignedType == BallType::STRIPE)
  4161.             {
  4162.                 ID2D1SolidColorBrush* pStripeBrush = nullptr;
  4163.                 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  4164.                 if (pStripeBrush)
  4165.                 {
  4166.                     D2D1_RECT_F stripeRect = D2D1::RectF(
  4167.                         ballCenter.x - radius,
  4168.                         ballCenter.y - 3.0f,
  4169.                         ballCenter.x + radius,
  4170.                         ballCenter.y + 3.0f
  4171.                     );
  4172.                     pRT->FillRectangle(&stripeRect, pStripeBrush);
  4173.                     SafeRelease(&pStripeBrush);
  4174.                 }
  4175.             }
  4176.         }
  4177.     }
  4178.  
  4179.  
  4180.     // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
  4181.     ID2D1SolidColorBrush* pArrowBrush = nullptr;
  4182.     pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  4183.     if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  4184.         float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
  4185.         float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
  4186.         float arrowTipX, arrowBackX;
  4187.  
  4188.         D2D1_RECT_F playerBox = (currentPlayer == 1) ? p1Rect : p2Rect;
  4189.         arrowBackX = playerBox.left - 25.0f;
  4190.         arrowTipX = arrowBackX + arrowSizeBase * 0.75f;
  4191.  
  4192.         float notchDepth = 12.0f;  // Increased from 6.0f to make the rectangle longer
  4193.         float notchWidth = 10.0f;
  4194.  
  4195.         float cx = arrowBackX;
  4196.         float cy = arrowCenterY;
  4197.  
  4198.         // Define triangle + rectangle tail shape
  4199.         D2D1_POINT_2F tip = D2D1::Point2F(arrowTipX, cy);                           // tip
  4200.         D2D1_POINT_2F baseTop = D2D1::Point2F(cx, cy - arrowSizeBase / 2.0f);          // triangle top
  4201.         D2D1_POINT_2F baseBot = D2D1::Point2F(cx, cy + arrowSizeBase / 2.0f);          // triangle bottom
  4202.  
  4203.         // Rectangle coordinates for the tail portion:
  4204.         D2D1_POINT_2F r1 = D2D1::Point2F(cx - notchDepth, cy - notchWidth / 2.0f);   // rect top-left
  4205.         D2D1_POINT_2F r2 = D2D1::Point2F(cx, cy - notchWidth / 2.0f);                 // rect top-right
  4206.         D2D1_POINT_2F r3 = D2D1::Point2F(cx, cy + notchWidth / 2.0f);                 // rect bottom-right
  4207.         D2D1_POINT_2F r4 = D2D1::Point2F(cx - notchDepth, cy + notchWidth / 2.0f);    // rect bottom-left
  4208.  
  4209.         ID2D1PathGeometry* pPath = nullptr;
  4210.         if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  4211.             ID2D1GeometrySink* pSink = nullptr;
  4212.             if (SUCCEEDED(pPath->Open(&pSink))) {
  4213.                 pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
  4214.                 pSink->AddLine(baseTop);
  4215.                 pSink->AddLine(r2); // transition from triangle into rectangle
  4216.                 pSink->AddLine(r1);
  4217.                 pSink->AddLine(r4);
  4218.                 pSink->AddLine(r3);
  4219.                 pSink->AddLine(baseBot);
  4220.                 pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4221.                 pSink->Close();
  4222.                 SafeRelease(&pSink);
  4223.                 pRT->FillGeometry(pPath, pArrowBrush);
  4224.             }
  4225.             SafeRelease(&pPath);
  4226.         }
  4227.  
  4228.  
  4229.         SafeRelease(&pArrowBrush);
  4230.     }
  4231.  
  4232.     //original
  4233. /*
  4234.     // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
  4235.     ID2D1SolidColorBrush* pArrowBrush = nullptr;
  4236.     pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  4237.     if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  4238.         float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
  4239.         float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
  4240.         float arrowTipX, arrowBackX;
  4241.  
  4242.         if (currentPlayer == 1) {
  4243. arrowBackX = p1Rect.left - 25.0f; // Position left of the box
  4244.             arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
  4245.             // Define points for right-pointing arrow
  4246.             //D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  4247.             //D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  4248.             //D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  4249.             // Enhanced arrow with base rectangle intersection
  4250.     float notchDepth = 6.0f; // Depth of square base "stem"
  4251.     float notchWidth = 4.0f; // Thickness of square part
  4252.  
  4253.     D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  4254.     D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  4255.     D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY - notchWidth / 2.0f); // Square Left-Top
  4256.     D2D1_POINT_2F pt4 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY + notchWidth / 2.0f); // Square Left-Bottom
  4257.     D2D1_POINT_2F pt5 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  4258.  
  4259.  
  4260.     ID2D1PathGeometry* pPath = nullptr;
  4261.     if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  4262.         ID2D1GeometrySink* pSink = nullptr;
  4263.         if (SUCCEEDED(pPath->Open(&pSink))) {
  4264.             pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
  4265.             pSink->AddLine(pt2);
  4266.             pSink->AddLine(pt3);
  4267.             pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4268.             pSink->Close();
  4269.             SafeRelease(&pSink);
  4270.             pRT->FillGeometry(pPath, pArrowBrush);
  4271.         }
  4272.         SafeRelease(&pPath);
  4273.     }
  4274.         }
  4275.  
  4276.  
  4277.         //==================else player 2
  4278.         else { // Player 2
  4279.          // Player 2: Arrow left of P2 box, pointing right (or right of P2 box pointing left?)
  4280.          // Let's keep it consistent: Arrow left of the active player's box, pointing right.
  4281. // Let's keep it consistent: Arrow left of the active player's box, pointing right.
  4282. arrowBackX = p2Rect.left - 25.0f; // Position left of the box
  4283. arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
  4284. // Define points for right-pointing arrow
  4285. D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  4286. D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  4287. D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  4288.  
  4289. ID2D1PathGeometry* pPath = nullptr;
  4290. if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  4291.     ID2D1GeometrySink* pSink = nullptr;
  4292.     if (SUCCEEDED(pPath->Open(&pSink))) {
  4293.         pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
  4294.         pSink->AddLine(pt2);
  4295.         pSink->AddLine(pt3);
  4296.         pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4297.         pSink->Close();
  4298.         SafeRelease(&pSink);
  4299.         pRT->FillGeometry(pPath, pArrowBrush);
  4300.     }
  4301.     SafeRelease(&pPath);
  4302. }
  4303.         }
  4304.         */
  4305.  
  4306.         // --- MODIFIED: Foul Text (Large Red, Bottom Center) ---
  4307.     if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) {
  4308.         ID2D1SolidColorBrush* pFoulBrush = nullptr;
  4309.         pRT->CreateSolidColorBrush(FOUL_TEXT_COLOR, &pFoulBrush);
  4310.         if (pFoulBrush && pLargeTextFormat) {
  4311.             // Calculate Rect for bottom-middle area
  4312.             float foulWidth = 200.0f; // Adjust width as needed
  4313.             float foulHeight = 60.0f;
  4314.             float foulLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (foulWidth / 2.0f);
  4315.             // Position below the pocketed balls bar
  4316.             float foulTop = pocketedBallsBarRect.bottom + 10.0f;
  4317.             D2D1_RECT_F foulRect = D2D1::RectF(foulLeft, foulTop, foulLeft + foulWidth, foulTop + foulHeight);
  4318.  
  4319.             // --- Set text alignment to center for foul text ---
  4320.             pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  4321.             pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  4322.  
  4323.             pRT->DrawText(L"FOUL!", 5, pLargeTextFormat, &foulRect, pFoulBrush);
  4324.  
  4325.             // --- Restore default alignment for large text if needed elsewhere ---
  4326.             // pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
  4327.             // pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  4328.  
  4329.             SafeRelease(&pFoulBrush);
  4330.         }
  4331.     } //Sector# 12 Here
  4332.  
  4333.     if (!pocketCallMessage.empty() &&
  4334.         (currentGameState == CHOOSING_POCKET_P1 || currentGameState == CHOOSING_POCKET_P2 ||
  4335.             (isPlayer2AI && currentPlayer == 2 && IsPlayerOnEightBall(2) && calledPocketP2 == -1 && currentGameState == PLAYER2_TURN))) {
  4336.         ID2D1SolidColorBrush* pMsgBrush = nullptr;
  4337.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pMsgBrush);
  4338.         if (pMsgBrush && pTextFormat) {
  4339.             float msgWidth = 450.0f;
  4340.             float msgHeight = 30.0f;
  4341.             float msgLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (msgWidth / 2.0f);
  4342.             float msgTop = pocketedBallsBarRect.bottom + 10.0f;
  4343.             if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) msgTop += 30.0f;
  4344.  
  4345.             D2D1_RECT_F msgRect = D2D1::RectF(msgLeft, msgTop, msgLeft + msgWidth, msgTop + msgHeight);
  4346.  
  4347.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  4348.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  4349.             pRT->DrawText(pocketCallMessage.c_str(), (UINT32)pocketCallMessage.length(), pTextFormat, &msgRect, pMsgBrush);
  4350.             SafeRelease(&pMsgBrush);
  4351.         }
  4352.     }
  4353.  
  4354.     // Show AI Thinking State (Unchanged from previous step)
  4355.     if (currentGameState == AI_THINKING && pTextFormat) {
  4356.         ID2D1SolidColorBrush* pThinkingBrush = nullptr;
  4357.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pThinkingBrush);
  4358.         if (pThinkingBrush) {
  4359.             D2D1_RECT_F thinkingRect = p2Rect;
  4360.             thinkingRect.top += 20; // Offset within P2 box
  4361.             // Ensure default text alignment for this
  4362.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  4363.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  4364.             pRT->DrawText(L"Thinking...", 11, pTextFormat, &thinkingRect, pThinkingBrush);
  4365.             SafeRelease(&pThinkingBrush);
  4366.         }
  4367.     }
  4368.  
  4369.     SafeRelease(&pBrush);
  4370.  
  4371.     // --- Draw CHEAT MODE label if active ---
  4372.     if (cheatModeEnabled) {
  4373.         ID2D1SolidColorBrush* pCheatBrush = nullptr;
  4374.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red), &pCheatBrush);
  4375.         if (pCheatBrush && pTextFormat) {
  4376.             D2D1_RECT_F cheatTextRect = D2D1::RectF(
  4377.                 TABLE_LEFT + 10.0f,
  4378.                 TABLE_TOP + 10.0f,
  4379.                 TABLE_LEFT + 200.0f,
  4380.                 TABLE_TOP + 40.0f
  4381.             );
  4382.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
  4383.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
  4384.             pRT->DrawText(L"CHEAT MODE ON", wcslen(L"CHEAT MODE ON"), pTextFormat, &cheatTextRect, pCheatBrush);
  4385.         }
  4386.         SafeRelease(&pCheatBrush);
  4387.     }
  4388. }
  4389.  
  4390. void DrawPowerMeter(ID2D1RenderTarget* pRT) {
  4391.     // Draw Border
  4392.     ID2D1SolidColorBrush* pBorderBrush = nullptr;
  4393.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  4394.     if (!pBorderBrush) return;
  4395.     pRT->DrawRectangle(&powerMeterRect, pBorderBrush, 2.0f);
  4396.     SafeRelease(&pBorderBrush);
  4397.  
  4398.     // Create Gradient Fill
  4399.     ID2D1GradientStopCollection* pGradientStops = nullptr;
  4400.     ID2D1LinearGradientBrush* pGradientBrush = nullptr;
  4401.     D2D1_GRADIENT_STOP gradientStops[4];
  4402.     gradientStops[0].position = 0.0f;
  4403.     gradientStops[0].color = D2D1::ColorF(D2D1::ColorF::Green);
  4404.     gradientStops[1].position = 0.45f;
  4405.     gradientStops[1].color = D2D1::ColorF(D2D1::ColorF::Yellow);
  4406.     gradientStops[2].position = 0.7f;
  4407.     gradientStops[2].color = D2D1::ColorF(D2D1::ColorF::Orange);
  4408.     gradientStops[3].position = 1.0f;
  4409.     gradientStops[3].color = D2D1::ColorF(D2D1::ColorF::Red);
  4410.  
  4411.     pRT->CreateGradientStopCollection(gradientStops, 4, &pGradientStops);
  4412.     if (pGradientStops) {
  4413.         D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES props = {};
  4414.         props.startPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.bottom);
  4415.         props.endPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.top);
  4416.         pRT->CreateLinearGradientBrush(props, pGradientStops, &pGradientBrush);
  4417.         SafeRelease(&pGradientStops);
  4418.     }
  4419.  
  4420.     // Calculate Fill Height
  4421.     float fillRatio = 0;
  4422.     //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
  4423.         // Determine if power meter should reflect shot power (human aiming or AI preparing)
  4424.     bool humanIsAimingPower = isAiming && (currentGameState == AIMING || currentGameState == BREAKING);
  4425.     // NEW Condition: AI is displaying its aim, so show its chosen power
  4426.     bool aiIsVisualizingPower = (isPlayer2AI && currentPlayer == 2 &&
  4427.         currentGameState == AI_THINKING && aiIsDisplayingAim);
  4428.  
  4429.     if (humanIsAimingPower || aiIsVisualizingPower) { // Use the new condition
  4430.         fillRatio = shotPower / MAX_SHOT_POWER;
  4431.     }
  4432.     float fillHeight = (powerMeterRect.bottom - powerMeterRect.top) * fillRatio;
  4433.     D2D1_RECT_F fillRect = D2D1::RectF(
  4434.         powerMeterRect.left,
  4435.         powerMeterRect.bottom - fillHeight,
  4436.         powerMeterRect.right,
  4437.         powerMeterRect.bottom
  4438.     );
  4439.  
  4440.     if (pGradientBrush) {
  4441.         pRT->FillRectangle(&fillRect, pGradientBrush);
  4442.         SafeRelease(&pGradientBrush);
  4443.     }
  4444.  
  4445.     // Draw scale notches
  4446.     ID2D1SolidColorBrush* pNotchBrush = nullptr;
  4447.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNotchBrush);
  4448.     if (pNotchBrush) {
  4449.         for (int i = 0; i <= 8; ++i) {
  4450.             float y = powerMeterRect.top + (powerMeterRect.bottom - powerMeterRect.top) * (i / 8.0f);
  4451.             pRT->DrawLine(
  4452.                 D2D1::Point2F(powerMeterRect.right + 2.0f, y),
  4453.                 D2D1::Point2F(powerMeterRect.right + 8.0f, y),
  4454.                 pNotchBrush,
  4455.                 1.5f
  4456.             );
  4457.         }
  4458.         SafeRelease(&pNotchBrush);
  4459.     }
  4460.  
  4461.     // Draw "Power" Label Below Meter
  4462.     if (pTextFormat) {
  4463.         ID2D1SolidColorBrush* pTextBrush = nullptr;
  4464.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pTextBrush);
  4465.         if (pTextBrush) {
  4466.             D2D1_RECT_F textRect = D2D1::RectF(
  4467.                 powerMeterRect.left - 20.0f,
  4468.                 powerMeterRect.bottom + 8.0f,
  4469.                 powerMeterRect.right + 20.0f,
  4470.                 powerMeterRect.bottom + 38.0f
  4471.             );
  4472.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  4473.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
  4474.             pRT->DrawText(L"Power", 5, pTextFormat, &textRect, pTextBrush);
  4475.             SafeRelease(&pTextBrush);
  4476.         }
  4477.     }
  4478.  
  4479.     // Draw Glow Effect if fully charged or fading out
  4480.     static float glowPulse = 0.0f;
  4481.     static bool glowIncreasing = true;
  4482.     static float glowFadeOut = 0.0f; // NEW: tracks fading out
  4483.  
  4484.     if (shotPower >= MAX_SHOT_POWER * 0.99f) {
  4485.         // While fully charged, keep pulsing normally
  4486.         if (glowIncreasing) {
  4487.             glowPulse += 0.02f;
  4488.             if (glowPulse >= 1.0f) glowIncreasing = false;
  4489.         }
  4490.         else {
  4491.             glowPulse -= 0.02f;
  4492.             if (glowPulse <= 0.0f) glowIncreasing = true;
  4493.         }
  4494.         glowFadeOut = 1.0f; // Reset fade out to full
  4495.     }
  4496.     else if (glowFadeOut > 0.0f) {
  4497.         // If shot fired, gradually fade out
  4498.         glowFadeOut -= 0.02f;
  4499.         if (glowFadeOut < 0.0f) glowFadeOut = 0.0f;
  4500.     }
  4501.  
  4502.     if (glowFadeOut > 0.0f) {
  4503.         ID2D1SolidColorBrush* pGlowBrush = nullptr;
  4504.         float effectiveOpacity = (0.3f + 0.7f * glowPulse) * glowFadeOut;
  4505.         pRT->CreateSolidColorBrush(
  4506.             D2D1::ColorF(D2D1::ColorF::Red, effectiveOpacity),
  4507.             &pGlowBrush
  4508.         );
  4509.         if (pGlowBrush) {
  4510.             float glowCenterX = (powerMeterRect.left + powerMeterRect.right) / 2.0f;
  4511.             float glowCenterY = powerMeterRect.top;
  4512.             D2D1_ELLIPSE glowEllipse = D2D1::Ellipse(
  4513.                 D2D1::Point2F(glowCenterX, glowCenterY - 10.0f),
  4514.                 12.0f + 3.0f * glowPulse,
  4515.                 6.0f + 2.0f * glowPulse
  4516.             );
  4517.             pRT->FillEllipse(&glowEllipse, pGlowBrush);
  4518.             SafeRelease(&pGlowBrush);
  4519.         }
  4520.     }
  4521. }
  4522.  
  4523. void DrawSpinIndicator(ID2D1RenderTarget* pRT) {
  4524.     ID2D1SolidColorBrush* pWhiteBrush = nullptr;
  4525.     ID2D1SolidColorBrush* pRedBrush = nullptr;
  4526.  
  4527.     pRT->CreateSolidColorBrush(CUE_BALL_COLOR, &pWhiteBrush);
  4528.     pRT->CreateSolidColorBrush(ENGLISH_DOT_COLOR, &pRedBrush);
  4529.  
  4530.     if (!pWhiteBrush || !pRedBrush) {
  4531.         SafeRelease(&pWhiteBrush);
  4532.         SafeRelease(&pRedBrush);
  4533.         return;
  4534.     }
  4535.  
  4536.     // Draw White Ball Background
  4537.     D2D1_ELLIPSE bgEllipse = D2D1::Ellipse(spinIndicatorCenter, spinIndicatorRadius, spinIndicatorRadius);
  4538.     pRT->FillEllipse(&bgEllipse, pWhiteBrush);
  4539.     pRT->DrawEllipse(&bgEllipse, pRedBrush, 0.5f); // Thin red border
  4540.  
  4541.  
  4542.     // Draw Red Dot for Spin Position
  4543.     float dotRadius = 4.0f;
  4544.     float dotX = spinIndicatorCenter.x + cueSpinX * (spinIndicatorRadius - dotRadius); // Keep dot inside edge
  4545.     float dotY = spinIndicatorCenter.y + cueSpinY * (spinIndicatorRadius - dotRadius);
  4546.     D2D1_ELLIPSE dotEllipse = D2D1::Ellipse(D2D1::Point2F(dotX, dotY), dotRadius, dotRadius);
  4547.     pRT->FillEllipse(&dotEllipse, pRedBrush);
  4548.  
  4549.     SafeRelease(&pWhiteBrush);
  4550.     SafeRelease(&pRedBrush);
  4551. }
  4552.  
  4553.  
  4554. void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT) {
  4555.     ID2D1SolidColorBrush* pBgBrush = nullptr;
  4556.     ID2D1SolidColorBrush* pBallBrush = nullptr;
  4557.  
  4558.     // Ensure render target is valid before proceeding
  4559.     if (!pRT) return;
  4560.  
  4561.     HRESULT hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, 0.8f), &pBgBrush); // Semi-transparent black
  4562.     if (FAILED(hr)) { SafeRelease(&pBgBrush); return; } // Exit if brush creation fails
  4563.  
  4564.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBallBrush); // Placeholder, color will be set per ball
  4565.     if (FAILED(hr)) {
  4566.         SafeRelease(&pBgBrush);
  4567.         SafeRelease(&pBallBrush);
  4568.         return; // Exit if brush creation fails
  4569.     }
  4570.  
  4571.     // Draw the background bar (rounded rect)
  4572.     D2D1_ROUNDED_RECT roundedRect = D2D1::RoundedRect(pocketedBallsBarRect, 10.0f, 10.0f); // Corner radius 10
  4573.     float baseAlpha = 0.8f;
  4574.     float flashBoost = pocketFlashTimer * 0.5f; // Make flash effect boost alpha slightly
  4575.     float finalAlpha = std::min(1.0f, baseAlpha + flashBoost);
  4576.     pBgBrush->SetOpacity(finalAlpha);
  4577.     pRT->FillRoundedRectangle(&roundedRect, pBgBrush);
  4578.     pBgBrush->SetOpacity(1.0f); // Reset opacity after drawing
  4579.  
  4580.     // --- Draw small circles for pocketed balls inside the bar ---
  4581.  
  4582.     // Calculate dimensions based on the bar's height for better scaling
  4583.     float barHeight = pocketedBallsBarRect.bottom - pocketedBallsBarRect.top;
  4584.     float ballDisplayRadius = barHeight * 0.30f; // Make balls slightly smaller relative to bar height
  4585.     float spacing = ballDisplayRadius * 2.2f; // Adjust spacing slightly
  4586.     float padding = spacing * 0.75f; // Add padding from the edges
  4587.     float center_Y = pocketedBallsBarRect.top + barHeight / 2.0f; // Vertical center
  4588.  
  4589.     // Starting X positions with padding
  4590.     float currentX_P1 = pocketedBallsBarRect.left + padding;
  4591.     float currentX_P2 = pocketedBallsBarRect.right - padding; // Start from right edge minus padding
  4592.  
  4593.     int p1DrawnCount = 0;
  4594.     int p2DrawnCount = 0;
  4595.     const int maxBallsToShow = 7; // Max balls per player in the bar
  4596.  
  4597.     for (const auto& b : balls) {
  4598.         if (b.isPocketed) {
  4599.             // Skip cue ball and 8-ball in this indicator
  4600.             if (b.id == 0 || b.id == 8) continue;
  4601.  
  4602.             bool isPlayer1Ball = (player1Info.assignedType != BallType::NONE && b.type == player1Info.assignedType);
  4603.             bool isPlayer2Ball = (player2Info.assignedType != BallType::NONE && b.type == player2Info.assignedType);
  4604.  
  4605.             if (isPlayer1Ball && p1DrawnCount < maxBallsToShow) {
  4606.                 pBallBrush->SetColor(b.color);
  4607.                 // Draw P1 balls from left to right
  4608.                 D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P1 + p1DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
  4609.                 pRT->FillEllipse(&ballEllipse, pBallBrush);
  4610.                 p1DrawnCount++;
  4611.             }
  4612.             else if (isPlayer2Ball && p2DrawnCount < maxBallsToShow) {
  4613.                 pBallBrush->SetColor(b.color);
  4614.                 // Draw P2 balls from right to left
  4615.                 D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P2 - p2DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
  4616.                 pRT->FillEllipse(&ballEllipse, pBallBrush);
  4617.                 p2DrawnCount++;
  4618.             }
  4619.             // Note: Balls pocketed before assignment or opponent balls are intentionally not shown here.
  4620.             // You could add logic here to display them differently if needed (e.g., smaller, grayed out).
  4621.         }
  4622.     }
  4623.  
  4624.     SafeRelease(&pBgBrush);
  4625.     SafeRelease(&pBallBrush);
  4626. }
  4627.  
  4628. void DrawBallInHandIndicator(ID2D1RenderTarget* pRT) {
  4629.     if (!isDraggingCueBall && (currentGameState != BALL_IN_HAND_P1 && currentGameState != BALL_IN_HAND_P2 && currentGameState != PRE_BREAK_PLACEMENT)) {
  4630.         return; // Only show when placing/dragging
  4631.     }
  4632.  
  4633.     Ball* cueBall = GetCueBall();
  4634.     if (!cueBall) return;
  4635.  
  4636.     ID2D1SolidColorBrush* pGhostBrush = nullptr;
  4637.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.6f), &pGhostBrush); // Semi-transparent white
  4638.  
  4639.     if (pGhostBrush) {
  4640.         D2D1_POINT_2F drawPos;
  4641.         if (isDraggingCueBall) {
  4642.             drawPos = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  4643.         }
  4644.         else {
  4645.             // If not dragging but in placement state, show at current ball pos
  4646.             drawPos = D2D1::Point2F(cueBall->x, cueBall->y);
  4647.         }
  4648.  
  4649.         // Check if the placement is valid before drawing differently?
  4650.         bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  4651.         bool isValid = IsValidCueBallPosition(drawPos.x, drawPos.y, behindHeadstring);
  4652.  
  4653.         if (!isValid) {
  4654.             // Maybe draw red outline if invalid placement?
  4655.             pGhostBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
  4656.         }
  4657.  
  4658.  
  4659.         D2D1_ELLIPSE ghostEllipse = D2D1::Ellipse(drawPos, BALL_RADIUS, BALL_RADIUS);
  4660.         pRT->FillEllipse(&ghostEllipse, pGhostBrush);
  4661.         pRT->DrawEllipse(&ghostEllipse, pGhostBrush, 1.0f); // Outline
  4662.  
  4663.         SafeRelease(&pGhostBrush);
  4664.     }
  4665. } //Sector# 11 Here
  4666.  
  4667. void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT) {
  4668.     if (!pRT || !pFactory) return;
  4669.  
  4670.     bool showIndicator = false;
  4671.     int pocketToDisplayArrow = -1;
  4672.     int currentActualPlayer = currentPlayer; // Use the global current player
  4673.  
  4674.     // Is the current human player actively in the CHOOSING_POCKET state?
  4675.     bool isHumanChoosingNow = (currentGameState == CHOOSING_POCKET_P1 && currentActualPlayer == 1) ||
  4676.         (currentGameState == CHOOSING_POCKET_P2 && currentActualPlayer == 2 && !isPlayer2AI);
  4677.  
  4678.     if (isHumanChoosingNow) {
  4679.         showIndicator = true;
  4680.         // If a pocket is hovered, show arrow there.
  4681.         // Else, if a pocket has been CALLED (clicked on), show arrow there.
  4682.         // Else, default to pocket 5 (top-right) if nothing hovered or called yet.
  4683.         int* calledPocketPtr = (currentActualPlayer == 1) ? &calledPocketP1 : &calledPocketP2;
  4684.         if (currentlyHoveredPocket != -1) {
  4685.             pocketToDisplayArrow = currentlyHoveredPocket;
  4686.         }
  4687.         else if (*calledPocketPtr != -1) {
  4688.             pocketToDisplayArrow = *calledPocketPtr;
  4689.         }
  4690.         else {
  4691.             pocketToDisplayArrow = 5; // Default for initial choice
  4692.         }
  4693.     }
  4694.     // Is the current player (human or AI) on the 8-ball and has ALREADY called a pocket?
  4695.     // (and not in the CHOOSING_POCKET state, meaning the choice is "locked in" for this shot attempt)
  4696.     else if (IsPlayerOnEightBall(currentActualPlayer)) {
  4697.         int calledPocketForCurrent = (currentActualPlayer == 1) ? calledPocketP1 : calledPocketP2;
  4698.         if (calledPocketForCurrent != -1) {
  4699.             showIndicator = true;
  4700.             pocketToDisplayArrow = calledPocketForCurrent;
  4701.         }
  4702.         // If it's AI's turn, on 8-ball, but calledPocketP2 is -1, it means AI hasn't made its decision yet.
  4703.         // In this case, AIMakeDecision will set calledPocketP2, and this function will draw it on the next frame.
  4704.         // So, no explicit 'else' needed here to hide for AI if not yet called.
  4705.     }
  4706.  
  4707.     if (!showIndicator || pocketToDisplayArrow < 0 || pocketToDisplayArrow > 5) {
  4708.         return; // Don't draw if no valid condition met or invalid pocket index
  4709.     }
  4710.  
  4711.     // --- Arrow Drawing Logic (remains the same as your previous version) ---
  4712.     ID2D1SolidColorBrush* pArrowBrush = nullptr;
  4713.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Yellow, 0.9f), &pArrowBrush);
  4714.     if (!pArrowBrush) return;
  4715.  
  4716.     D2D1_POINT_2F targetPocketCenter = pocketPositions[pocketToDisplayArrow];
  4717.     float arrowHeadSize = HOLE_VISUAL_RADIUS * 0.5f;
  4718.     float arrowShaftLength = HOLE_VISUAL_RADIUS * 0.3f;
  4719.     float arrowShaftWidth = arrowHeadSize * 0.4f;
  4720.  
  4721.     D2D1_POINT_2F tip, baseLeft, baseRight, shaftTopLeft, shaftTopRight, shaftBottomLeft, shaftBottomRight;
  4722.     float verticalOffsetFromPocketCenter = HOLE_VISUAL_RADIUS * 1.6f;
  4723.  
  4724.     if (targetPocketCenter.y == TABLE_TOP) { // Top row pockets (arrow points down)
  4725.         tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y + verticalOffsetFromPocketCenter + arrowHeadSize);
  4726.         baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
  4727.         baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
  4728.  
  4729.         shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
  4730.         shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
  4731.         shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y - arrowShaftLength);
  4732.         shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y - arrowShaftLength);
  4733.     }
  4734.     else { // Bottom row pockets (arrow points up)
  4735.         tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y - verticalOffsetFromPocketCenter - arrowHeadSize);
  4736.         baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
  4737.         baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
  4738.  
  4739.         shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y + arrowShaftLength);
  4740.         shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y + arrowShaftLength);
  4741.         shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
  4742.         shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
  4743.     }
  4744.  
  4745.     ID2D1PathGeometry* pPath = nullptr;
  4746.     if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  4747.         ID2D1GeometrySink* pSink = nullptr;
  4748.         if (SUCCEEDED(pPath->Open(&pSink))) {
  4749.             pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
  4750.             pSink->AddLine(baseLeft);
  4751.             pSink->AddLine(shaftBottomLeft);
  4752.             pSink->AddLine(shaftTopLeft);
  4753.             pSink->AddLine(shaftTopRight);
  4754.             pSink->AddLine(shaftBottomRight);
  4755.             pSink->AddLine(baseRight);
  4756.             pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  4757.             pSink->Close();
  4758.             SafeRelease(&pSink);
  4759.             pRT->FillGeometry(pPath, pArrowBrush);
  4760.         }
  4761.         SafeRelease(&pPath);
  4762.     }
  4763.     SafeRelease(&pArrowBrush);
  4764. }
  4765. ```
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