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- ==++ Here's the full source code for (file 1\1) of "Pool-Game-CloneV18.cpp"::: ++==
- ```Pool-Game-CloneV18.cpp
- #define WIN32_LEAN_AND_MEAN
- #define NOMINMAX
- #include <windows.h>
- #include <d2d1.h>
- #include <dwrite.h>
- #include <fstream> // For file I/O
- #include <iostream> // For some basic I/O, though not strictly necessary for just file ops
- #include <vector>
- #include <cmath>
- #include <string>
- #include <sstream> // Required for wostringstream
- #include <algorithm> // Required for std::max, std::min
- #include <ctime> // Required for srand, time
- #include <cstdlib> // Required for srand, rand (often included by others, but good practice)
- #include <commctrl.h> // Needed for radio buttons etc. in dialog (if using native controls)
- #include <mmsystem.h> // For PlaySound
- #include <tchar.h> //midi func
- #include <thread>
- #include <atomic>
- #include "resource.h"
- #pragma comment(lib, "Comctl32.lib") // Link against common controls library
- #pragma comment(lib, "d2d1.lib")
- #pragma comment(lib, "dwrite.lib")
- #pragma comment(lib, "Winmm.lib") // Link against Windows Multimedia library
- // --- Constants ---
- const float PI = 3.1415926535f;
- const float BALL_RADIUS = 10.0f;
- const float TABLE_LEFT = 100.0f;
- const float TABLE_TOP = 100.0f;
- const float TABLE_WIDTH = 700.0f;
- const float TABLE_HEIGHT = 350.0f;
- const float TABLE_RIGHT = TABLE_LEFT + TABLE_WIDTH;
- const float TABLE_BOTTOM = TABLE_TOP + TABLE_HEIGHT;
- const float CUSHION_THICKNESS = 20.0f;
- const float HOLE_VISUAL_RADIUS = 22.0f; // Visual size of the hole
- const float POCKET_RADIUS = HOLE_VISUAL_RADIUS * 1.05f; // Make detection radius slightly larger // Make detection radius match visual size (or slightly larger)
- const float MAX_SHOT_POWER = 15.0f;
- const float FRICTION = 0.985f; // Friction factor per frame
- const float MIN_VELOCITY_SQ = 0.01f * 0.01f; // Stop balls below this squared velocity
- const float HEADSTRING_X = TABLE_LEFT + TABLE_WIDTH * 0.30f; // 30% line
- const float RACK_POS_X = TABLE_LEFT + TABLE_WIDTH * 0.65f; // 65% line for rack apex
- const float RACK_POS_Y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
- const UINT ID_TIMER = 1;
- const int TARGET_FPS = 60; // Target frames per second for timer
- // --- Enums ---
- // --- MODIFIED/NEW Enums ---
- enum GameState {
- SHOWING_DIALOG, // NEW: Game is waiting for initial dialog input
- PRE_BREAK_PLACEMENT,// Player placing cue ball for break
- BREAKING, // Player is aiming/shooting the break shot //Sector# 1 Here
- CHOOSING_POCKET_P1, // NEW: Player 1 needs to call pocket for 8-ball
- CHOOSING_POCKET_P2, // NEW: Player 2 needs to call pocket for 8-ball
- AIMING, // Player is aiming
- AI_THINKING, // NEW: AI is calculating its move
- SHOT_IN_PROGRESS, // Balls are moving
- ASSIGNING_BALLS, // Turn after break where ball types are assigned
- PLAYER1_TURN,
- PLAYER2_TURN,
- BALL_IN_HAND_P1,
- BALL_IN_HAND_P2,
- GAME_OVER
- };
- enum BallType {
- NONE,
- SOLID, // Yellow (1-7)
- STRIPE, // Red (9-15)
- EIGHT_BALL, // Black (8)
- CUE_BALL // White (0)
- };
- // NEW Enums for Game Mode and AI Difficulty
- enum GameMode {
- HUMAN_VS_HUMAN,
- HUMAN_VS_AI
- };
- enum AIDifficulty {
- EASY,
- MEDIUM,
- HARD
- };
- enum OpeningBreakMode {
- CPU_BREAK,
- P1_BREAK,
- FLIP_COIN_BREAK
- };
- // --- Structs ---
- struct Ball {
- int id; // 0=Cue, 1-7=Solid, 8=Eight, 9-15=Stripe
- BallType type;
- float x, y;
- float vx, vy;
- D2D1_COLOR_F color;
- bool isPocketed;
- };
- struct PlayerInfo {
- BallType assignedType;
- int ballsPocketedCount;
- std::wstring name;
- };
- // --- Global Variables ---
- // Direct2D & DirectWrite
- ID2D1Factory* pFactory = nullptr;
- //ID2D1Factory* g_pD2DFactory = nullptr;
- ID2D1HwndRenderTarget* pRenderTarget = nullptr;
- IDWriteFactory* pDWriteFactory = nullptr;
- IDWriteTextFormat* pTextFormat = nullptr;
- IDWriteTextFormat* pLargeTextFormat = nullptr; // For "Foul!"
- // Game State
- HWND hwndMain = nullptr;
- GameState currentGameState = SHOWING_DIALOG; // Start by showing dialog
- std::vector<Ball> balls;
- int currentPlayer = 1; // 1 or 2
- PlayerInfo player1Info = { BallType::NONE, 0, L"Player 1" };
- PlayerInfo player2Info = { BallType::NONE, 0, L"CPU" }; // Default P2 name
- bool foulCommitted = false;
- std::wstring gameOverMessage = L"";
- bool firstBallPocketedAfterBreak = false;
- std::vector<int> pocketedThisTurn; //Sector# 2 Here
- int calledPocketP1 = -1; // Pocket index (0-5) called by Player 1 for the 8-ball, -1 if not called yet
- int calledPocketP2 = -1; // Pocket index (0-5) called by Player 2 for the 8-ball, -1 if not called yet
- int currentlyHoveredPocket = -1; // Pocket index (0-5) mouse is hovering over for selection, -1 if none
- bool eightBallCallActiveForCurrentPlayer = false; // True if the current player must call or has called a pocket for the 8-ball
- std::wstring pocketCallMessage = L""; // Message like "Player 1: Choose a pocket for the 8-Ball..."
- // --- NEW: Foul Tracking Globals ---
- int firstHitBallIdThisShot = -1; // ID of the first object ball hit by cue ball (-1 if none)
- bool cueHitObjectBallThisShot = false; // Did cue ball hit an object ball this shot?
- bool railHitAfterContact = false; // Did any ball hit a rail AFTER cue hit an object ball?
- // --- End New Foul Tracking Globals ---
- // NEW Game Mode/AI Globals
- GameMode gameMode = HUMAN_VS_HUMAN; // Default mode
- AIDifficulty aiDifficulty = MEDIUM; // Default difficulty
- OpeningBreakMode openingBreakMode = CPU_BREAK; // Default opening break mode
- bool isPlayer2AI = false; // Is Player 2 controlled by AI?
- bool aiTurnPending = false; // Flag: AI needs to take its turn when possible
- // bool aiIsThinking = false; // Replaced by AI_THINKING game state
- // NEW: Flag to indicate if the current shot is the opening break of the game
- bool isOpeningBreakShot = false;
- // NEW: For AI shot planning and visualization
- struct AIPlannedShot {
- float angle;
- float power;
- float spinX;
- float spinY;
- bool isValid; // Is there a valid shot planned?
- };
- AIPlannedShot aiPlannedShotDetails; // Stores the AI's next shot
- bool aiIsDisplayingAim = false; // True when AI has decided a shot and is in "display aim" mode
- int aiAimDisplayFramesLeft = 0; // How many frames left to display AI aim
- const int AI_AIM_DISPLAY_DURATION_FRAMES = 45; // Approx 0.75 seconds at 60 FPS, adjust as needed
- // Input & Aiming
- POINT ptMouse = { 0, 0 };
- bool isAiming = false;
- bool isDraggingCueBall = false;
- // --- ENSURE THIS LINE EXISTS HERE ---
- bool isDraggingStick = false; // True specifically when drag initiated on the stick graphic
- // --- End Ensure ---
- bool isSettingEnglish = false;
- D2D1_POINT_2F aimStartPoint = { 0, 0 };
- float cueAngle = 0.0f;
- float shotPower = 0.0f;
- float cueSpinX = 0.0f; // Range -1 to 1
- float cueSpinY = 0.0f; // Range -1 to 1
- float pocketFlashTimer = 0.0f;
- bool cheatModeEnabled = false; // Cheat Mode toggle (G key)
- int draggingBallId = -1;
- bool keyboardAimingActive = false; // NEW FLAG: true when arrow keys modify aim/power
- MCIDEVICEID midiDeviceID = 0; //midi func
- std::atomic<bool> isMusicPlaying(false); //midi func
- std::thread musicThread; //midi func
- void StartMidi(HWND hwnd, const TCHAR* midiPath);
- void StopMidi();
- // UI Element Positions
- D2D1_RECT_F powerMeterRect = { TABLE_RIGHT + CUSHION_THICKNESS + 10, TABLE_TOP, TABLE_RIGHT + CUSHION_THICKNESS + 40, TABLE_BOTTOM };
- D2D1_RECT_F spinIndicatorRect = { TABLE_LEFT - CUSHION_THICKNESS - 60, TABLE_TOP + 20, TABLE_LEFT - CUSHION_THICKNESS - 20, TABLE_TOP + 60 }; // Circle area
- D2D1_POINT_2F spinIndicatorCenter = { spinIndicatorRect.left + (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f, spinIndicatorRect.top + (spinIndicatorRect.bottom - spinIndicatorRect.top) / 2.0f };
- float spinIndicatorRadius = (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f;
- D2D1_RECT_F pocketedBallsBarRect = { TABLE_LEFT, TABLE_BOTTOM + CUSHION_THICKNESS + 30, TABLE_RIGHT, TABLE_BOTTOM + CUSHION_THICKNESS + 70 };
- // Corrected Pocket Center Positions (aligned with table corners/edges)
- const D2D1_POINT_2F pocketPositions[6] = {
- {TABLE_LEFT, TABLE_TOP}, // Top-Left
- {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP}, // Top-Middle
- {TABLE_RIGHT, TABLE_TOP}, // Top-Right
- {TABLE_LEFT, TABLE_BOTTOM}, // Bottom-Left
- {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_BOTTOM}, // Bottom-Middle
- {TABLE_RIGHT, TABLE_BOTTOM} // Bottom-Right
- };
- // Colors
- const D2D1_COLOR_F TABLE_COLOR = D2D1::ColorF(0.1608f, 0.4000f, 0.1765f); // Darker Green NEWCOLOR (0.0f, 0.5f, 0.1f) => (0.1608f, 0.4000f, 0.1765f)
- //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)
- const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF(0.3608f, 0.0275f, 0.0078f)); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
- //const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF::Red); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
- const D2D1_COLOR_F POCKET_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
- const D2D1_COLOR_F CUE_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::White);
- const D2D1_COLOR_F EIGHT_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
- const D2D1_COLOR_F SOLID_COLOR = D2D1::ColorF(D2D1::ColorF::Yellow); // Solids = Yellow
- const D2D1_COLOR_F STRIPE_COLOR = D2D1::ColorF(D2D1::ColorF::Red); // Stripes = Red
- const D2D1_COLOR_F AIM_LINE_COLOR = D2D1::ColorF(D2D1::ColorF::White, 0.7f); // Semi-transparent white
- const D2D1_COLOR_F FOUL_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
- const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(0.1333f, 0.7294f, 0.7490f); //NEWCOLOR 0.1333f, 0.7294f, 0.7490f => ::Blue
- //const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(D2D1::ColorF::Blue);
- const D2D1_COLOR_F ENGLISH_DOT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
- const D2D1_COLOR_F UI_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
- // --- Forward Declarations ---
- HRESULT CreateDeviceResources();
- void DiscardDeviceResources();
- void OnPaint();
- void OnResize(UINT width, UINT height);
- void InitGame();
- void GameUpdate();
- void UpdatePhysics();
- void CheckCollisions();
- bool CheckPockets(); // Returns true if any ball was pocketed
- void ProcessShotResults();
- void ApplyShot(float power, float angle, float spinX, float spinY);
- void RespawnCueBall(bool behindHeadstring);
- bool AreBallsMoving();
- void SwitchTurns();
- void AssignPlayerBallTypes(BallType firstPocketedType);
- void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed);
- Ball* GetBallById(int id);
- Ball* GetCueBall();
- //void PlayGameMusic(HWND hwnd); //midi func
- void AIBreakShot();
- // Drawing Functions
- void DrawScene(ID2D1RenderTarget* pRT);
- void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory);
- void DrawBalls(ID2D1RenderTarget* pRT);
- void DrawCueStick(ID2D1RenderTarget* pRT);
- void DrawAimingAids(ID2D1RenderTarget* pRT);
- void DrawUI(ID2D1RenderTarget* pRT);
- void DrawPowerMeter(ID2D1RenderTarget* pRT);
- void DrawSpinIndicator(ID2D1RenderTarget* pRT);
- void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT); //Sector# 9 Here
- void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT); // NEW
- void DrawBallInHandIndicator(ID2D1RenderTarget* pRT);
- // Helper Functions
- float GetDistance(float x1, float y1, float x2, float y2);
- float GetDistanceSq(float x1, float y1, float x2, float y2);
- bool IsValidCueBallPosition(float x, float y, bool checkHeadstring);
- template <typename T> void SafeRelease(T** ppT);
- // --- ADD FORWARD DECLARATION FOR NEW HELPER HERE ---
- float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b);
- // --- End Forward Declaration --- //Sector# 4 Here
- bool IsPlayerOnEightBall(int player); // NEW helper
- void CheckAndTransitionToPocketChoice(int playerID); // NEW
- 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
- // --- NEW Forward Declarations ---
- // AI Related
- struct AIShotInfo; // Define below
- void TriggerAIMove();
- void AIMakeDecision();
- void AIPlaceCueBall();
- AIShotInfo AIFindBestShot();
- AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex);
- bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2);
- Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq); // Added hitDistSq output
- float CalculateShotPower(float cueToGhostDist, float targetToPocketDist);
- D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex);
- bool IsValidAIAimAngle(float angle); // Basic check
- // Dialog Related
- INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
- void ShowNewGameDialog(HINSTANCE hInstance);
- void LoadSettings(); // For deserialization
- void SaveSettings(); // For serialization
- const std::wstring SETTINGS_FILE_NAME = L"Pool-Settings.txt";
- void ResetGame(HINSTANCE hInstance); // Function to handle F2 reset
- // --- Forward Declaration for Window Procedure --- <<< Add this line HERE
- LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
- // --- NEW Struct for AI Shot Evaluation ---
- struct AIShotInfo {
- bool possible = false; // Is this shot considered viable?
- Ball* targetBall = nullptr; // Which ball to hit
- int pocketIndex = -1; // Which pocket to aim for (0-5)
- D2D1_POINT_2F ghostBallPos = { 0,0 }; // Where cue ball needs to hit target ball
- float angle = 0.0f; // Calculated shot angle
- float power = 0.0f; // Calculated shot power
- float score = -1.0f; // Score for this shot (higher is better)
- bool involves8Ball = false; // Is the target the 8-ball?
- };
- /*
- table = TABLE_COLOR new: #29662d (0.1608, 0.4000, 0.1765) => old: (0.0f, 0.5f, 0.1f)
- rail CUSHION_COLOR = #5c0702 (0.3608, 0.0275, 0.0078) => ::Red
- gap = #e99d33 (0.9157, 0.6157, 0.2000) => ::Orange
- winbg = #5e8863 (0.3686, 0.5333, 0.3882) => 1.0f, 1.0f, 0.803f
- headstring = #47742f (0.2784, 0.4549, 0.1843) => ::White
- bluearrow = #08b0a5 (0.0314, 0.6902, 0.6471) *#22babf (0.1333,0.7294,0.7490) => ::Blue
- */
- // --- NEW Settings Serialization Functions ---
- void SaveSettings() {
- std::ofstream outFile(SETTINGS_FILE_NAME);
- if (outFile.is_open()) {
- outFile << static_cast<int>(gameMode) << std::endl;
- outFile << static_cast<int>(aiDifficulty) << std::endl;
- outFile << static_cast<int>(openingBreakMode) << std::endl;
- outFile.close();
- }
- // else: Handle error, e.g., log or silently fail
- }
- void LoadSettings() {
- std::ifstream inFile(SETTINGS_FILE_NAME);
- if (inFile.is_open()) {
- int gm, aid, obm;
- if (inFile >> gm) {
- gameMode = static_cast<GameMode>(gm);
- }
- if (inFile >> aid) {
- aiDifficulty = static_cast<AIDifficulty>(aid);
- }
- if (inFile >> obm) {
- openingBreakMode = static_cast<OpeningBreakMode>(obm);
- }
- inFile.close();
- // Validate loaded settings (optional, but good practice)
- if (gameMode < HUMAN_VS_HUMAN || gameMode > HUMAN_VS_AI) gameMode = HUMAN_VS_HUMAN; // Default
- if (aiDifficulty < EASY || aiDifficulty > HARD) aiDifficulty = MEDIUM; // Default
- if (openingBreakMode < CPU_BREAK || openingBreakMode > FLIP_COIN_BREAK) openingBreakMode = CPU_BREAK; // Default
- }
- // else: File doesn't exist or couldn't be opened, use defaults (already set in global vars)
- }
- // --- End Settings Serialization Functions ---
- // --- NEW Dialog Procedure ---
- INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) {
- switch (message) {
- case WM_INITDIALOG:
- {
- // --- ACTION 4: Center Dialog Box ---
- // Optional: Force centering if default isn't working
- RECT rcDlg, rcOwner, rcScreen;
- HWND hwndOwner = GetParent(hDlg); // GetParent(hDlg) might be better if hwndMain is passed
- if (hwndOwner == NULL) hwndOwner = GetDesktopWindow();
- GetWindowRect(hwndOwner, &rcOwner);
- GetWindowRect(hDlg, &rcDlg);
- CopyRect(&rcScreen, &rcOwner); // Use owner rect as reference bounds
- // Offset the owner rect relative to the screen if it's not the desktop
- if (GetParent(hDlg) != NULL) { // If parented to main window (passed to DialogBoxParam)
- OffsetRect(&rcOwner, -rcScreen.left, -rcScreen.top);
- OffsetRect(&rcDlg, -rcScreen.left, -rcScreen.top);
- OffsetRect(&rcScreen, -rcScreen.left, -rcScreen.top);
- }
- // Calculate centered position
- int x = rcOwner.left + (rcOwner.right - rcOwner.left - (rcDlg.right - rcDlg.left)) / 2;
- int y = rcOwner.top + (rcOwner.bottom - rcOwner.top - (rcDlg.bottom - rcDlg.top)) / 2;
- // Ensure it stays within screen bounds (optional safety)
- x = std::max(static_cast<int>(rcScreen.left), x);
- y = std::max(static_cast<int>(rcScreen.top), y);
- if (x + (rcDlg.right - rcDlg.left) > rcScreen.right)
- x = rcScreen.right - (rcDlg.right - rcDlg.left);
- if (y + (rcDlg.bottom - rcDlg.top) > rcScreen.bottom)
- y = rcScreen.bottom - (rcDlg.bottom - rcDlg.top);
- // Set the dialog position
- SetWindowPos(hDlg, HWND_TOP, x, y, 0, 0, SWP_NOSIZE);
- // --- End Centering Code ---
- // Set initial state based on current global settings (or defaults)
- CheckRadioButton(hDlg, IDC_RADIO_2P, IDC_RADIO_CPU, (gameMode == HUMAN_VS_HUMAN) ? IDC_RADIO_2P : IDC_RADIO_CPU);
- CheckRadioButton(hDlg, IDC_RADIO_EASY, IDC_RADIO_HARD,
- (aiDifficulty == EASY) ? IDC_RADIO_EASY : ((aiDifficulty == MEDIUM) ? IDC_RADIO_MEDIUM : IDC_RADIO_HARD));
- // Enable/Disable AI group based on initial mode
- EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), gameMode == HUMAN_VS_AI);
- // Set initial state for Opening Break Mode
- CheckRadioButton(hDlg, IDC_RADIO_CPU_BREAK, IDC_RADIO_FLIP_BREAK,
- (openingBreakMode == CPU_BREAK) ? IDC_RADIO_CPU_BREAK : ((openingBreakMode == P1_BREAK) ? IDC_RADIO_P1_BREAK : IDC_RADIO_FLIP_BREAK));
- // Enable/Disable Opening Break group based on initial mode
- EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), gameMode == HUMAN_VS_AI);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), gameMode == HUMAN_VS_AI);
- }
- return (INT_PTR)TRUE;
- case WM_COMMAND:
- switch (LOWORD(wParam)) {
- case IDC_RADIO_2P:
- case IDC_RADIO_CPU:
- {
- bool isCPU = IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED;
- // Enable/Disable AI group controls based on selection
- EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), isCPU);
- // Also enable/disable Opening Break Mode group
- EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), isCPU);
- EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), isCPU);
- }
- return (INT_PTR)TRUE;
- case IDOK:
- // Retrieve selected options and store in global variables
- if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED) {
- gameMode = HUMAN_VS_AI;
- if (IsDlgButtonChecked(hDlg, IDC_RADIO_EASY) == BST_CHECKED) aiDifficulty = EASY;
- else if (IsDlgButtonChecked(hDlg, IDC_RADIO_MEDIUM) == BST_CHECKED) aiDifficulty = MEDIUM;
- else if (IsDlgButtonChecked(hDlg, IDC_RADIO_HARD) == BST_CHECKED) aiDifficulty = HARD;
- if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU_BREAK) == BST_CHECKED) openingBreakMode = CPU_BREAK;
- else if (IsDlgButtonChecked(hDlg, IDC_RADIO_P1_BREAK) == BST_CHECKED) openingBreakMode = P1_BREAK;
- else if (IsDlgButtonChecked(hDlg, IDC_RADIO_FLIP_BREAK) == BST_CHECKED) openingBreakMode = FLIP_COIN_BREAK;
- }
- else {
- gameMode = HUMAN_VS_HUMAN;
- // openingBreakMode doesn't apply to HvsH, can leave as is or reset
- }
- SaveSettings(); // Save settings when OK is pressed
- EndDialog(hDlg, IDOK); // Close dialog, return IDOK
- return (INT_PTR)TRUE;
- case IDCANCEL: // Handle Cancel or closing the dialog
- // Optionally, could reload settings here if you want cancel to revert to previously saved state
- EndDialog(hDlg, IDCANCEL);
- return (INT_PTR)TRUE;
- }
- break; // End WM_COMMAND
- }
- return (INT_PTR)FALSE; // Default processing
- }
- // --- NEW Helper to Show Dialog ---
- void ShowNewGameDialog(HINSTANCE hInstance) {
- if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), hwndMain, NewGameDialogProc, 0) == IDOK) {
- // User clicked Start, reset game with new settings
- isPlayer2AI = (gameMode == HUMAN_VS_AI); // Update AI flag
- if (isPlayer2AI) {
- switch (aiDifficulty) {
- case EASY: player2Info.name = L"CPU (Easy)"; break;
- case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
- case HARD: player2Info.name = L"CPU (Hard)"; break;
- }
- }
- else {
- player2Info.name = L"Player 2";
- }
- // Update window title
- std::wstring windowTitle = L"Direct2D 8-Ball Pool";
- if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
- else windowTitle += L" (Human vs " + player2Info.name + L")";
- SetWindowText(hwndMain, windowTitle.c_str());
- InitGame(); // Re-initialize game logic & board
- InvalidateRect(hwndMain, NULL, TRUE); // Force redraw
- }
- else {
- // User cancelled dialog - maybe just resume game? Or exit?
- // For simplicity, we do nothing, game continues as it was.
- // To exit on cancel from F2, would need more complex state management.
- }
- }
- // --- NEW Reset Game Function ---
- void ResetGame(HINSTANCE hInstance) {
- // Call the helper function to show the dialog and re-init if OK clicked
- ShowNewGameDialog(hInstance);
- }
- // --- WinMain ---
- int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR, int nCmdShow) {
- if (FAILED(CoInitialize(NULL))) {
- MessageBox(NULL, L"COM Initialization Failed.", L"Error", MB_OK | MB_ICONERROR);
- return -1;
- }
- // --- NEW: Load settings at startup ---
- LoadSettings();
- // --- NEW: Show configuration dialog FIRST ---
- if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), NULL, NewGameDialogProc, 0) != IDOK) {
- // User cancelled the dialog
- CoUninitialize();
- return 0; // Exit gracefully if dialog cancelled
- }
- // Global gameMode and aiDifficulty are now set by the DialogProc
- // Set AI flag based on game mode
- isPlayer2AI = (gameMode == HUMAN_VS_AI);
- if (isPlayer2AI) {
- switch (aiDifficulty) {
- case EASY: player2Info.name = L"CPU (Easy)"; break;
- case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
- case HARD: player2Info.name = L"CPU (Hard)"; break;
- }
- }
- else {
- player2Info.name = L"Player 2";
- }
- // --- End of Dialog Logic ---
- WNDCLASS wc = { };
- wc.lpfnWndProc = WndProc;
- wc.hInstance = hInstance;
- wc.lpszClassName = L"Direct2D_8BallPool";
- wc.hCursor = LoadCursor(NULL, IDC_ARROW);
- wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
- wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1)); // Use your actual icon ID here
- if (!RegisterClass(&wc)) {
- MessageBox(NULL, L"Window Registration Failed.", L"Error", MB_OK | MB_ICONERROR);
- CoUninitialize();
- return -1;
- }
- // --- ACTION 4: Calculate Centered Window Position ---
- const int WINDOW_WIDTH = 1000; // Define desired width
- const int WINDOW_HEIGHT = 700; // Define desired height
- int screenWidth = GetSystemMetrics(SM_CXSCREEN);
- int screenHeight = GetSystemMetrics(SM_CYSCREEN);
- int windowX = (screenWidth - WINDOW_WIDTH) / 2;
- int windowY = (screenHeight - WINDOW_HEIGHT) / 2;
- // --- Change Window Title based on mode ---
- std::wstring windowTitle = L"Direct2D 8-Ball Pool";
- if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
- else windowTitle += L" (Human vs " + player2Info.name + L")";
- DWORD dwStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; // No WS_THICKFRAME, No WS_MAXIMIZEBOX
- hwndMain = CreateWindowEx(
- 0, L"Direct2D_8BallPool", windowTitle.c_str(), dwStyle,
- windowX, windowY, WINDOW_WIDTH, WINDOW_HEIGHT,
- NULL, NULL, hInstance, NULL
- );
- if (!hwndMain) {
- MessageBox(NULL, L"Window Creation Failed.", L"Error", MB_OK | MB_ICONERROR);
- CoUninitialize();
- return -1;
- }
- // Initialize Direct2D Resources AFTER window creation
- if (FAILED(CreateDeviceResources())) {
- MessageBox(NULL, L"Failed to create Direct2D resources.", L"Error", MB_OK | MB_ICONERROR);
- DestroyWindow(hwndMain);
- CoUninitialize();
- return -1;
- }
- InitGame(); // Initialize game state AFTER resources are ready & mode is set
- Sleep(500); // Allow window to fully initialize before starting the countdown //midi func
- StartMidi(hwndMain, TEXT("BSQ.MID")); // Replace with your MIDI filename
- //PlayGameMusic(hwndMain); //midi func
- ShowWindow(hwndMain, nCmdShow);
- UpdateWindow(hwndMain);
- if (!SetTimer(hwndMain, ID_TIMER, 1000 / TARGET_FPS, NULL)) {
- MessageBox(NULL, L"Could not SetTimer().", L"Error", MB_OK | MB_ICONERROR);
- DestroyWindow(hwndMain);
- CoUninitialize();
- return -1;
- }
- MSG msg = { };
- // --- Modified Main Loop ---
- // Handles the case where the game starts in SHOWING_DIALOG state (handled now before loop)
- // or gets reset to it via F2. The main loop runs normally once game starts.
- while (GetMessage(&msg, NULL, 0, 0)) {
- // We might need modeless dialog handling here if F2 shows dialog
- // while window is active, but DialogBoxParam is modal.
- // Let's assume F2 hides main window, shows dialog, then restarts game loop.
- // Simpler: F2 calls ResetGame which calls DialogBoxParam (modal) then InitGame.
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
- KillTimer(hwndMain, ID_TIMER);
- DiscardDeviceResources();
- SaveSettings(); // Save settings on exit
- CoUninitialize();
- return (int)msg.wParam;
- }
- // --- WndProc ---
- LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
- // Declare cueBall pointer once at the top, used in multiple cases
- // For clarity, often better to declare within each case where needed.
- Ball* cueBall = nullptr; // Initialize to nullptr
- switch (msg) {
- case WM_CREATE:
- // Resources are now created in WinMain after CreateWindowEx
- return 0;
- case WM_PAINT:
- OnPaint();
- // Validate the entire window region after painting
- ValidateRect(hwnd, NULL);
- return 0;
- case WM_SIZE: {
- UINT width = LOWORD(lParam);
- UINT height = HIWORD(lParam);
- OnResize(width, height);
- return 0;
- }
- case WM_TIMER:
- if (wParam == ID_TIMER) {
- GameUpdate(); // Update game logic and physics
- InvalidateRect(hwnd, NULL, FALSE); // Request redraw
- }
- return 0;
- // --- NEW: Handle F2 Key for Reset ---
- // --- MODIFIED: Handle More Keys ---
- case WM_KEYDOWN:
- { // Add scope for variable declarations
- // --- FIX: Get Cue Ball pointer for this scope ---
- cueBall = GetCueBall();
- // We might allow some keys even if cue ball is gone (like F1/F2), but actions need it
- // --- End Fix ---
- // Check which player can interact via keyboard (Humans only)
- bool canPlayerControl = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P1 || currentGameState == PRE_BREAK_PLACEMENT)) ||
- (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT)));
- // --- F1 / F2 Keys (Always available) ---
- if (wParam == VK_F2) {
- HINSTANCE hInstance = (HINSTANCE)GetWindowLongPtr(hwnd, GWLP_HINSTANCE);
- ResetGame(hInstance); // Call reset function
- return 0; // Indicate key was processed
- }
- else if (wParam == VK_F1) {
- MessageBox(hwnd,
- L"Direct2D-based StickPool game made in C++ from scratch (2764+ lines of code)\n" // Update line count if needed
- L"First successful Clone in C++ (no other sites or projects were there to glean from.) Made /w AI assist\n"
- L"(others were in JS/ non-8-Ball in C# etc.) w/o OOP and Graphics Frameworks all in a Single file.\n"
- L"Copyright (C) 2025 Evans Thorpemorton, Entisoft Solutions.\n"
- L"Includes AI Difficulty Modes, Aim-Trajectory For Table Rails + Hard Angles TipShots. || F2=New Game",
- L"About This Game", MB_OK | MB_ICONINFORMATION);
- return 0; // Indicate key was processed
- }
- // Check for 'M' key (uppercase or lowercase)
- // Toggle music with "M"
- if (wParam == 'M' || wParam == 'm') {
- //static bool isMusicPlaying = false;
- if (isMusicPlaying) {
- // Stop the music
- StopMidi();
- isMusicPlaying = false;
- }
- else {
- // Build the MIDI file path
- TCHAR midiPath[MAX_PATH];
- GetModuleFileName(NULL, midiPath, MAX_PATH);
- // Keep only the directory part
- TCHAR* lastBackslash = _tcsrchr(midiPath, '\\');
- if (lastBackslash != NULL) {
- *(lastBackslash + 1) = '\0';
- }
- // Append the MIDI filename
- _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID")); // Adjust filename if needed
- // Start playing MIDI
- StartMidi(hwndMain, midiPath);
- isMusicPlaying = true;
- }
- }
- // --- Player Interaction Keys (Only if allowed) ---
- if (canPlayerControl) {
- // --- Get Shift Key State ---
- bool shiftPressed = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- float angleStep = shiftPressed ? 0.05f : 0.01f; // Base step / Faster step (Adjust as needed) // Multiplier was 5x
- float powerStep = 0.2f; // Power step (Adjust as needed)
- switch (wParam) {
- case VK_LEFT: // Rotate Cue Stick Counter-Clockwise
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- cueAngle -= angleStep;
- // Normalize angle (keep between 0 and 2*PI)
- if (cueAngle < 0) cueAngle += 2 * PI;
- // Ensure state shows aiming visuals if turn just started
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = false; // Keyboard adjust doesn't use mouse aiming state
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_RIGHT: // Rotate Cue Stick Clockwise
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- cueAngle += angleStep;
- // Normalize angle (keep between 0 and 2*PI)
- if (cueAngle >= 2 * PI) cueAngle -= 2 * PI;
- // Ensure state shows aiming visuals if turn just started
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = false;
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_UP: // Decrease Shot Power
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- shotPower -= powerStep;
- if (shotPower < 0.0f) shotPower = 0.0f;
- // Ensure state shows aiming visuals if turn just started
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = true; // Keyboard adjust doesn't use mouse aiming state
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_DOWN: // Increase Shot Power
- if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- shotPower += powerStep;
- if (shotPower > MAX_SHOT_POWER) shotPower = MAX_SHOT_POWER;
- // Ensure state shows aiming visuals if turn just started
- if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
- isAiming = true;
- isDraggingStick = false;
- keyboardAimingActive = true;
- }
- break;
- case VK_SPACE: // Trigger Shot
- if ((currentGameState == AIMING || currentGameState == BREAKING || currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
- && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING)
- {
- if (shotPower > 0.15f) { // Use same threshold as mouse
- // Reset foul flags BEFORE applying shot
- firstHitBallIdThisShot = -1;
- cueHitObjectBallThisShot = false;
- railHitAfterContact = false;
- // Play sound & Apply Shot
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
- ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
- // Update State
- currentGameState = SHOT_IN_PROGRESS;
- foulCommitted = false;
- pocketedThisTurn.clear();
- shotPower = 0; // Reset power after shooting
- isAiming = false; isDraggingStick = false; // Reset aiming flags
- keyboardAimingActive = false;
- }
- }
- break;
- case VK_ESCAPE: // Cancel Aim/Shot Setup
- if ((currentGameState == AIMING || currentGameState == BREAKING) || shotPower > 0)
- {
- shotPower = 0.0f;
- isAiming = false;
- isDraggingStick = false;
- keyboardAimingActive = false;
- // Revert to basic turn state if not breaking
- if (currentGameState != BREAKING) {
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- }
- }
- break;
- case 'G': // Toggle Cheat Mode
- cheatModeEnabled = !cheatModeEnabled;
- if (cheatModeEnabled)
- MessageBeep(MB_ICONEXCLAMATION); // Play a beep when enabling
- else
- MessageBeep(MB_OK); // Play a different beep when disabling
- break;
- default:
- // Allow default processing for other keys if needed
- // return DefWindowProc(hwnd, msg, wParam, lParam); // Usually not needed for WM_KEYDOWN
- break;
- } // End switch(wParam) for player controls
- return 0; // Indicate player control key was processed
- } // End if(canPlayerControl)
- } // End scope for WM_KEYDOWN case
- // If key wasn't F1/F2 and player couldn't control, maybe allow default processing?
- // return DefWindowProc(hwnd, msg, wParam, lParam); // Or just return 0
- return 0;
- case WM_MOUSEMOVE: {
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam); //Sector# 7 Here
- cueBall = GetCueBall(); // Declare and get cueBall pointer
- if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
- (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
- int oldHover = currentlyHoveredPocket;
- currentlyHoveredPocket = -1; // Reset
- for (int i = 0; i < 6; ++i) {
- // Use HOLE_VISUAL_RADIUS for clicking/hovering the visual hole
- 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
- currentlyHoveredPocket = i;
- break;
- }
- }
- if (oldHover != currentlyHoveredPocket) {
- InvalidateRect(hwnd, NULL, FALSE); // Request redraw only if hover changed
- }
- return 0; // Consume mouse move if in this state, preventing other mouse move actions
- }
- if (isDraggingCueBall && cheatModeEnabled && draggingBallId != -1) {
- Ball* ball = GetBallById(draggingBallId);
- if (ball) {
- ball->x = (float)ptMouse.x;
- ball->y = (float)ptMouse.y;
- ball->vx = ball->vy = 0.0f;
- }
- return 0;
- }
- if (!cueBall) return 0;
- // Update Aiming Logic (Check player turn)
- if (isDraggingCueBall &&
- ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
- (!isPlayer2AI && currentPlayer == 2 && currentGameState == BALL_IN_HAND_P2) ||
- currentGameState == PRE_BREAK_PLACEMENT))
- {
- bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
- // Tentative position update
- cueBall->x = (float)ptMouse.x;
- cueBall->y = (float)ptMouse.y;
- cueBall->vx = cueBall->vy = 0;
- }
- else if ((isAiming || isDraggingStick) &&
- ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
- (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
- {
- //NEW2 MOUSEBOUND CODE = START
- /*// Clamp mouse inside table bounds during aiming
- if (ptMouse.x < TABLE_LEFT) ptMouse.x = TABLE_LEFT;
- if (ptMouse.x > TABLE_RIGHT) ptMouse.x = TABLE_RIGHT;
- if (ptMouse.y < TABLE_TOP) ptMouse.y = TABLE_TOP;
- if (ptMouse.y > TABLE_BOTTOM) ptMouse.y = TABLE_BOTTOM;*/
- //NEW2 MOUSEBOUND CODE = END
- // Aiming drag updates angle and power
- float dx = (float)ptMouse.x - cueBall->x;
- float dy = (float)ptMouse.y - cueBall->y;
- if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
- //float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
- //shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
- if (!keyboardAimingActive) { // Only update shotPower if NOT keyboard aiming
- float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
- shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
- }
- }
- else if (isSettingEnglish &&
- ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING)) ||
- (!isPlayer2AI && currentPlayer == 2 && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING))))
- {
- // Setting English
- float dx = (float)ptMouse.x - spinIndicatorCenter.x;
- float dy = (float)ptMouse.y - spinIndicatorCenter.y;
- float dist = GetDistance(dx, dy, 0, 0);
- if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
- cueSpinX = dx / spinIndicatorRadius;
- cueSpinY = dy / spinIndicatorRadius;
- }
- else {
- //DISABLE PERM AIMING = START
- /*// Update visual angle even when not aiming/dragging (Check player turn)
- bool canUpdateVisualAngle = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BALL_IN_HAND_P1)) ||
- (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2)) ||
- currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING || currentGameState == AIMING);
- if (canUpdateVisualAngle && !isDraggingCueBall && !isAiming && !isDraggingStick && !keyboardAimingActive) // NEW: Prevent mouse override if keyboard aiming
- {
- // NEW MOUSEBOUND CODE = START
- // Only update cue angle if mouse is inside the playable table area
- if (ptMouse.x >= TABLE_LEFT && ptMouse.x <= TABLE_RIGHT &&
- ptMouse.y >= TABLE_TOP && ptMouse.y <= TABLE_BOTTOM)
- {
- // NEW MOUSEBOUND CODE = END
- Ball* cb = cueBall; // Use function-scope cueBall // Already got cueBall above
- if (cb) {
- float dx = (float)ptMouse.x - cb->x;
- float dy = (float)ptMouse.y - cb->y;
- if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
- }
- } //NEW MOUSEBOUND CODE LINE = DISABLE
- }*/
- //DISABLE PERM AIMING = END
- }
- return 0;
- } // End WM_MOUSEMOVE
- case WM_LBUTTONDOWN: {
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam); //Sector# 8 Here
- if ((currentGameState == CHOOSING_POCKET_P1 && currentPlayer == 1) ||
- (currentGameState == CHOOSING_POCKET_P2 && currentPlayer == 2 && !isPlayer2AI)) {
- int clickedPocket = -1;
- for (int i = 0; i < 6; ++i) {
- 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
- clickedPocket = i;
- break;
- }
- }
- if (clickedPocket != -1) {
- if (currentPlayer == 1) {
- calledPocketP1 = clickedPocket;
- }
- else {
- calledPocketP2 = clickedPocket;
- }
- currentlyHoveredPocket = clickedPocket;
- InvalidateRect(hwnd, NULL, FALSE); // Redraw to show arrow
- return 0; // Stay in CHOOSING_POCKET_PX state
- }
- // If click was not on pocket, but a pocket is selected, allow transition to aiming by clicking cue ball
- int* currentCalledPocketPtr = (currentPlayer == 1) ? &calledPocketP1 : &calledPocketP2;
- Ball* cueBall = GetCueBall();
- if (*currentCalledPocketPtr != -1 && cueBall && !cueBall->isPocketed &&
- GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, cueBall->x, cueBall->y) < BALL_RADIUS * BALL_RADIUS * 4.0f) {
- pocketCallMessage = L"";
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- isAiming = true;
- aimStartPoint.x = static_cast<FLOAT>(ptMouse.x);
- aimStartPoint.y = static_cast<FLOAT>(ptMouse.y);
- InvalidateRect(hwnd, NULL, TRUE);
- return 0; // Consumed click
- }
- return 0; // Consume click even if not on a pocket to prevent other actions
- }
- if (cheatModeEnabled) {
- // Allow dragging any ball freely
- for (Ball& ball : balls) {
- float distSq = GetDistanceSq(ball.x, ball.y, (float)ptMouse.x, (float)ptMouse.y);
- if (distSq <= BALL_RADIUS * BALL_RADIUS * 4) { // Click near ball
- isDraggingCueBall = true;
- draggingBallId = ball.id;
- if (ball.id == 0) {
- // If dragging cue ball manually, ensure we stay in Ball-In-Hand state
- if (currentPlayer == 1)
- currentGameState = BALL_IN_HAND_P1;
- else if (currentPlayer == 2 && !isPlayer2AI)
- currentGameState = BALL_IN_HAND_P2;
- }
- return 0;
- }
- }
- }
- Ball* cueBall = GetCueBall(); // Declare and get cueBall pointer
- // Check which player is allowed to interact via mouse click
- bool canPlayerClickInteract = ((currentPlayer == 1) || (currentPlayer == 2 && !isPlayer2AI));
- // Define states where interaction is generally allowed
- bool canInteractState = (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
- currentGameState == AIMING || currentGameState == BREAKING ||
- currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 ||
- currentGameState == PRE_BREAK_PLACEMENT);
- // Check Spin Indicator first (Allow if player's turn/aim phase)
- if (canPlayerClickInteract && canInteractState) {
- float spinDistSq = GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, spinIndicatorCenter.x, spinIndicatorCenter.y);
- if (spinDistSq < spinIndicatorRadius * spinIndicatorRadius * 1.2f) {
- isSettingEnglish = true;
- float dx = (float)ptMouse.x - spinIndicatorCenter.x;
- float dy = (float)ptMouse.y - spinIndicatorCenter.y;
- float dist = GetDistance(dx, dy, 0, 0);
- if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
- cueSpinX = dx / spinIndicatorRadius;
- cueSpinY = dy / spinIndicatorRadius;
- isAiming = false; isDraggingStick = false; isDraggingCueBall = false;
- return 0;
- }
- }
- if (!cueBall) return 0;
- // Check Ball-in-Hand placement/drag
- bool isPlacingBall = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
- bool isPlayerAllowedToPlace = (isPlacingBall &&
- ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
- (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
- (currentGameState == PRE_BREAK_PLACEMENT))); // Allow current player in break setup
- if (isPlayerAllowedToPlace) {
- float distSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
- if (distSq < BALL_RADIUS * BALL_RADIUS * 9.0f) {
- isDraggingCueBall = true;
- isAiming = false; isDraggingStick = false;
- }
- else {
- bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
- if (IsValidCueBallPosition((float)ptMouse.x, (float)ptMouse.y, behindHeadstring)) {
- cueBall->x = (float)ptMouse.x; cueBall->y = (float)ptMouse.y;
- cueBall->vx = 0; cueBall->vy = 0;
- isDraggingCueBall = false;
- // Transition state
- if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
- else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
- else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
- cueAngle = 0.0f;
- }
- }
- return 0;
- }
- // Check for starting Aim (Cue Ball OR Stick)
- bool canAim = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BREAKING)) ||
- (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BREAKING)));
- if (canAim) {
- const float stickDrawLength = 150.0f * 1.4f;
- float currentStickAngle = cueAngle + PI;
- D2D1_POINT_2F currentStickEnd = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * stickDrawLength, cueBall->y + sinf(currentStickAngle) * stickDrawLength);
- D2D1_POINT_2F currentStickTip = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * 5.0f, cueBall->y + sinf(currentStickAngle) * 5.0f);
- float distToStickSq = PointToLineSegmentDistanceSq(D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y), currentStickTip, currentStickEnd);
- float stickClickThresholdSq = 36.0f;
- float distToCueBallSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
- float cueBallClickRadiusSq = BALL_RADIUS * BALL_RADIUS * 25;
- bool clickedStick = (distToStickSq < stickClickThresholdSq);
- bool clickedCueArea = (distToCueBallSq < cueBallClickRadiusSq);
- if (clickedStick || clickedCueArea) {
- isDraggingStick = clickedStick && !clickedCueArea;
- isAiming = clickedCueArea;
- aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
- shotPower = 0;
- float dx = (float)ptMouse.x - cueBall->x;
- float dy = (float)ptMouse.y - cueBall->y;
- if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
- if (currentGameState != BREAKING) currentGameState = AIMING;
- }
- }
- return 0;
- } // End WM_LBUTTONDOWN
- case WM_LBUTTONUP: {
- if (cheatModeEnabled && isDraggingCueBall) {
- isDraggingCueBall = false;
- if (draggingBallId == 0) {
- // After dropping CueBall, stay Ball-In-Hand mode if needed
- if (currentPlayer == 1)
- currentGameState = BALL_IN_HAND_P1;
- else if (currentPlayer == 2 && !isPlayer2AI)
- currentGameState = BALL_IN_HAND_P2;
- }
- draggingBallId = -1;
- return 0;
- }
- ptMouse.x = LOWORD(lParam);
- ptMouse.y = HIWORD(lParam);
- Ball* cueBall = GetCueBall(); // Get cueBall pointer
- // Check for releasing aim drag (Stick OR Cue Ball)
- if ((isAiming || isDraggingStick) &&
- ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
- (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
- {
- bool wasAiming = isAiming;
- bool wasDraggingStick = isDraggingStick;
- isAiming = false; isDraggingStick = false;
- if (shotPower > 0.15f) { // Check power threshold
- if (currentGameState != AI_THINKING) {
- firstHitBallIdThisShot = -1; cueHitObjectBallThisShot = false; railHitAfterContact = false; // Reset foul flags
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
- ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
- currentGameState = SHOT_IN_PROGRESS;
- foulCommitted = false; pocketedThisTurn.clear();
- }
- }
- else if (currentGameState != AI_THINKING) { // Revert state if power too low
- if (currentGameState == BREAKING) { /* Still breaking */ }
- else {
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = false;
- }
- }
- shotPower = 0; // Reset power indicator regardless
- }
- // Handle releasing cue ball drag (placement)
- if (isDraggingCueBall) {
- isDraggingCueBall = false;
- // Check player allowed to place
- bool isPlacingState = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
- bool isPlayerAllowed = (isPlacingState &&
- ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
- (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
- (currentGameState == PRE_BREAK_PLACEMENT)));
- if (isPlayerAllowed && cueBall) {
- bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
- if (IsValidCueBallPosition(cueBall->x, cueBall->y, behindHeadstring)) {
- // Finalize position already set by mouse move
- // Transition state
- if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
- else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
- else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
- cueAngle = 0.0f;
- }
- else { /* Stay in BALL_IN_HAND state if final pos invalid */ }
- }
- }
- // Handle releasing english setting
- if (isSettingEnglish) {
- isSettingEnglish = false;
- }
- return 0;
- } // End WM_LBUTTONUP
- case WM_DESTROY:
- isMusicPlaying = false;
- if (midiDeviceID != 0) {
- mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
- midiDeviceID = 0;
- SaveSettings(); // Save settings on exit
- }
- PostQuitMessage(0);
- return 0;
- default:
- return DefWindowProc(hwnd, msg, wParam, lParam);
- }
- return 0;
- }
- // --- Direct2D Resource Management ---
- HRESULT CreateDeviceResources() {
- HRESULT hr = S_OK;
- // Create Direct2D Factory
- if (!pFactory) {
- hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pFactory);
- if (FAILED(hr)) return hr;
- }
- // Create DirectWrite Factory
- if (!pDWriteFactory) {
- hr = DWriteCreateFactory(
- DWRITE_FACTORY_TYPE_SHARED,
- __uuidof(IDWriteFactory),
- reinterpret_cast<IUnknown**>(&pDWriteFactory)
- );
- if (FAILED(hr)) return hr;
- }
- // Create Text Formats
- if (!pTextFormat && pDWriteFactory) {
- hr = pDWriteFactory->CreateTextFormat(
- L"Segoe UI", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
- 16.0f, L"en-us", &pTextFormat
- );
- if (FAILED(hr)) return hr;
- // Center align text
- pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- }
- if (!pLargeTextFormat && pDWriteFactory) {
- hr = pDWriteFactory->CreateTextFormat(
- L"Impact", NULL, DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
- 48.0f, L"en-us", &pLargeTextFormat
- );
- if (FAILED(hr)) return hr;
- pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); // Align left
- pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- }
- // Create Render Target (needs valid hwnd)
- if (!pRenderTarget && hwndMain) {
- RECT rc;
- GetClientRect(hwndMain, &rc);
- D2D1_SIZE_U size = D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top);
- hr = pFactory->CreateHwndRenderTarget(
- D2D1::RenderTargetProperties(),
- D2D1::HwndRenderTargetProperties(hwndMain, size),
- &pRenderTarget
- );
- if (FAILED(hr)) {
- // If failed, release factories if they were created in this call
- SafeRelease(&pTextFormat);
- SafeRelease(&pLargeTextFormat);
- SafeRelease(&pDWriteFactory);
- SafeRelease(&pFactory);
- pRenderTarget = nullptr; // Ensure it's null on failure
- return hr;
- }
- }
- return hr;
- }
- void DiscardDeviceResources() {
- SafeRelease(&pRenderTarget);
- SafeRelease(&pTextFormat);
- SafeRelease(&pLargeTextFormat);
- SafeRelease(&pDWriteFactory);
- // Keep pFactory until application exit? Or release here too? Let's release.
- SafeRelease(&pFactory);
- }
- void OnResize(UINT width, UINT height) {
- if (pRenderTarget) {
- D2D1_SIZE_U size = D2D1::SizeU(width, height);
- pRenderTarget->Resize(size); // Ignore HRESULT for simplicity here
- }
- }
- // --- Game Initialization ---
- void InitGame() {
- srand((unsigned int)time(NULL)); // Seed random number generator
- isOpeningBreakShot = true; // This is the start of a new game, so the next shot is an opening break.
- aiPlannedShotDetails.isValid = false; // Reset AI planned shot
- aiIsDisplayingAim = false;
- aiAimDisplayFramesLeft = 0;
- // ... (rest of InitGame())
- // --- Ensure pocketed list is clear from the absolute start ---
- pocketedThisTurn.clear();
- balls.clear(); // Clear existing balls
- // Reset Player Info (Names should be set by Dialog/wWinMain/ResetGame)
- player1Info.assignedType = BallType::NONE;
- player1Info.ballsPocketedCount = 0;
- // Player 1 Name usually remains "Player 1"
- player2Info.assignedType = BallType::NONE;
- player2Info.ballsPocketedCount = 0;
- // Player 2 Name is set based on gameMode in ShowNewGameDialog
- // Create Cue Ball (ID 0)
- // Initial position will be set during PRE_BREAK_PLACEMENT state
- balls.push_back({ 0, BallType::CUE_BALL, TABLE_LEFT + TABLE_WIDTH * 0.15f, RACK_POS_Y, 0, 0, CUE_BALL_COLOR, false });
- // --- Create Object Balls (Temporary List) ---
- std::vector<Ball> objectBalls;
- // Solids (1-7, Yellow)
- for (int i = 1; i <= 7; ++i) {
- objectBalls.push_back({ i, BallType::SOLID, 0, 0, 0, 0, SOLID_COLOR, false });
- }
- // Stripes (9-15, Red)
- for (int i = 9; i <= 15; ++i) {
- objectBalls.push_back({ i, BallType::STRIPE, 0, 0, 0, 0, STRIPE_COLOR, false });
- }
- // 8-Ball (ID 8) - Add it to the list to be placed
- objectBalls.push_back({ 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false });
- // --- Racking Logic (Improved) ---
- float spacingX = BALL_RADIUS * 2.0f * 0.866f; // cos(30) for horizontal spacing
- float spacingY = BALL_RADIUS * 2.0f * 1.0f; // Vertical spacing
- // Define rack positions (0-14 indices corresponding to triangle spots)
- D2D1_POINT_2F rackPositions[15];
- int rackIndex = 0;
- for (int row = 0; row < 5; ++row) {
- for (int col = 0; col <= row; ++col) {
- if (rackIndex >= 15) break;
- float x = RACK_POS_X + row * spacingX;
- float y = RACK_POS_Y + (col - row / 2.0f) * spacingY;
- rackPositions[rackIndex++] = D2D1::Point2F(x, y);
- }
- }
- // Separate 8-ball
- Ball eightBall;
- std::vector<Ball> otherBalls; // Solids and Stripes
- bool eightBallFound = false;
- for (const auto& ball : objectBalls) {
- if (ball.id == 8) {
- eightBall = ball;
- eightBallFound = true;
- }
- else {
- otherBalls.push_back(ball);
- }
- }
- // Ensure 8 ball was actually created (should always be true)
- if (!eightBallFound) {
- // Handle error - perhaps recreate it? For now, proceed.
- eightBall = { 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false };
- }
- // Shuffle the other 14 balls
- // Use std::shuffle if available (C++11 and later) for better randomness
- // std::random_device rd;
- // std::mt19937 g(rd());
- // std::shuffle(otherBalls.begin(), otherBalls.end(), g);
- std::random_shuffle(otherBalls.begin(), otherBalls.end()); // Using deprecated for now
- // --- Place balls into the main 'balls' vector in rack order ---
- // Important: Add the cue ball (already created) first.
- // (Cue ball added at the start of the function now)
- // 1. Place the 8-ball in its fixed position (index 4 for the 3rd row center)
- int eightBallRackIndex = 4;
- eightBall.x = rackPositions[eightBallRackIndex].x;
- eightBall.y = rackPositions[eightBallRackIndex].y;
- eightBall.vx = 0;
- eightBall.vy = 0;
- eightBall.isPocketed = false;
- balls.push_back(eightBall); // Add 8 ball to the main vector
- // 2. Place the shuffled Solids and Stripes in the remaining spots
- size_t otherBallIdx = 0;
- //int otherBallIdx = 0;
- for (int i = 0; i < 15; ++i) {
- if (i == eightBallRackIndex) continue; // Skip the 8-ball spot
- if (otherBallIdx < otherBalls.size()) {
- Ball& ballToPlace = otherBalls[otherBallIdx++];
- ballToPlace.x = rackPositions[i].x;
- ballToPlace.y = rackPositions[i].y;
- ballToPlace.vx = 0;
- ballToPlace.vy = 0;
- ballToPlace.isPocketed = false;
- balls.push_back(ballToPlace); // Add to the main game vector
- }
- }
- // --- End Racking Logic ---
- // --- Determine Who Breaks and Initial State ---
- if (isPlayer2AI) {
- /*// AI Mode: Randomly decide who breaks
- if ((rand() % 2) == 0) {
- // AI (Player 2) breaks
- currentPlayer = 2;
- currentGameState = PRE_BREAK_PLACEMENT; // AI needs to place ball first
- aiTurnPending = true; // Trigger AI logic
- }
- else {
- // Player 1 (Human) breaks
- currentPlayer = 1;
- currentGameState = PRE_BREAK_PLACEMENT; // Human places cue ball
- aiTurnPending = false;*/
- switch (openingBreakMode) {
- case CPU_BREAK:
- currentPlayer = 2; // AI breaks
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = true;
- break;
- case P1_BREAK:
- currentPlayer = 1; // Player 1 breaks
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = false;
- break;
- case FLIP_COIN_BREAK:
- if ((rand() % 2) == 0) { // 0 for AI, 1 for Player 1
- currentPlayer = 2; // AI breaks
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = true;
- }
- else {
- currentPlayer = 1; // Player 1 breaks
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = false;
- }
- break;
- default: // Fallback to CPU break
- currentPlayer = 2;
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = true;
- break;
- }
- }
- else {
- // Human vs Human, Player 1 always breaks (or could add a flip coin for HvsH too if desired)
- currentPlayer = 1;
- currentGameState = PRE_BREAK_PLACEMENT;
- aiTurnPending = false; // No AI involved
- }
- // Reset other relevant game state variables
- foulCommitted = false;
- gameOverMessage = L"";
- firstBallPocketedAfterBreak = false;
- // pocketedThisTurn cleared at start
- // Reset shot parameters and input flags
- shotPower = 0.0f;
- cueSpinX = 0.0f;
- cueSpinY = 0.0f;
- isAiming = false;
- isDraggingCueBall = false;
- isSettingEnglish = false;
- cueAngle = 0.0f; // Reset aim angle //Sector# 3 Here
- calledPocketP1 = -1;
- calledPocketP2 = -1;
- currentlyHoveredPocket = -1;
- eightBallCallActiveForCurrentPlayer = false;
- pocketCallMessage = L"";
- }
- // --- Game Loop ---
- void GameUpdate() {
- if (currentGameState == SHOT_IN_PROGRESS) {
- UpdatePhysics();
- CheckCollisions();
- if (AreBallsMoving()) {
- // When all balls stop, clear aiming flags
- isAiming = false;
- aiIsDisplayingAim = false;
- //ProcessShotResults();
- }
- bool pocketed = CheckPockets(); // Store if any ball was pocketed
- // --- Update pocket flash animation timer ---
- if (pocketFlashTimer > 0.0f) {
- pocketFlashTimer -= 0.02f;
- if (pocketFlashTimer < 0.0f) pocketFlashTimer = 0.0f;
- }
- if (!AreBallsMoving()) {
- ProcessShotResults(); // Determine next state based on what happened
- }
- }
- // --- Check if AI needs to act ---
- else if (isPlayer2AI && currentPlayer == 2 && !AreBallsMoving()) {
- if (aiIsDisplayingAim) { // AI has decided a shot and is displaying aim
- aiAimDisplayFramesLeft--;
- if (aiAimDisplayFramesLeft <= 0) {
- aiIsDisplayingAim = false; // Done displaying
- if (aiPlannedShotDetails.isValid) {
- // Execute the planned shot
- firstHitBallIdThisShot = -1;
- cueHitObjectBallThisShot = false;
- railHitAfterContact = false;
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
- ApplyShot(aiPlannedShotDetails.power, aiPlannedShotDetails.angle, aiPlannedShotDetails.spinX, aiPlannedShotDetails.spinY);
- aiPlannedShotDetails.isValid = false; // Clear the planned shot
- }
- currentGameState = SHOT_IN_PROGRESS;
- foulCommitted = false;
- pocketedThisTurn.clear();
- }
- // Else, continue displaying aim
- }
- else if (aiTurnPending) { // AI needs to start its decision process
- // Valid states for AI to start thinking
- /*/if (currentGameState == PRE_BREAK_PLACEMENT && isOpeningBreakShot) {*/
- //newcode 1 commented out
- /*if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT && currentPlayer == 2 && isPlayer2AI) {
- // Handle the break shot
- AIBreakShot();
- }*/ //new code 1 end
- /*else if (currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING ||
- currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2) {*/
- // aiTurnPending might be consumed by AIBreakShot or remain for next cycle if needed
- /* } //new code 2 commented out
- else if (currentGameState == BALL_IN_HAND_P2 && currentPlayer == 2 && isPlayer2AI) {
- AIPlaceCueBall(); // AI places the ball first
- // After placement, AI needs to decide its shot.
- // Transition to a state where AIMakeDecision will be called for shot selection.
- currentGameState = PLAYER2_TURN; // Or a specific AI_AIMING_AFTER_PLACEMENT state
- // aiTurnPending remains true to trigger AIMakeDecision next.
- }
- else if (currentGameState == PLAYER2_TURN && currentPlayer == 2 && isPlayer2AI) {
- // This is for a normal turn (not break, not immediately after ball-in-hand placement)
- currentGameState = AI_THINKING; // Set state to indicate AI is processing
- aiTurnPending = false; // Consume the pending turn flag
- AIMakeDecision(); // For normal shots (non-break)
- }
- else {
- // Not a state where AI should act
- aiTurnPending = false;
- }*/
- // 2b) AI is ready to think (pending flag)
- // **1) Ball-in-Hand** let AI place the cue ball first
- if (currentGameState == BALL_IN_HAND_P2) {
- // Step 1: AI places the cue ball.
- AIPlaceCueBall();
- // Step 2: Transition to thinking state for shot decision.
- currentGameState = AI_THINKING; //newcode5
- // Step 3: Consume the pending flag for the placement phase.
- // AIMakeDecision will handle shot planning now.
- aiTurnPending = false; //newcode5
- // Step 4: AI immediately decides the shot from the new position.
- AIMakeDecision(); //newcode5
- }
- // **2) Opening break** special break shot logic
- else if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
- AIBreakShot();
- }
- else if (currentGameState == PLAYER2_TURN || currentGameState == BREAKING) { //newcode5
- // General turn for AI to think (not ball-in-hand, not initial break placement)
- currentGameState = AI_THINKING; //newcode5
- aiTurnPending = false; // Consume the flag //newcode5
- AIMakeDecision(); //newcode5
- }
- // **3) Otherwise** normal shot planning
- /*else { //orig uncommented oldcode5
- currentGameState = AI_THINKING;
- aiTurnPending = false;
- AIMakeDecision();
- }*/
- }
- //} //bracefix
- // If current state is AI_THINKING but not displaying aim, then AI decision has already been made
- }
- }
- // --- Physics and Collision ---
- void UpdatePhysics() {
- for (size_t i = 0; i < balls.size(); ++i) {
- Ball& b = balls[i];
- if (!b.isPocketed) {
- b.x += b.vx;
- b.y += b.vy;
- // Apply friction
- b.vx *= FRICTION;
- b.vy *= FRICTION;
- // Stop balls if velocity is very low
- if (GetDistanceSq(b.vx, b.vy, 0, 0) < MIN_VELOCITY_SQ) {
- b.vx = 0;
- b.vy = 0;
- }
- }
- }
- }
- void CheckCollisions() {
- float left = TABLE_LEFT;
- float right = TABLE_RIGHT;
- float top = TABLE_TOP;
- float bottom = TABLE_BOTTOM;
- const float pocketMouthCheckRadiusSq = (POCKET_RADIUS + BALL_RADIUS) * (POCKET_RADIUS + BALL_RADIUS) * 1.1f;
- // --- Reset Per-Frame Sound Flags ---
- bool playedWallSoundThisFrame = false;
- bool playedCollideSoundThisFrame = false;
- // ---
- for (size_t i = 0; i < balls.size(); ++i) {
- Ball& b1 = balls[i];
- if (b1.isPocketed) continue;
- bool nearPocket[6];
- for (int p = 0; p < 6; ++p) {
- nearPocket[p] = GetDistanceSq(b1.x, b1.y, pocketPositions[p].x, pocketPositions[p].y) < pocketMouthCheckRadiusSq;
- }
- bool nearTopLeftPocket = nearPocket[0];
- bool nearTopMidPocket = nearPocket[1];
- bool nearTopRightPocket = nearPocket[2];
- bool nearBottomLeftPocket = nearPocket[3];
- bool nearBottomMidPocket = nearPocket[4];
- bool nearBottomRightPocket = nearPocket[5];
- bool collidedWallThisBall = false;
- // --- Ball-Wall Collisions ---
- // (Check logic unchanged, added sound calls and railHitAfterContact update)
- // Left Wall
- if (b1.x - BALL_RADIUS < left) {
- if (!nearTopLeftPocket && !nearBottomLeftPocket) {
- b1.x = left + BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
- if (!playedWallSoundThisFrame) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
- playedWallSoundThisFrame = true;
- }
- if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
- }
- }
- // Right Wall
- if (b1.x + BALL_RADIUS > right) {
- if (!nearTopRightPocket && !nearBottomRightPocket) {
- b1.x = right - BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
- if (!playedWallSoundThisFrame) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
- playedWallSoundThisFrame = true;
- }
- if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
- }
- }
- // Top Wall
- if (b1.y - BALL_RADIUS < top) {
- if (!nearTopLeftPocket && !nearTopMidPocket && !nearTopRightPocket) {
- b1.y = top + BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
- if (!playedWallSoundThisFrame) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
- playedWallSoundThisFrame = true;
- }
- if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
- }
- }
- // Bottom Wall
- if (b1.y + BALL_RADIUS > bottom) {
- if (!nearBottomLeftPocket && !nearBottomMidPocket && !nearBottomRightPocket) {
- b1.y = bottom - BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
- if (!playedWallSoundThisFrame) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
- playedWallSoundThisFrame = true;
- }
- if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
- }
- }
- // Spin effect (Unchanged)
- if (collidedWallThisBall) {
- if (b1.x <= left + BALL_RADIUS || b1.x >= right - BALL_RADIUS) { b1.vy += cueSpinX * b1.vx * 0.05f; }
- if (b1.y <= top + BALL_RADIUS || b1.y >= bottom - BALL_RADIUS) { b1.vx -= cueSpinY * b1.vy * 0.05f; }
- cueSpinX *= 0.7f; cueSpinY *= 0.7f;
- }
- // --- Ball-Ball Collisions ---
- for (size_t j = i + 1; j < balls.size(); ++j) {
- Ball& b2 = balls[j];
- if (b2.isPocketed) continue;
- float dx = b2.x - b1.x; float dy = b2.y - b1.y;
- float distSq = dx * dx + dy * dy;
- float minDist = BALL_RADIUS * 2.0f;
- if (distSq > 1e-6 && distSq < minDist * minDist) {
- float dist = sqrtf(distSq);
- float overlap = minDist - dist;
- float nx = dx / dist; float ny = dy / dist;
- // Separation (Unchanged)
- b1.x -= overlap * 0.5f * nx; b1.y -= overlap * 0.5f * ny;
- b2.x += overlap * 0.5f * nx; b2.y += overlap * 0.5f * ny;
- float rvx = b1.vx - b2.vx; float rvy = b1.vy - b2.vy;
- float velAlongNormal = rvx * nx + rvy * ny;
- if (velAlongNormal > 0) { // Colliding
- // --- Play Ball Collision Sound ---
- if (!playedCollideSoundThisFrame) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("poolballhit.wav")).detach();
- playedCollideSoundThisFrame = true; // Set flag
- }
- // --- End Sound ---
- // --- NEW: Track First Hit and Cue/Object Collision ---
- if (firstHitBallIdThisShot == -1) { // If first hit hasn't been recorded yet
- if (b1.id == 0) { // Cue ball hit b2 first
- firstHitBallIdThisShot = b2.id;
- cueHitObjectBallThisShot = true;
- }
- else if (b2.id == 0) { // Cue ball hit b1 first
- firstHitBallIdThisShot = b1.id;
- cueHitObjectBallThisShot = true;
- }
- // If neither is cue ball, doesn't count as first hit for foul purposes
- }
- else if (b1.id == 0 || b2.id == 0) {
- // Track subsequent cue ball collisions with object balls
- cueHitObjectBallThisShot = true;
- }
- // --- End First Hit Tracking ---
- // Impulse (Unchanged)
- float impulse = velAlongNormal;
- b1.vx -= impulse * nx; b1.vy -= impulse * ny;
- b2.vx += impulse * nx; b2.vy += impulse * ny;
- // Spin Transfer (Unchanged)
- if (b1.id == 0 || b2.id == 0) {
- float spinEffectFactor = 0.08f;
- b1.vx += (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
- b1.vy += (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
- b2.vx -= (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
- b2.vy -= (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
- cueSpinX *= 0.85f; cueSpinY *= 0.85f;
- }
- }
- }
- } // End ball-ball loop
- } // End ball loop
- } // End CheckCollisions
- bool CheckPockets() {
- bool ballPocketedThisCheck = false; // Local flag for this specific check run
- for (size_t i = 0; i < balls.size(); ++i) {
- Ball& b = balls[i];
- if (!b.isPocketed) { // Only check balls that aren't already flagged as pocketed
- for (int p = 0; p < 6; ++p) {
- float distSq = GetDistanceSq(b.x, b.y, pocketPositions[p].x, pocketPositions[p].y);
- // --- Use updated POCKET_RADIUS ---
- if (distSq < POCKET_RADIUS * POCKET_RADIUS) {
- b.isPocketed = true;
- b.vx = b.vy = 0;
- pocketedThisTurn.push_back(b.id);
- // --- Play Pocket Sound (Threaded) ---
- if (!ballPocketedThisCheck) {
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("pocket.wav")).detach();
- ballPocketedThisCheck = true;
- }
- // --- End Sound ---
- break; // Ball is pocketed
- }
- }
- }
- }
- return ballPocketedThisCheck;
- }
- bool AreBallsMoving() {
- for (size_t i = 0; i < balls.size(); ++i) {
- if (!balls[i].isPocketed && (balls[i].vx != 0 || balls[i].vy != 0)) {
- return true;
- }
- }
- return false;
- }
- void RespawnCueBall(bool behindHeadstring) { // 'behindHeadstring' only relevant for initial break placement
- Ball* cueBall = GetCueBall();
- if (cueBall) {
- // Reset position to a default
- //disabled for behind headstring (now move anywhere)
- /*cueBall->x = HEADSTRING_X * 0.5f;
- cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;*/
- // Reset position to a default:
- if (behindHeadstring) {
- // Opening break: kitchen center
- cueBall->x = HEADSTRING_X * 0.5f;
- cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
- }
- else {
- // Ball-in-hand (foul): center of full table
- cueBall->x = TABLE_LEFT + TABLE_WIDTH / 2.0f;
- cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
- }
- cueBall->vx = 0;
- cueBall->vy = 0;
- cueBall->isPocketed = false;
- // Set state based on who gets ball-in-hand
- /*// 'currentPlayer' already reflects who's turn it is NOW (switched before calling this)*/
- // 'currentPlayer' has already been switched to the player whose turn it will be.
- // The 'behindHeadstring' parameter to RespawnCueBall is mostly for historical reasons / initial setup.
- if (currentPlayer == 1) { // Player 2 (AI/Human) fouled, Player 1 (Human) gets ball-in-hand
- currentGameState = BALL_IN_HAND_P1;
- aiTurnPending = false; // Ensure AI flag off
- }
- else { // Player 1 (Human) fouled, Player 2 gets ball-in-hand
- if (isPlayer2AI) {
- // --- CONFIRMED FIX: Set correct state for AI Ball-in-Hand ---
- currentGameState = BALL_IN_HAND_P2; // AI now needs to place the ball
- aiTurnPending = true; // Trigger AI logic (will call AIPlaceCueBall first)
- }
- else { // Human Player 2
- currentGameState = BALL_IN_HAND_P2;
- aiTurnPending = false; // Ensure AI flag off
- }
- }
- // Handle initial placement state correctly if called from InitGame
- /*if (behindHeadstring && currentGameState != PRE_BREAK_PLACEMENT) {
- // This case might need review depending on exact initial setup flow,
- // but the foul logic above should now be correct.
- // Let's ensure initial state is PRE_BREAK_PLACEMENT if behindHeadstring is true.*/
- //currentGameState = PRE_BREAK_PLACEMENT;
- }
- }
- //}
- // --- Game Logic ---
- void ApplyShot(float power, float angle, float spinX, float spinY) {
- Ball* cueBall = GetCueBall();
- if (cueBall) {
- // --- Play Cue Strike Sound (Threaded) ---
- if (power > 0.1f) { // Only play if it's an audible shot
- std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
- }
- // --- End Sound ---
- cueBall->vx = cosf(angle) * power;
- cueBall->vy = sinf(angle) * power;
- // Apply English (Spin) - Simplified effect (Unchanged)
- cueBall->vx += sinf(angle) * spinY * 0.5f;
- cueBall->vy -= cosf(angle) * spinY * 0.5f;
- cueBall->vx -= cosf(angle) * spinX * 0.5f;
- cueBall->vy -= sinf(angle) * spinX * 0.5f;
- // Store spin (Unchanged)
- cueSpinX = spinX;
- cueSpinY = spinY;
- // --- Reset Foul Tracking flags for the new shot ---
- // (Also reset in LBUTTONUP, but good to ensure here too)
- firstHitBallIdThisShot = -1; // No ball hit yet
- cueHitObjectBallThisShot = false; // Cue hasn't hit anything yet
- railHitAfterContact = false; // No rail hit after contact yet
- // --- End Reset ---
- // If this was the opening break shot, clear the flag
- if (isOpeningBreakShot) {
- isOpeningBreakShot = false; // Mark opening break as taken
- }
- }
- }
- void ProcessShotResults() {
- // TEMPORARILY clear foul flag early to prevent false fouls (will be reasserted if true foul found)
- foulCommitted = false;
- bool cueBallPocketed = false;
- bool eightBallPocketed = false;
- bool legalBallPocketed = false;
- bool opponentBallPocketed = false;
- bool anyNonCueBallPocketed = false; // Includes opponent balls
- BallType firstPocketedType = BallType::NONE;
- int firstPocketedId = -1;
- /*bool foulCommitted = false;
- int firstHitBallIdThisShot = -1;
- bool cueHitObjectBallThisShot = false;
- bool railHitAfterContact = false;*/
- PlayerInfo& currentPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
- PlayerInfo& opponentPlayerInfo = (currentPlayer == 1) ? player2Info : player1Info;
- /*// --- EARLY CHECK: Determine if any legal ball was pocketed ---
- if (currentPlayerInfo.assignedType != BallType::NONE) {
- for (int id : pocketedThisTurn) {
- Ball* b = GetBallById(id);
- if (!b || b->id == 0 || b->id == 8) continue;
- if (b->type == currentPlayerInfo.assignedType) {
- legalBallPocketed = true;
- break;
- }
- }
- }*/
- // Analyze pocketed balls (Unchanged logic)
- for (int pocketedId : pocketedThisTurn) {
- Ball* b = GetBallById(pocketedId);
- if (!b) continue;
- // FIX: Determine if any legal ball was pocketed (set BEFORE foul checks)
- if (currentPlayerInfo.assignedType != BallType::NONE) {
- for (int id : pocketedThisTurn) {
- Ball* b = GetBallById(id);
- if (!b || b->id == 0 || b->id == 8) continue;
- if (b->type == currentPlayerInfo.assignedType) {
- legalBallPocketed = true;
- break;
- }
- }
- }
- if (!pocketedThisTurn.empty()) {
- pocketFlashTimer = 1.0f; // Flash boost when any ball is pocketed
- }
- if (b->id == 0) { cueBallPocketed = true; }
- else if (b->id == 8) { eightBallPocketed = true; }
- else {
- anyNonCueBallPocketed = true;
- if (firstPocketedId == -1) { firstPocketedId = b->id; firstPocketedType = b->type; }
- if (currentPlayerInfo.assignedType != BallType::NONE) {
- if (b->type == currentPlayerInfo.assignedType) legalBallPocketed = true;
- else if (b->type == opponentPlayerInfo.assignedType) opponentBallPocketed = true;
- }
- }
- }
- // Update pocketed counts AFTER handling turns/fouls/assignment
- // For each pocketed ball in this turn:
- int p1NewlyPocketed = 0;
- int p2NewlyPocketed = 0;
- for (int id : pocketedThisTurn) {
- if (id == 0 || id == 8) continue;
- Ball* b = GetBallById(id);
- if (!b) continue;
- // Determine which player pocketed this ball
- if (player1Info.assignedType == BallType::NONE && !pocketedThisTurn.empty()) {
- // First ball of the turn, assign type based on first pocketed ball
- if (b->type != BallType::NONE && b->type != BallType::EIGHT_BALL) {
- AssignPlayerBallTypes(b->type);
- }
- }
- // Increment count:
- if (player1Info.assignedType == BallType::SOLID && id >= 1 && id <= 7) {
- player1Info.ballsPocketedCount++;
- }
- else if (player1Info.assignedType == BallType::STRIPE && id >= 9 && id <= 15) {
- player1Info.ballsPocketedCount++;
- }
- else if (player2Info.assignedType == BallType::SOLID && id >= 1 && id <= 7) {
- player2Info.ballsPocketedCount++;
- }
- else if (player2Info.assignedType == BallType::STRIPE && id >= 9 && id <= 15) {
- player2Info.ballsPocketedCount++;
- }
- }
- if (currentGameState != GAME_OVER) {
- player1Info.ballsPocketedCount += p1NewlyPocketed;
- player2Info.ballsPocketedCount += p2NewlyPocketed;
- }
- // --- Game Over Checks --- (Unchanged logic)
- if (eightBallPocketed) {
- CheckGameOverConditions(eightBallPocketed, cueBallPocketed);
- if (currentGameState == GAME_OVER) return;
- }
- // --- MODIFIED: Enhanced Foul Checks ---
- bool turnFoul = false;
- // Foul 1: Scratch (Cue ball pocketed)
- if (cueBallPocketed) {
- foulCommitted = true; turnFoul = true;
- }
- // Foul 2: Hit Nothing (Only if not already a scratch)
- // Condition: Cue ball didn't hit *any* object ball during the shot.
- // Foul 2: Cue didn't hit anything, AND it wasn't a tap (or pre-collision reset was skipped)
- //if (!turnFoul && !cueHitObjectBallThisShot && firstHitBallIdThisShot == -1) {
- // Foul 2: Hit Nothing (Only if not already a scratch AND no legal ball was pocketed)
- if (!turnFoul && !cueHitObjectBallThisShot && !legalBallPocketed) {
- Ball* cue = GetCueBall();
- if (cue) {
- foulCommitted = true; turnFoul = true;
- }
- }
- // Foul 3: Wrong Ball First (Check only if not already foul and *something* was hit)
- if (!turnFoul && firstHitBallIdThisShot != -1 && !legalBallPocketed) { // Only foul if NO legal ball was pocketed
- Ball* firstHitBall = GetBallById(firstHitBallIdThisShot);
- if (firstHitBall) {
- bool isBreakShot = (player1Info.assignedType == BallType::NONE && player2Info.assignedType == BallType::NONE);
- bool mustTarget8Ball = (!isBreakShot && currentPlayerInfo.assignedType != BallType::NONE && currentPlayerInfo.ballsPocketedCount >= 7);
- if (!isBreakShot) { // Standard play rules
- if (mustTarget8Ball) {
- if (firstHitBall->id != 8) { foulCommitted = true; turnFoul = true; }
- }
- else if (currentPlayerInfo.assignedType != BallType::NONE) { // Colors assigned
- // Illegal to hit opponent ball OR 8-ball first
- if (firstHitBall->type == opponentPlayerInfo.assignedType || firstHitBall->id == 8) {
- foulCommitted = true; turnFoul = true;
- }
- }
- // If colors NOT assigned yet (e.g. shot immediately after break), hitting any ball is legal first.
- }
- // No specific first-hit foul rules applied for the break itself here.
- }
- }
- // Foul 4: No Rail After Contact (Check only if not already foul)
- // Condition: Cue hit an object ball, BUT after that first contact,
- // NO ball hit a rail AND NO object ball was pocketed (excluding cue/8-ball).
- //if (!turnFoul && cueHitObjectBallThisShot && !railHitAfterContact && !anyNonCueBallPocketed && !legalBallPocketed) {
- if (!turnFoul && cueHitObjectBallThisShot && !railHitAfterContact && !anyNonCueBallPocketed && !legalBallPocketed) {
- foulCommitted = true;
- turnFoul = true;
- }
- // Foul 5: Pocketing Opponent's Ball (Optional stricter rule - can uncomment if desired)
- // if (!turnFoul && opponentBallPocketed) {
- // foulCommitted = true; turnFoul = true;
- // }
- // --- End Enhanced Foul Checks ---
- // --- State Transitions ---
- if (turnFoul) {
- SwitchTurns();
- RespawnCueBall(false); // Ball in hand for opponent (state set in Respawn)
- }
- // --- Assign Ball Types only AFTER checking for fouls on the break/first shot ---
- else if (player1Info.assignedType == BallType::NONE && anyNonCueBallPocketed) {
- // (Assign types logic - unchanged)
- bool firstTypeVerified = false;
- for (int id : pocketedThisTurn) { if (id == firstPocketedId) { firstTypeVerified = true; break; } }
- if (firstTypeVerified && (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE)) {
- AssignPlayerBallTypes(firstPocketedType);
- legalBallPocketed = true;
- }
- // After assignment (or if types already assigned), check if turn continues
- if (legalBallPocketed) {
- // Ensure CheckAndTransitionToPocketChoice is evaluated first
- if (currentPlayer == 2 && isPlayer2AI) {
- aiTurnPending = true;
- }
- else {
- CheckAndTransitionToPocketChoice(currentPlayer); // Check if 8-ball needs to be called
- }
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- //}
- }
- else { // Pocketed wrong ball, or only opponent ball, or missed (but no foul committed)
- SwitchTurns();
- }
- }
- // --- Normal Play Results (Types Assigned) ---
- else if (player1Info.assignedType != BallType::NONE) { // Ensure types assigned before this block
- if (legalBallPocketed) { // Legally pocketed own ball
- CheckAndTransitionToPocketChoice(currentPlayer); // FIX: Check if player is now on 8-ball
- InvalidateRect(hwndMain, NULL, TRUE); // Redraw immediately so the arrow appears this frame
- currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- if (currentPlayer == 2 && isPlayer2AI)
- aiTurnPending = true; // AI continues turn
- }
- else {
- SwitchTurns();
- }
- }
- // --- Handle case where shot occurred but no balls pocketed and no foul ---
- else if (!anyNonCueBallPocketed && !turnFoul) {
- SwitchTurns();
- }
- // Explicitly clear foul flag if no foul occurred
- if (!turnFoul) {
- foulCommitted = false;
- }
- // --- Cleanup for next actual shot attempt ---
- pocketedThisTurn.clear();
- // Reset foul tracking flags (done before next shot applied)
- // firstHitBallIdThisShot = -1; // Reset these before next shot call
- // cueHitObjectBallThisShot = false;
- // railHitAfterContact = false;
- }
- void AssignPlayerBallTypes(BallType firstPocketedType) {
- if (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE) {
- if (currentPlayer == 1) {
- player1Info.assignedType = firstPocketedType;
- player2Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
- }
- else {
- player2Info.assignedType = firstPocketedType;
- player1Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
- }
- // FIX: assign types to all balls now that the colors are decided
- for (Ball& b : balls) {
- if (b.id >= 1 && b.id <= 7) b.type = BallType::SOLID;
- else if (b.id >= 9 && b.id <= 15) b.type = BallType::STRIPE;
- else if (b.id == 8) b.type = BallType::EIGHT_BALL;
- else if (b.id == 0) b.type = BallType::CUE_BALL;
- }
- }
- }
- //Sector# 15 Here
- void CheckGameOverConditions(bool eightBallPocketedFromShot, bool cueBallPocketedFromShot) {
- if (!eightBallPocketedFromShot) {
- // If the 8-ball wasn't pocketed in this specific shot sequence,
- // but cueBallPocketedFromShot is true, it's just a normal scratch foul.
- // ProcessShotResults will handle that. We only care about 8-ball pocketing here.
- return;
- }
- // --- 1. Handle 8-ball pocketed on break (or before colors assigned) ---
- // This assumes player1Info.assignedType would be NONE if it's the break or immediately after.
- // A more robust check might be if both players have assignedType == BallType::NONE.
- if (player1Info.assignedType == BallType::NONE && player2Info.assignedType == BallType::NONE) {
- Ball* eightBall = GetBallById(8); // Find the 8-ball entity
- // Confirm it was actually the 8-ball from `pocketedThisTurn` if needed,
- // but eightBallPocketedFromShot should be reliable.
- if (eightBall) { // If 8-ball entity exists (it should)
- eightBall->isPocketed = false; // Re-spot the 8-ball
- eightBall->x = RACK_POS_X; // Place on foot spot
- eightBall->y = RACK_POS_Y;
- eightBall->vx = 0;
- eightBall->vy = 0;
- // (Optional: Add logic for overlap on foot spot)
- }
- // Apply foul rules if cue ball was also pocketed on the break with the 8-ball
- if (cueBallPocketedFromShot) {
- foulCommitted = true;
- // Per your request: foul, switch turns, ball in hand for opponent.
- SwitchTurns();
- RespawnCueBall(false); // Ball in hand for the (new) current player
- }
- // Game does not end here. Turn continues or switches based on rules handled
- // by ProcessShotResults after this function returns.
- // No game over message.
- return;
- }
- // --- 2. Normal Gameplay Win/Loss Conditions (colors assigned) ---
- PlayerInfo& shootingPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
- PlayerInfo& opponentPlayerInfo = (currentPlayer == 1) ? player2Info : player1Info;
- int actualCalledPocketByShooter = (currentPlayer == 1) ? calledPocketP1 : calledPocketP2;
- int pocketThe8BallEntered = -1;
- // Determine which physical pocket the 8-ball entered
- // This relies on the 8-ball's coordinates being updated before it's visually removed,
- // or `pocketedThisTurn` having metadata about the pocket.
- // Assuming GetBallById(8) will give us the 8-ball that was pocketed.
- Ball* pocketed8Ball = GetBallById(8);
- if (pocketed8Ball && pocketed8Ball->isPocketed) {
- float closestDist = FLT_MAX;
- for (int i = 0; i < 6; ++i) {
- float dist = GetDistanceSq(pocketed8Ball->x, pocketed8Ball->y, pocketPositions[i].x, pocketPositions[i].y);
- if (dist < closestDist) {
- closestDist = dist;
- pocketThe8BallEntered = i;
- }
- }
- }
- // If pocketThe8BallEntered is still -1, it means we couldn't determine the pocket.
- // This could be an issue if the ball's final coordinates aren't reliably near a pocket center upon pocketing.
- // For robust logic, pocket detection in CheckPockets should ideally also store which pocket an ID went into.
- bool shooterWasLegallyOn8Ball = IsPlayerOnEightBall(currentPlayer); // Uses our helper
- // --- Loss Condition: Pocketed 8-ball BEFORE clearing own color group ---
- // (And colors have been assigned, which is true if we passed the break check)
- if (!shooterWasLegallyOn8Ball) {
- gameOverMessage = opponentPlayerInfo.name + L" Wins! (" + shootingPlayerInfo.name + L" pocketed 8-ball too early)";
- currentGameState = GAME_OVER;
- }
- // --- Shooter WAS legally on the 8-ball ---
- else {
- // Loss Condition: Scratched (cue ball pocketed) while shooting for the 8-ball win
- if (cueBallPocketedFromShot) {
- gameOverMessage = opponentPlayerInfo.name + L" Wins! (" + shootingPlayerInfo.name + L" scratched on 8-ball)";
- currentGameState = GAME_OVER;
- }
- // Loss Condition: Failed to call a pocket when required
- else if (actualCalledPocketByShooter == -1) {
- gameOverMessage = opponentPlayerInfo.name + L" Wins! (" + shootingPlayerInfo.name + L" pocketed 8-ball without calling pocket)";
- currentGameState = GAME_OVER;
- }
- // WIN Condition: Pocketed 8-ball in the CALLED pocket, no scratch
- else if (pocketThe8BallEntered == actualCalledPocketByShooter) {
- gameOverMessage = shootingPlayerInfo.name + L" Wins!";
- currentGameState = GAME_OVER;
- }
- // Loss Condition: Pocketed 8-ball in a DIFFERENT pocket than called, no scratch
- else if (pocketThe8BallEntered != -1 && pocketThe8BallEntered != actualCalledPocketByShooter) {
- gameOverMessage = opponentPlayerInfo.name + L" Wins! (" + shootingPlayerInfo.name + L" pocketed 8-ball in wrong pocket)";
- currentGameState = GAME_OVER;
- }
- // (If 8-ball pocketed, but pocketThe8BallEntered is -1 and none of the above match, it's an undefined game state.
- // This points to an issue with determining pocketThe8BallEntered.)
- }
- // --- Cleanup if Game Over ---
- if (currentGameState == GAME_OVER) {
- // Reset called pockets and related states for a potential new game
- calledPocketP1 = -1;
- calledPocketP2 = -1;
- eightBallCallActiveForCurrentPlayer = false;
- pocketCallMessage = L"";
- currentlyHoveredPocket = -1; // Though this is more for active choosing state
- }
- }
- /* void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
- if (!eightBallPocketed) return; // Only proceed if 8-ball was pocketed
- PlayerInfo& currentPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
- bool playerClearedBalls = (currentPlayerInfo.assignedType != BallType::NONE && currentPlayerInfo.ballsPocketedCount >= 7);
- // Loss Conditions:
- // 1. Pocket 8-ball AND scratch (pocket cue ball)
- // 2. Pocket 8-ball before clearing own color group
- if (cueBallPocketed || (!playerClearedBalls && currentPlayerInfo.assignedType != BallType::NONE)) {
- gameOverMessage = (currentPlayer == 1) ? L"Player 2 Wins! (Player 1 fouled on 8-ball)" : L"Player 1 Wins! (Player 2 fouled on 8-ball)";
- currentGameState = GAME_OVER;
- }
- // Win Condition:
- // 1. Pocket 8-ball legally after clearing own color group
- else if (playerClearedBalls) {
- gameOverMessage = (currentPlayer == 1) ? L"Player 1 Wins!" : L"Player 2 Wins!";
- currentGameState = GAME_OVER;
- }
- // Special case: 8 ball pocketed on break. Usually re-spot or re-rack.
- // Simple: If it happens during assignment phase, treat as foul, respawn 8ball.
- else if (player1Info.assignedType == BallType::NONE) {
- Ball* eightBall = GetBallById(8);
- if (eightBall) {
- eightBall->isPocketed = false;
- // Place 8-ball on foot spot (approx RACK_POS_X) or center if occupied
- eightBall->x = RACK_POS_X;
- eightBall->y = RACK_POS_Y;
- eightBall->vx = eightBall->vy = 0;
- // Check overlap and nudge if necessary (simplified)
- }
- // Apply foul rules if cue ball was also pocketed
- if (cueBallPocketed) {
- foulCommitted = true;
- // Don't switch turns on break scratch + 8ball pocket? Rules vary.
- // Let's make it a foul, switch turns, ball in hand.
- SwitchTurns();
- RespawnCueBall(false); // Ball in hand for opponent
- }
- else {
- // Just respawned 8ball, continue turn or switch based on other balls pocketed.
- // Let ProcessShotResults handle turn logic based on other pocketed balls.
- }
- // Prevent immediate game over message by returning here
- return;
- }
- }*/
- void SwitchTurns() {
- currentPlayer = (currentPlayer == 1) ? 2 : 1;
- // Reset aiming state for the new player
- isAiming = false;
- shotPower = 0;
- // Check if the NEW current player needs to choose a pocket or continue their turn normally.
- CheckAndTransitionToPocketChoice(currentPlayer);
- // Reset foul flag before new turn *really* starts (AI might take over)
- // Foul flag is mainly for display, gets cleared before human/AI shot
- // foulCommitted = false; // Probably better to clear before ApplyShot
- eightBallCallActiveForCurrentPlayer = IsPlayerOnEightBall(currentPlayer);
- int* currentCalledPocketPtr = (currentPlayer == 1) ? &calledPocketP1 : &calledPocketP2;
- if (eightBallCallActiveForCurrentPlayer && *currentCalledPocketPtr == -1) {
- pocketCallMessage = ((currentPlayer == 1) ? player1Info.name : player2Info.name) + L": Call pocket for 8-Ball!";
- if (currentPlayer == 1) {
- currentGameState = CHOOSING_POCKET_P1;
- currentlyHoveredPocket = 5; // Default hover to top-right for P1 initially
- }
- else { // Player 2
- if (isPlayer2AI) {
- // AI will "call" its pocket as part of AIMakeDecision.
- pocketCallMessage = player2Info.name + L" is deciding pocket for 8-Ball...";
- currentGameState = PLAYER2_TURN; // AI will handle its call then proceed.
- aiTurnPending = true;
- }
- else { // Human Player 2
- currentGameState = CHOOSING_POCKET_P2;
- currentlyHoveredPocket = 5; // Default hover to top-right for P2 initially
- }
- }
- }
- else { // Normal turn or 8-ball pocket already called by this player previously
- pocketCallMessage = L""; // Clear message
- if (currentPlayer == 1) {
- currentGameState = PLAYER1_TURN;
- aiTurnPending = false;
- }
- else { // Player 2's turn
- currentGameState = PLAYER2_TURN;
- aiTurnPending = isPlayer2AI;
- }
- }
- // Set the correct state based on who's turn it is
- /*if (currentPlayer == 1) { //Sector# 6 Here
- currentGameState = PLAYER1_TURN;
- aiTurnPending = false; // Ensure AI flag is off for P1
- }
- else { // Player 2's turn
- if (isPlayer2AI) {
- currentGameState = PLAYER2_TURN; // State indicates it's P2's turn
- aiTurnPending = true; // Set flag for GameUpdate to trigger AI
- // AI will handle Ball-in-Hand logic if necessary within its decision making
- }
- else {
- currentGameState = PLAYER2_TURN; // Human P2
- aiTurnPending = false;
- }
- }*/
- }
- void AIBreakShot() {
- Ball* cueBall = GetCueBall();
- if (!cueBall) return;
- // This function is called when it's AI's turn for the opening break and state is PRE_BREAK_PLACEMENT.
- // AI will place the cue ball and then plan the shot.
- if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
- // Place cue ball in the kitchen randomly
- /*float kitchenMinX = TABLE_LEFT + BALL_RADIUS; // [cite: 1071, 1072, 1587]
- float kitchenMaxX = HEADSTRING_X - BALL_RADIUS; // [cite: 1072, 1078, 1588]
- float kitchenMinY = TABLE_TOP + BALL_RADIUS; // [cite: 1071, 1072, 1588]
- float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS; // [cite: 1072, 1073, 1589]*/
- // --- AI Places Cue Ball for Break ---
- // Decide if placing center or side. For simplicity, let's try placing slightly off-center
- // towards one side for a more angled break, or center for direct apex hit.
- // A common strategy is to hit the second ball of the rack.
- float placementY = RACK_POS_Y; // Align vertically with the rack center
- float placementX;
- // Randomly choose a side or center-ish placement for variation.
- int placementChoice = rand() % 3; // 0: Left-ish, 1: Center-ish, 2: Right-ish in kitchen
- if (placementChoice == 0) { // Left-ish
- placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) - (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the left within kitchen
- }
- else if (placementChoice == 2) { // Right-ish
- placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) + (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the right within kitchen
- }
- else { // Center-ish
- placementX = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // Roughly center of kitchen
- }
- placementX = std::max(TABLE_LEFT + BALL_RADIUS + 1.0f, std::min(placementX, HEADSTRING_X - BALL_RADIUS - 1.0f)); // Clamp within kitchen X
- bool validPos = false;
- int attempts = 0;
- while (!validPos && attempts < 100) {
- /*cueBall->x = kitchenMinX + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxX - kitchenMinX)); // [cite: 1589]
- cueBall->y = kitchenMinY + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxY - kitchenMinY)); // [cite: 1590]
- if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1591]
- validPos = true; // [cite: 1591]*/
- // Try the chosen X, but vary Y slightly to find a clear spot
- cueBall->x = placementX;
- cueBall->y = placementY + (static_cast<float>(rand() % 100 - 50) / 100.0f) * BALL_RADIUS * 2.0f; // Vary Y a bit
- cueBall->y = std::max(TABLE_TOP + BALL_RADIUS + 1.0f, std::min(cueBall->y, TABLE_BOTTOM - BALL_RADIUS - 1.0f)); // Clamp Y
- if (IsValidCueBallPosition(cueBall->x, cueBall->y, true /* behind headstring */)) {
- validPos = true;
- }
- attempts++; // [cite: 1592]
- }
- if (!validPos) {
- // Fallback position
- /*cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // [cite: 1071, 1078, 1593]
- cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f; // [cite: 1071, 1073, 1594]
- if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1594]
- cueBall->x = HEADSTRING_X - BALL_RADIUS * 2; // [cite: 1072, 1078, 1594]
- cueBall->y = RACK_POS_Y; // [cite: 1080, 1595]
- }
- }
- cueBall->vx = 0; // [cite: 1595]
- cueBall->vy = 0; // [cite: 1596]
- // Plan a break shot: aim at the center of the rack (apex ball)
- float targetX = RACK_POS_X; // [cite: 1079] Aim for the apex ball X-coordinate
- float targetY = RACK_POS_Y; // [cite: 1080] Aim for the apex ball Y-coordinate
- float dx = targetX - cueBall->x; // [cite: 1599]
- float dy = targetY - cueBall->y; // [cite: 1600]
- float shotAngle = atan2f(dy, dx); // [cite: 1600]
- float shotPowerValue = MAX_SHOT_POWER; // [cite: 1076, 1600] Use MAX_SHOT_POWER*/
- cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.75f; // A default safe spot in kitchen
- cueBall->y = RACK_POS_Y;
- }
- cueBall->vx = 0; cueBall->vy = 0;
- // --- AI Plans the Break Shot ---
- float targetX, targetY;
- // If cue ball is near center of kitchen width, aim for apex.
- // Otherwise, aim for the second ball on the side the cue ball is on (for a cut break).
- float kitchenCenterRegion = (HEADSTRING_X - TABLE_LEFT) * 0.3f; // Define a "center" region
- if (std::abs(cueBall->x - (TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) / 2.0f)) < kitchenCenterRegion / 2.0f) {
- // Center-ish placement: Aim for the apex ball (ball ID 1 or first ball in rack)
- targetX = RACK_POS_X; // Apex ball X
- targetY = RACK_POS_Y; // Apex ball Y
- }
- else {
- // Side placement: Aim to hit the "second" ball of the rack for a wider spread.
- // This is a simplification. A more robust way is to find the actual second ball.
- // For now, aim slightly off the apex towards the side the cue ball is on.
- targetX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f; // X of the second row of balls
- 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
- }
- float dx = targetX - cueBall->x;
- float dy = targetY - cueBall->y;
- float shotAngle = atan2f(dy, dx);
- float shotPowerValue = MAX_SHOT_POWER * (0.9f + (rand() % 11) / 100.0f); // Slightly vary max power
- // Store planned shot details for the AI
- /*aiPlannedShotDetails.angle = shotAngle; // [cite: 1102, 1601]
- aiPlannedShotDetails.power = shotPowerValue; // [cite: 1102, 1601]
- aiPlannedShotDetails.spinX = 0.0f; // [cite: 1102, 1601] No spin for a standard power break
- aiPlannedShotDetails.spinY = 0.0f; // [cite: 1103, 1602]
- aiPlannedShotDetails.isValid = true; // [cite: 1103, 1602]*/
- aiPlannedShotDetails.angle = shotAngle;
- aiPlannedShotDetails.power = shotPowerValue;
- aiPlannedShotDetails.spinX = 0.0f; // No spin for break usually
- aiPlannedShotDetails.spinY = 0.0f;
- aiPlannedShotDetails.isValid = true;
- // Update global cue parameters for immediate visual feedback if DrawAimingAids uses them
- /*::cueAngle = aiPlannedShotDetails.angle; // [cite: 1109, 1603] Update global cueAngle
- ::shotPower = aiPlannedShotDetails.power; // [cite: 1109, 1604] Update global shotPower
- ::cueSpinX = aiPlannedShotDetails.spinX; // [cite: 1109]
- ::cueSpinY = aiPlannedShotDetails.spinY; // [cite: 1110]*/
- ::cueAngle = aiPlannedShotDetails.angle;
- ::shotPower = aiPlannedShotDetails.power;
- ::cueSpinX = aiPlannedShotDetails.spinX;
- ::cueSpinY = aiPlannedShotDetails.spinY;
- // Set up for AI display via GameUpdate
- /*aiIsDisplayingAim = true; // [cite: 1104] Enable AI aiming visualization
- aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES; // [cite: 1105] Set duration for display
- currentGameState = AI_THINKING; // [cite: 1081] Transition to AI_THINKING state.
- // GameUpdate will handle the aiAimDisplayFramesLeft countdown
- // and then execute the shot using aiPlannedShotDetails.
- // isOpeningBreakShot will be set to false within ApplyShot.
- // No immediate ApplyShot or sound here; GameUpdate's AI execution logic will handle it.*/
- aiIsDisplayingAim = true;
- aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
- currentGameState = AI_THINKING; // State changes to AI_THINKING, GameUpdate will handle shot execution after display
- return; // The break shot is now planned and will be executed by GameUpdate
- }
- // 2. If not in PRE_BREAK_PLACEMENT (e.g., if this function were called at other times,
- // though current game logic only calls it for PRE_BREAK_PLACEMENT)
- // This part can be extended if AIBreakShot needs to handle other scenarios.
- // For now, the primary logic is above.
- }
- // --- Helper Functions ---
- Ball* GetBallById(int id) {
- for (size_t i = 0; i < balls.size(); ++i) {
- if (balls[i].id == id) {
- return &balls[i];
- }
- }
- return nullptr;
- }
- Ball* GetCueBall() {
- return GetBallById(0);
- }
- float GetDistance(float x1, float y1, float x2, float y2) {
- return sqrtf(GetDistanceSq(x1, y1, x2, y2));
- }
- float GetDistanceSq(float x1, float y1, float x2, float y2) {
- float dx = x2 - x1;
- float dy = y2 - y1;
- return dx * dx + dy * dy;
- }
- bool IsValidCueBallPosition(float x, float y, bool checkHeadstring) {
- // Basic bounds check (inside cushions)
- float left = TABLE_LEFT + CUSHION_THICKNESS + BALL_RADIUS;
- float right = TABLE_RIGHT - CUSHION_THICKNESS - BALL_RADIUS;
- float top = TABLE_TOP + CUSHION_THICKNESS + BALL_RADIUS;
- float bottom = TABLE_BOTTOM - CUSHION_THICKNESS - BALL_RADIUS;
- if (x < left || x > right || y < top || y > bottom) {
- return false;
- }
- // Check headstring restriction if needed
- if (checkHeadstring && x >= HEADSTRING_X) {
- return false;
- }
- // Check overlap with other balls
- for (size_t i = 0; i < balls.size(); ++i) {
- if (balls[i].id != 0 && !balls[i].isPocketed) { // Don't check against itself or pocketed balls
- if (GetDistanceSq(x, y, balls[i].x, balls[i].y) < (BALL_RADIUS * 2.0f) * (BALL_RADIUS * 2.0f)) {
- return false; // Overlapping another ball
- }
- }
- }
- return true;
- }
- template <typename T>
- void SafeRelease(T** ppT) {
- if (*ppT) {
- (*ppT)->Release();
- *ppT = nullptr;
- }
- } //Sector# 5 Here
- bool IsPlayerOnEightBall(int player) {
- PlayerInfo& playerInfo = (player == 1) ? player1Info : player2Info;
- if (playerInfo.assignedType != BallType::NONE && playerInfo.assignedType != BallType::EIGHT_BALL && playerInfo.ballsPocketedCount >= 7) {
- Ball* eightBall = GetBallById(8);
- if (eightBall && !eightBall->isPocketed) { // Make sure 8-ball is still on table
- return true;
- }
- }
- return false;
- }
- // --- NEW Helper Function for Pocket Choice Transition ---
- void CheckAndTransitionToPocketChoice(int playerID) {
- // Determine if the specified player needs to call a pocket for the 8-ball
- bool needsToCall = IsPlayerOnEightBall(playerID);
- int* calledPocketForPlayer = (playerID == 1) ? &calledPocketP1 : &calledPocketP2;
- if (needsToCall && *calledPocketForPlayer == -1) {
- // This player needs to choose a pocket and hasn't yet.
- // Ensure global state reflects this player is the one choosing.
- // Note: 'currentPlayer' should already be 'playerID' when this is called appropriately.
- eightBallCallActiveForCurrentPlayer = true;
- pocketCallMessage = ((playerID == 1) ? player1Info.name : player2Info.name) + L": Call pocket for 8-Ball!";
- if (playerID == 1) {
- currentGameState = CHOOSING_POCKET_P1;
- }
- else { // Player 2
- if (isPlayer2AI) {
- // AI will "call" its pocket as part of AIMakeDecision.
- pocketCallMessage = player2Info.name + L" is deciding pocket for 8-Ball...";
- currentGameState = PLAYER2_TURN; // AI's turn to think/call
- aiTurnPending = true; // Trigger AI decision process
- }
- else { // Human Player 2
- currentGameState = CHOOSING_POCKET_P2;
- }
- }
- // Default to hovering/selecting top-right pocket for human players initially.
- if (!(playerID == 2 && isPlayer2AI)) {
- currentlyHoveredPocket = 5; // Default: pocket index 5 (top-right)
- }
- InvalidateRect(hwndMain, NULL, TRUE); // Force redraw so arrow appears immediately
- }
- else if (needsToCall && *calledPocketForPlayer != -1) {
- // Player is on the 8-ball, and a pocket HAS already been called (e.g., from a previous attempt).
- eightBallCallActiveForCurrentPlayer = true;
- pocketCallMessage = L""; // Pocket already called, no "choose" prompt.
- // Proceed to normal turn state for aiming.
- currentGameState = (playerID == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- if (playerID == 2 && isPlayer2AI) {
- aiTurnPending = true;
- }
- }
- else {
- // No 8-ball call needed for this player (either not on 8-ball, or 8-ball already pocketed).
- eightBallCallActiveForCurrentPlayer = false;
- pocketCallMessage = L""; // Clear any previous pocket call messages.
- // Proceed to normal turn state.
- currentGameState = (playerID == 1) ? PLAYER1_TURN : PLAYER2_TURN;
- if (playerID == 2 && isPlayer2AI) {
- aiTurnPending = true;
- }
- }
- }
- // --- Helper Function for Line Segment Intersection ---
- // Finds intersection point of line segment P1->P2 and line segment P3->P4
- // Returns true if they intersect, false otherwise. Stores intersection point in 'intersection'.
- bool LineSegmentIntersection(D2D1_POINT_2F p1, D2D1_POINT_2F p2, D2D1_POINT_2F p3, D2D1_POINT_2F p4, D2D1_POINT_2F& intersection)
- {
- float denominator = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
- // Check if lines are parallel or collinear
- if (fabs(denominator) < 1e-6) {
- return false;
- }
- float ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denominator;
- float ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denominator;
- // Check if intersection point lies on both segments
- if (ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f) {
- intersection.x = p1.x + ua * (p2.x - p1.x);
- intersection.y = p1.y + ua * (p2.y - p1.y);
- return true;
- }
- return false;
- }
- // --- INSERT NEW HELPER FUNCTION HERE ---
- // Calculates the squared distance from point P to the line segment AB.
- float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b) {
- float l2 = GetDistanceSq(a.x, a.y, b.x, b.y);
- if (l2 == 0.0f) return GetDistanceSq(p.x, p.y, a.x, a.y); // Segment is a point
- // Consider P projecting onto the line AB infinite line
- // t = [(P-A) . (B-A)] / |B-A|^2
- float t = ((p.x - a.x) * (b.x - a.x) + (p.y - a.y) * (b.y - a.y)) / l2;
- t = std::max(0.0f, std::min(1.0f, t)); // Clamp t to the segment [0, 1]
- // Projection falls on the segment
- D2D1_POINT_2F projection = D2D1::Point2F(a.x + t * (b.x - a.x), a.y + t * (b.y - a.y));
- return GetDistanceSq(p.x, p.y, projection.x, projection.y);
- }
- // --- End New Helper ---
- // --- NEW AI Implementation Functions ---
- // Main entry point for AI turn
- void AIMakeDecision() {
- //AIShotInfo bestShot = { false }; // Declare here
- // This function is called when currentGameState is AI_THINKING (for a normal shot decision)
- Ball* cueBall = GetCueBall();
- if (!cueBall || !isPlayer2AI || currentPlayer != 2) {
- aiPlannedShotDetails.isValid = false; // Ensure no shot if conditions not met
- return;
- } //Sector# 13 Here
- bool aiIsOn8Ball = IsPlayerOnEightBall(2);
- if (aiIsOn8Ball && calledPocketP2 == -1) {
- AIShotInfo best8BallShotForCall = { false };
- Ball* eightBallEntity = GetBallById(8);
- if (eightBallEntity && !eightBallEntity->isPocketed) {
- for (int p = 0; p < 6; ++p) {
- AIShotInfo current8BallShot = EvaluateShot(eightBallEntity, p);
- current8BallShot.involves8Ball = true;
- if (current8BallShot.possible) {
- Ball* firstHit = nullptr; float hitDistSq = -1.0f;
- if (cueBall) firstHit = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), current8BallShot.angle, hitDistSq);
- if (firstHit && firstHit->id == 8) {
- if (!best8BallShotForCall.possible || current8BallShot.score > best8BallShotForCall.score) {
- best8BallShotForCall = current8BallShot;
- }
- }
- }
- }
- }
- if (best8BallShotForCall.possible && best8BallShotForCall.pocketIndex != -1) {
- calledPocketP2 = best8BallShotForCall.pocketIndex;
- pocketCallMessage = player2Info.name + L" calls pocket " + std::to_wstring(calledPocketP2 + 1) + L".";
- }
- else {
- int fallbackPocket = 5;
- if (eightBallEntity) {
- float minDistToPocket = 100000.0f;
- for (int p = 0; p < 6; ++p) {
- if (IsPathClear(D2D1::Point2F(eightBallEntity->x, eightBallEntity->y), pocketPositions[p], 8, -1)) {
- float dist = GetDistance(eightBallEntity->x, eightBallEntity->y, pocketPositions[p].x, pocketPositions[p].y);
- if (dist < minDistToPocket) {
- minDistToPocket = dist;
- fallbackPocket = p;
- }
- }
- }
- }
- calledPocketP2 = fallbackPocket;
- pocketCallMessage = player2Info.name + L" calls pocket " + std::to_wstring(calledPocketP2 + 1) + L" (fallback).";
- }
- }
- // Phase 1: Placement if needed (Ball-in-Hand or Initial Break)
- /*if ((isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) || currentGameState == BALL_IN_HAND_P2) {
- AIPlaceCueBall(); // Handles kitchen placement for break or regular ball-in-hand
- if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
- currentGameState = BREAKING; // Now AI needs to decide the break shot parameters
- }
- // For regular BALL_IN_HAND_P2, after placement, it will proceed to find a shot.
- }*/
- aiPlannedShotDetails.isValid = false; // Default to no valid shot found yet for this decision cycle
- // Note: isOpeningBreakShot is false here because AIBreakShot handles the break.
- // Phase 2: Decide shot parameters (Break or Normal play)
- /*if (isOpeningBreakShot && currentGameState == BREAKING) {
- // Force cue ball into center of kitchen
- cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
- cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f;
- cueBall->vx = cueBall->vy = 0.0f;
- float rackCenterX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f * 2.0f;
- float rackCenterY = RACK_POS_Y;
- float dx = rackCenterX - cueBall->x;
- float dy = rackCenterY - cueBall->y;
- aiPlannedShotDetails.angle = atan2f(dy, dx);
- aiPlannedShotDetails.power = MAX_SHOT_POWER;
- aiPlannedShotDetails.spinX = 0.0f;
- aiPlannedShotDetails.spinY = 0.0f;
- aiPlannedShotDetails.isValid = true;
- // Apply shot immediately
- cueAngle = aiPlannedShotDetails.angle;
- shotPower = aiPlannedShotDetails.power;
- cueSpinX = aiPlannedShotDetails.spinX;
- cueSpinY = aiPlannedShotDetails.spinY;
- firstHitBallIdThisShot = -1;
- cueHitObjectBallThisShot = false;
- railHitAfterContact = false;
- isAiming = false;
- aiIsDisplayingAim = false;
- aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
- //bool aiIsDisplayingAim = true;
- std::thread([](const TCHAR* soundName) {
- PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT);
- }, TEXT("cue.wav")).detach();
- ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
- currentGameState = SHOT_IN_PROGRESS;
- isOpeningBreakShot = false;
- aiTurnPending = false;
- pocketedThisTurn.clear();
- return;
- }
- else {*/
- // --- Normal AI Shot Decision (using AIFindBestShot) ---
- AIShotInfo bestShot = AIFindBestShot(); // bugtraq
- //bestShot = AIFindBestShot(); // bugtraq
- if (bestShot.possible) {
- aiPlannedShotDetails.angle = bestShot.angle;
- aiPlannedShotDetails.power = bestShot.power;
- aiPlannedShotDetails.spinX = 0.0f; // AI doesn't use spin yet
- aiPlannedShotDetails.spinY = 0.0f;
- aiPlannedShotDetails.isValid = true;
- }
- else {
- // Safety tap if no better shot found
- // Try to hit the closest 'own' ball gently or any ball if types not assigned
- Ball* ballToNudge = nullptr;
- float minDistSq = -1.0f;
- BallType aiTargetType = player2Info.assignedType;
- bool mustHit8Ball = (aiTargetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
- for (auto& b : balls) {
- if (b.isPocketed || b.id == 0) continue;
- bool canHitThis = false;
- if (mustHit8Ball) canHitThis = (b.id == 8);
- else if (aiTargetType != BallType::NONE) canHitThis = (b.type == aiTargetType);
- else canHitThis = (b.id != 8); // Can hit any non-8-ball if types not assigned
- if (canHitThis) {
- float dSq = GetDistanceSq(cueBall->x, cueBall->y, b.x, b.y);
- if (ballToNudge == nullptr || dSq < minDistSq) {
- ballToNudge = &b;
- minDistSq = dSq;
- }
- }
- }
- if (ballToNudge) { // Found a ball to nudge
- aiPlannedShotDetails.angle = atan2f(ballToNudge->y - cueBall->y, ballToNudge->x - cueBall->x);
- aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.15f; // Gentle tap
- }
- else { // Absolute fallback: small tap forward
- aiPlannedShotDetails.angle = cueAngle; // Keep last angle or default
- //aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.1f;
- aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.1f;
- }
- aiPlannedShotDetails.spinX = 0.0f;
- aiPlannedShotDetails.spinY = 0.0f;
- aiPlannedShotDetails.isValid = true; // Safety shot is a "valid" plan
- }
- //} //bracefix
- // Phase 3: Setup for Aim Display (if a valid shot was decided)
- if (aiPlannedShotDetails.isValid) {
- cueAngle = aiPlannedShotDetails.angle; // Update global for drawing
- shotPower = aiPlannedShotDetails.power; // Update global for drawing
- // cueSpinX and cueSpinY could also be set here if AI used them
- cueSpinX = aiPlannedShotDetails.spinX; // Also set these for drawing consistency
- cueSpinY = aiPlannedShotDetails.spinY; //
- aiIsDisplayingAim = true;
- aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
- // currentGameState remains AI_THINKING, GameUpdate will handle the display countdown and shot execution.
- // FIRE THE BREAK SHOT NOW
- // Immediately execute the break shot after setting parameters
- /*ApplyShot(aiPlannedShotDetails.power, aiPlannedShotDetails.angle, aiPlannedShotDetails.spinX, aiPlannedShotDetails.spinY);
- currentGameState = SHOT_IN_PROGRESS;
- aiTurnPending = false;
- isOpeningBreakShot = false;*/
- }
- else {
- // Should not happen if safety shot is always planned, but as a fallback:
- aiIsDisplayingAim = false;
- // If AI truly can't decide anything, maybe switch turn or log error. For now, it will do nothing this frame.
- // Or force a minimal safety tap without display.
- // To ensure game progresses, let's plan a minimal tap if nothing else.
- if (!aiPlannedShotDetails.isValid) { // Double check
- aiPlannedShotDetails.angle = 0.0f;
- aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.05f; // Very small tap
- aiPlannedShotDetails.spinX = 0.0f; aiPlannedShotDetails.spinY = 0.0f;
- aiPlannedShotDetails.isValid = true;
- //cueAngle = aiPlannedShotDetails.angle; shotPower = aiPlannedShotDetails.power;
- cueAngle = aiPlannedShotDetails.angle;
- shotPower = aiPlannedShotDetails.power;
- cueSpinX = aiPlannedShotDetails.spinX;
- cueSpinY = aiPlannedShotDetails.spinY;
- aiIsDisplayingAim = true; // Allow display for this minimal tap too
- aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES / 2; // Shorter display for fallback
- }
- }
- // aiTurnPending was set to false by GameUpdate before calling AIMakeDecision.
- // AIMakeDecision's job is to populate aiPlannedShotDetails and trigger display.
- }
- // AI logic for placing cue ball during ball-in-hand
- void AIPlaceCueBall() {
- Ball* cueBall = GetCueBall();
- if (!cueBall) return;
- // --- CPU AI Opening Break: Kitchen Placement ---
- /*if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT && currentPlayer == 2 && isPlayer2AI) {
- float kitchenMinX = TABLE_LEFT + BALL_RADIUS;
- float kitchenMaxX = HEADSTRING_X - BALL_RADIUS;
- float kitchenMinY = TABLE_TOP + BALL_RADIUS;
- float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS;
- bool validPositionFound = false;
- int attempts = 0;
- while (!validPositionFound && attempts < 100) {
- cueBall->x = kitchenMinX + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (kitchenMaxX - kitchenMinX)));
- cueBall->y = kitchenMinY + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (kitchenMaxY - kitchenMinY)));
- if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) {
- validPositionFound = true;
- }
- attempts++;
- }
- if (!validPositionFound) {
- cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
- cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
- if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) {
- cueBall->x = HEADSTRING_X - BALL_RADIUS * 2.0f;
- cueBall->y = RACK_POS_Y;
- }
- }
- cueBall->vx = 0; cueBall->vy = 0;
- return;
- }*/
- // --- End CPU AI Opening Break Placement ---
- // This function is now SOLELY for Ball-In-Hand placement for the AI (anywhere on the table).
- // Break placement is handled by AIBreakShot().
- // Simple Strategy: Find the easiest possible shot for the AI's ball type
- // Place the cue ball directly behind that target ball, aiming straight at a pocket.
- // (More advanced: find spot offering multiple options or safety)
- AIShotInfo bestPlacementShot = { false };
- D2D1_POINT_2F bestPlacePos = D2D1::Point2F(HEADSTRING_X * 0.5f, RACK_POS_Y); // Default placement
- // A better default for ball-in-hand (anywhere) might be center table if no shot found.
- bestPlacePos = D2D1::Point2F(TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP + TABLE_HEIGHT / 2.0f);
- float bestPlacementScore = -1.0f; // Keep track of the score for the best placement found
- BallType targetType = player2Info.assignedType;
- bool canTargetAnyPlacement = false; // Local scope variable for placement logic
- if (targetType == BallType::NONE) {
- canTargetAnyPlacement = true;
- }
- bool target8Ball = (!canTargetAnyPlacement && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
- if (target8Ball) targetType = BallType::EIGHT_BALL;
- for (auto& targetBall : balls) {
- if (targetBall.isPocketed || targetBall.id == 0) continue;
- // Determine if current ball is a valid target for placement consideration
- bool currentBallIsValidTarget = false;
- if (target8Ball && targetBall.id == 8) currentBallIsValidTarget = true;
- else if (canTargetAnyPlacement && targetBall.id != 8) currentBallIsValidTarget = true;
- else if (!canTargetAnyPlacement && !target8Ball && targetBall.type == targetType) currentBallIsValidTarget = true;
- if (!currentBallIsValidTarget) continue; // Skip if not a valid target
- for (int p = 0; p < 6; ++p) {
- // Calculate ideal cue ball position: straight line behind target ball aiming at pocket p
- float targetToPocketX = pocketPositions[p].x - targetBall.x;
- float targetToPocketY = pocketPositions[p].y - targetBall.y;
- float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
- if (dist < 1.0f) continue; // Avoid division by zero
- float idealAngle = atan2f(targetToPocketY, targetToPocketX);
- // Place cue ball slightly behind target ball along this line
- float placeDist = BALL_RADIUS * 3.0f; // Place a bit behind
- D2D1_POINT_2F potentialPlacePos = D2D1::Point2F( // Use factory function
- targetBall.x - cosf(idealAngle) * placeDist,
- targetBall.y - sinf(idealAngle) * placeDist
- );
- // Check if this placement is valid (on table, behind headstring if break, not overlapping)
- /*bool behindHeadstringRule = (currentGameState == PRE_BREAK_PLACEMENT);*/
- // For ball-in-hand (NOT break), behindHeadstringRule is false.
- // The currentGameState should be BALL_IN_HAND_P2 when this is called for a foul.
- bool behindHeadstringRule = false; // Player can place anywhere after a foul
- if (IsValidCueBallPosition(potentialPlacePos.x, potentialPlacePos.y, behindHeadstringRule)) {
- // Is path from potentialPlacePos to targetBall clear?
- // Use D2D1::Point2F() factory function here
- if (IsPathClear(potentialPlacePos, D2D1::Point2F(targetBall.x, targetBall.y), 0, targetBall.id)) {
- // Is path from targetBall to pocket clear?
- // Use D2D1::Point2F() factory function here
- if (IsPathClear(D2D1::Point2F(targetBall.x, targetBall.y), pocketPositions[p], targetBall.id, -1)) {
- // This seems like a good potential placement. Score it?
- // Easy AI: Just take the first valid one found.
- /*bestPlacePos = potentialPlacePos;
- goto placement_found;*/ // Use goto for simplicity in non-OOP structure
- // This is a possible shot. Score this placement.
- // A simple score: distance to target ball (shorter is better for placement).
- // More advanced: consider angle to pocket, difficulty of the shot from this placement.
- AIShotInfo tempShotInfo;
- tempShotInfo.possible = true;
- tempShotInfo.targetBall = &targetBall;
- tempShotInfo.pocketIndex = p;
- tempShotInfo.ghostBallPos = CalculateGhostBallPos(&targetBall, p); // Not strictly needed for placement score but good for consistency
- tempShotInfo.angle = idealAngle; // The angle from the placed ball to target
- // Use EvaluateShot's scoring mechanism if possible, or a simpler one here.
- float currentScore = 1000.0f / (1.0f + GetDistance(potentialPlacePos.x, potentialPlacePos.y, targetBall.x, targetBall.y)); // Inverse distance
- if (currentScore > bestPlacementScore) {
- bestPlacementScore = currentScore;
- bestPlacePos = potentialPlacePos;
- }
- }
- }
- }
- }
- }
- placement_found:
- // Place the cue ball at the best found position (or default if no good spot found)
- cueBall->x = bestPlacePos.x;
- cueBall->y = bestPlacePos.y;
- cueBall->vx = 0;
- cueBall->vy = 0;
- }
- // AI finds the best shot available on the table
- AIShotInfo AIFindBestShot() {
- AIShotInfo bestShotOverall = { false };
- Ball* cueBall = GetCueBall();
- if (!cueBall) return bestShotOverall;
- // Ensure cue ball position is up-to-date if AI just placed it
- // (AIPlaceCueBall should have already set cueBall->x, cueBall->y)
- /* // Determine target ball type for AI (Player 2) //Sector# 14 Here
- BallType targetType = player2Info.assignedType;
- bool canTargetAny = false; // Can AI hit any ball (e.g., after break, before assignment)?
- if (targetType == BallType::NONE) {
- // If colors not assigned, AI aims to pocket *something* (usually lowest numbered ball legally)
- // Or, more simply, treat any ball as a potential target to make *a* pocket
- canTargetAny = true; // Simplification: allow targeting any non-8 ball.
- // A better rule is hit lowest numbered ball first on break follow-up.
- }
- // Check if AI needs to shoot the 8-ball
- bool target8Ball = (!canTargetAny && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
- // Iterate through all potential target balls
- for (auto& potentialTarget : balls) {
- if (potentialTarget.isPocketed || potentialTarget.id == 0) continue; // Skip pocketed and cue ball
- // Check if this ball is a valid target
- bool isValidTarget = false;
- if (target8Ball) {
- isValidTarget = (potentialTarget.id == 8);
- }
- else if (canTargetAny) {
- isValidTarget = (potentialTarget.id != 8); // Can hit any non-8 ball
- }
- else { // Colors assigned, not yet shooting 8-ball
- isValidTarget = (potentialTarget.type == targetType);
- }
- if (!isValidTarget) continue; // Skip if not a valid target for this turn
- // Now, check all pockets for this target ball
- for (int p = 0; p < 6; ++p) {
- AIShotInfo currentShot = EvaluateShot(&potentialTarget, p);
- currentShot.involves8Ball = (potentialTarget.id == 8);
- if (currentShot.possible) {
- // Compare scores to find the best shot
- if (!bestShotOverall.possible || currentShot.score > bestShotOverall.score) {
- bestShotOverall = currentShot;
- }
- }
- }
- }*/ // End loop through potential target balls
- bool aiMustShoot8ForWin = IsPlayerOnEightBall(2);
- if (aiMustShoot8ForWin && calledPocketP2 != -1) {
- Ball* eightBallEntity = GetBallById(8);
- if (eightBallEntity && !eightBallEntity->isPocketed) {
- AIShotInfo shotToCalledPocket = EvaluateShot(eightBallEntity, calledPocketP2);
- shotToCalledPocket.involves8Ball = true;
- if (shotToCalledPocket.possible) {
- Ball* firstHit = nullptr; float hitDistSq = -1.0f;
- if (cueBall) firstHit = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), shotToCalledPocket.angle, hitDistSq);
- if (firstHit && firstHit->id == 8) {
- shotToCalledPocket.score *= 100.0f;
- return shotToCalledPocket;
- }
- }
- bestShotOverall = shotToCalledPocket;
- }
- }
- else {
- BallType targetType = player2Info.assignedType;
- bool canTargetAny = (targetType == BallType::NONE);
- bool target8BallNormally = (!canTargetAny && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
- for (auto& potentialTarget : balls) {
- if (potentialTarget.isPocketed || potentialTarget.id == 0) continue;
- bool isValidTargetForLoop = false;
- if (target8BallNormally) {
- isValidTargetForLoop = (potentialTarget.id == 8);
- }
- else if (canTargetAny) {
- isValidTargetForLoop = (potentialTarget.id != 8);
- }
- else {
- isValidTargetForLoop = (potentialTarget.type == targetType);
- }
- if (!isValidTargetForLoop) continue;
- for (int p = 0; p < 6; ++p) {
- if (aiMustShoot8ForWin && calledPocketP2 != -1) {
- if (potentialTarget.id != 8 || p != calledPocketP2) {
- continue;
- }
- }
- AIShotInfo currentShot = EvaluateShot(&potentialTarget, p);
- currentShot.involves8Ball = (potentialTarget.id == 8);
- if (currentShot.possible) {
- if (aiMustShoot8ForWin && calledPocketP2 != -1 && potentialTarget.id == 8 && p == calledPocketP2) {
- Ball* firstHitTest = nullptr; float hitDistSqTest = -1.0f;
- if (cueBall) firstHitTest = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), currentShot.angle, hitDistSqTest);
- if (firstHitTest && firstHitTest->id == 8) {
- currentShot.score *= 100.0f;
- }
- else {
- currentShot.score *= 0.001f;
- }
- }
- if (!bestShotOverall.possible || currentShot.score > bestShotOverall.score) {
- bestShotOverall = currentShot;
- }
- }
- }
- }
- }
- // If targeting 8-ball and no shot found, or targeting own balls and no shot found,
- // need a safety strategy. Current simple AI just takes best found or taps cue ball.
- return bestShotOverall;
- }
- // Evaluate a potential shot at a specific target ball towards a specific pocket
- AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex) {
- AIShotInfo shotInfo;
- shotInfo.possible = false; // Assume not possible initially
- shotInfo.targetBall = targetBall;
- shotInfo.pocketIndex = pocketIndex;
- Ball* cueBall = GetCueBall();
- if (!cueBall || !targetBall) return shotInfo;
- // --- Define local state variables needed for legality checks ---
- BallType aiAssignedType = player2Info.assignedType;
- bool canTargetAny = (aiAssignedType == BallType::NONE); // Can AI hit any ball?
- bool mustTarget8Ball = (!canTargetAny && aiAssignedType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
- // ---
- // 1. Calculate Ghost Ball position
- shotInfo.ghostBallPos = CalculateGhostBallPos(targetBall, pocketIndex);
- // 2. Calculate Angle from Cue Ball to Ghost Ball
- float dx = shotInfo.ghostBallPos.x - cueBall->x;
- float dy = shotInfo.ghostBallPos.y - cueBall->y;
- if (fabs(dx) < 0.01f && fabs(dy) < 0.01f) return shotInfo; // Avoid aiming at same spot
- shotInfo.angle = atan2f(dy, dx);
- // Basic angle validity check (optional)
- if (!IsValidAIAimAngle(shotInfo.angle)) {
- // Maybe log this or handle edge cases
- }
- // 3. Check Path: Cue Ball -> Ghost Ball Position
- // Use D2D1::Point2F() factory function here
- if (!IsPathClear(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.ghostBallPos, cueBall->id, targetBall->id)) {
- return shotInfo; // Path blocked
- }
- // 4. Check Path: Target Ball -> Pocket
- // Use D2D1::Point2F() factory function here
- if (!IsPathClear(D2D1::Point2F(targetBall->x, targetBall->y), pocketPositions[pocketIndex], targetBall->id, -1)) {
- return shotInfo; // Path blocked
- }
- // 5. Check First Ball Hit Legality
- float firstHitDistSq = -1.0f;
- // Use D2D1::Point2F() factory function here
- Ball* firstHit = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.angle, firstHitDistSq);
- if (!firstHit) {
- return shotInfo; // AI aims but doesn't hit anything? Impossible shot.
- }
- // Check if the first ball hit is the intended target ball
- if (firstHit->id != targetBall->id) {
- // Allow hitting slightly off target if it's very close to ghost ball pos
- float ghostDistSq = GetDistanceSq(shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y, firstHit->x, firstHit->y);
- // Allow a tolerance roughly half the ball radius squared
- if (ghostDistSq > (BALL_RADIUS * 0.7f) * (BALL_RADIUS * 0.7f)) {
- // First hit is significantly different from the target point.
- // This shot path leads to hitting the wrong ball first.
- return shotInfo; // Foul or unintended shot
- }
- // If first hit is not target, but very close, allow it for now (might still be foul based on type).
- }
- // Check legality of the *first ball actually hit* based on game rules
- if (!canTargetAny) { // Colors are assigned (or should be)
- if (mustTarget8Ball) { // Must hit 8-ball first
- if (firstHit->id != 8) {
- // return shotInfo; // FOUL - Hitting wrong ball when aiming for 8-ball
- // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
- }
- }
- else { // Must hit own ball type first
- if (firstHit->type != aiAssignedType && firstHit->id != 8) { // Allow hitting 8-ball if own type blocked? No, standard rules usually require hitting own first.
- // return shotInfo; // FOUL - Hitting opponent ball or 8-ball when shouldn't
- // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
- }
- else if (firstHit->id == 8) {
- // return shotInfo; // FOUL - Hitting 8-ball when shouldn't
- // Keep shot possible for now
- }
- }
- }
- // (If canTargetAny is true, hitting any ball except 8 first is legal - assuming not scratching)
- // 6. Calculate Score & Power (Difficulty affects this)
- shotInfo.possible = true; // If we got here, the shot is geometrically possible and likely legal enough for AI to consider
- float cueToGhostDist = GetDistance(cueBall->x, cueBall->y, shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y);
- float targetToPocketDist = GetDistance(targetBall->x, targetBall->y, pocketPositions[pocketIndex].x, pocketPositions[pocketIndex].y);
- // Simple Score: Shorter shots are better, straighter shots are slightly better.
- float distanceScore = 1000.0f / (1.0f + cueToGhostDist + targetToPocketDist);
- // Angle Score: Calculate cut angle
- // Vector Cue -> Ghost
- float v1x = shotInfo.ghostBallPos.x - cueBall->x;
- float v1y = shotInfo.ghostBallPos.y - cueBall->y;
- // Vector Target -> Pocket
- float v2x = pocketPositions[pocketIndex].x - targetBall->x;
- float v2y = pocketPositions[pocketIndex].y - targetBall->y;
- // Normalize vectors
- float mag1 = sqrtf(v1x * v1x + v1y * v1y);
- float mag2 = sqrtf(v2x * v2x + v2y * v2y);
- float angleScoreFactor = 0.5f; // Default if vectors are zero len
- if (mag1 > 0.1f && mag2 > 0.1f) {
- v1x /= mag1; v1y /= mag1;
- v2x /= mag2; v2y /= mag2;
- // Dot product gives cosine of angle between cue ball path and target ball path
- float dotProduct = v1x * v2x + v1y * v2y;
- // Straighter shot (dot product closer to 1) gets higher score
- angleScoreFactor = (1.0f + dotProduct) / 2.0f; // Map [-1, 1] to [0, 1]
- }
- angleScoreFactor = std::max(0.1f, angleScoreFactor); // Ensure some minimum score factor
- shotInfo.score = distanceScore * angleScoreFactor;
- // Bonus for pocketing 8-ball legally
- if (mustTarget8Ball && targetBall->id == 8) {
- shotInfo.score *= 10.0; // Strongly prefer the winning shot
- }
- // Penalty for difficult cuts? Already partially handled by angleScoreFactor.
- // 7. Calculate Power
- shotInfo.power = CalculateShotPower(cueToGhostDist, targetToPocketDist);
- // 8. Add Inaccuracy based on Difficulty (same as before)
- float angleError = 0.0f;
- float powerErrorFactor = 1.0f;
- switch (aiDifficulty) {
- case EASY:
- angleError = (float)(rand() % 100 - 50) / 1000.0f; // +/- ~3 deg
- powerErrorFactor = 0.8f + (float)(rand() % 40) / 100.0f; // 80-120%
- shotInfo.power *= 0.8f;
- break;
- case MEDIUM:
- angleError = (float)(rand() % 60 - 30) / 1000.0f; // +/- ~1.7 deg
- powerErrorFactor = 0.9f + (float)(rand() % 20) / 100.0f; // 90-110%
- break;
- case HARD:
- angleError = (float)(rand() % 10 - 5) / 1000.0f; // +/- ~0.3 deg
- powerErrorFactor = 0.98f + (float)(rand() % 4) / 100.0f; // 98-102%
- break;
- }
- shotInfo.angle += angleError;
- shotInfo.power *= powerErrorFactor;
- shotInfo.power = std::max(1.0f, std::min(shotInfo.power, MAX_SHOT_POWER)); // Clamp power
- return shotInfo;
- }
- // Calculates required power (simplified)
- float CalculateShotPower(float cueToGhostDist, float targetToPocketDist) {
- // Basic model: Power needed increases with total distance the balls need to travel.
- // Need enough power for cue ball to reach target AND target to reach pocket.
- float totalDist = cueToGhostDist + targetToPocketDist;
- // Map distance to power (needs tuning)
- // Let's say max power is needed for longest possible shot (e.g., corner to corner ~ 1000 units)
- float powerRatio = std::min(1.0f, totalDist / 800.0f); // Normalize based on estimated max distance
- float basePower = MAX_SHOT_POWER * 0.2f; // Minimum power to move balls reliably
- float variablePower = (MAX_SHOT_POWER * 0.8f) * powerRatio; // Scale remaining power range
- // Harder AI could adjust based on desired cue ball travel (more power for draw/follow)
- return std::min(MAX_SHOT_POWER, basePower + variablePower);
- }
- // Calculate the position the cue ball needs to hit for the target ball to go towards the pocket
- D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex) {
- float targetToPocketX = pocketPositions[pocketIndex].x - targetBall->x;
- float targetToPocketY = pocketPositions[pocketIndex].y - targetBall->y;
- float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
- if (dist < 1.0f) { // Target is basically in the pocket
- // Aim slightly off-center to avoid weird physics? Or directly at center?
- // For simplicity, return a point slightly behind center along the reverse line.
- return D2D1::Point2F(targetBall->x - targetToPocketX * 0.1f, targetBall->y - targetToPocketY * 0.1f);
- }
- // Normalize direction vector from target to pocket
- float nx = targetToPocketX / dist;
- float ny = targetToPocketY / dist;
- // Ghost ball position is diameter distance *behind* the target ball along this line
- float ghostX = targetBall->x - nx * (BALL_RADIUS * 2.0f);
- float ghostY = targetBall->y - ny * (BALL_RADIUS * 2.0f);
- return D2D1::Point2F(ghostX, ghostY);
- }
- // Checks if line segment is clear of obstructing balls
- bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2) {
- float dx = end.x - start.x;
- float dy = end.y - start.y;
- float segmentLenSq = dx * dx + dy * dy;
- if (segmentLenSq < 0.01f) return true; // Start and end are same point
- for (const auto& ball : balls) {
- if (ball.isPocketed) continue;
- if (ball.id == ignoredBallId1) continue;
- if (ball.id == ignoredBallId2) continue;
- // Check distance from ball center to the line segment
- float ballToStartX = ball.x - start.x;
- float ballToStartY = ball.y - start.y;
- // Project ball center onto the line defined by the segment
- float dot = (ballToStartX * dx + ballToStartY * dy) / segmentLenSq;
- D2D1_POINT_2F closestPointOnLine;
- if (dot < 0) { // Closest point is start point
- closestPointOnLine = start;
- }
- else if (dot > 1) { // Closest point is end point
- closestPointOnLine = end;
- }
- else { // Closest point is along the segment
- closestPointOnLine = D2D1::Point2F(start.x + dot * dx, start.y + dot * dy);
- }
- // Check if the closest point is within collision distance (ball radius + path radius)
- if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * BALL_RADIUS)) {
- // Consider slightly wider path check? Maybe BALL_RADIUS * 1.1f?
- // if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * 1.1f)*(BALL_RADIUS*1.1f)) {
- return false; // Path is blocked
- }
- }
- return true; // No obstructions found
- }
- // Finds the first ball hit along a path (simplified)
- Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq) {
- Ball* hitBall = nullptr;
- hitDistSq = -1.0f; // Initialize hit distance squared
- float minCollisionDistSq = -1.0f;
- float cosA = cosf(angle);
- float sinA = sinf(angle);
- for (auto& ball : balls) {
- if (ball.isPocketed || ball.id == 0) continue; // Skip cue ball and pocketed
- float dx = ball.x - start.x;
- float dy = ball.y - start.y;
- // Project vector from start->ball onto the aim direction vector
- float dot = dx * cosA + dy * sinA;
- if (dot > 0) { // Ball is generally in front
- // Find closest point on aim line to the ball's center
- float closestPointX = start.x + dot * cosA;
- float closestPointY = start.y + dot * sinA;
- float distSq = GetDistanceSq(ball.x, ball.y, closestPointX, closestPointY);
- // Check if the aim line passes within the ball's radius
- if (distSq < (BALL_RADIUS * BALL_RADIUS)) {
- // Calculate distance from start to the collision point on the ball's circumference
- float backDist = sqrtf(std::max(0.f, BALL_RADIUS * BALL_RADIUS - distSq));
- float collisionDist = dot - backDist; // Distance along aim line to collision
- if (collisionDist > 0) { // Ensure collision is in front
- float collisionDistSq = collisionDist * collisionDist;
- if (hitBall == nullptr || collisionDistSq < minCollisionDistSq) {
- minCollisionDistSq = collisionDistSq;
- hitBall = &ball; // Found a closer hit ball
- }
- }
- }
- }
- }
- hitDistSq = minCollisionDistSq; // Return distance squared to the first hit
- return hitBall;
- }
- // Basic check for reasonable AI aim angles (optional)
- bool IsValidAIAimAngle(float angle) {
- // Placeholder - could check for NaN or infinity if calculations go wrong
- return isfinite(angle);
- }
- //midi func = start
- void PlayMidiInBackground(HWND hwnd, const TCHAR* midiPath) {
- while (isMusicPlaying) {
- MCI_OPEN_PARMS mciOpen = { 0 };
- mciOpen.lpstrDeviceType = TEXT("sequencer");
- mciOpen.lpstrElementName = midiPath;
- if (mciSendCommand(0, MCI_OPEN, MCI_OPEN_TYPE | MCI_OPEN_ELEMENT, (DWORD_PTR)&mciOpen) == 0) {
- midiDeviceID = mciOpen.wDeviceID;
- MCI_PLAY_PARMS mciPlay = { 0 };
- mciSendCommand(midiDeviceID, MCI_PLAY, 0, (DWORD_PTR)&mciPlay);
- // Wait for playback to complete
- MCI_STATUS_PARMS mciStatus = { 0 };
- mciStatus.dwItem = MCI_STATUS_MODE;
- do {
- mciSendCommand(midiDeviceID, MCI_STATUS, MCI_STATUS_ITEM, (DWORD_PTR)&mciStatus);
- Sleep(100); // adjust as needed
- } while (mciStatus.dwReturn == MCI_MODE_PLAY && isMusicPlaying);
- mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
- midiDeviceID = 0;
- }
- }
- }
- void StartMidi(HWND hwnd, const TCHAR* midiPath) {
- if (isMusicPlaying) {
- StopMidi();
- }
- isMusicPlaying = true;
- musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
- }
- void StopMidi() {
- if (isMusicPlaying) {
- isMusicPlaying = false;
- if (musicThread.joinable()) musicThread.join();
- if (midiDeviceID != 0) {
- mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
- midiDeviceID = 0;
- }
- }
- }
- /*void PlayGameMusic(HWND hwnd) {
- // Stop any existing playback
- if (isMusicPlaying) {
- isMusicPlaying = false;
- if (musicThread.joinable()) {
- musicThread.join();
- }
- if (midiDeviceID != 0) {
- mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
- midiDeviceID = 0;
- }
- }
- // Get the path of the executable
- TCHAR exePath[MAX_PATH];
- GetModuleFileName(NULL, exePath, MAX_PATH);
- // Extract the directory path
- TCHAR* lastBackslash = _tcsrchr(exePath, '\\');
- if (lastBackslash != NULL) {
- *(lastBackslash + 1) = '\0';
- }
- // Construct the full path to the MIDI file
- static TCHAR midiPath[MAX_PATH];
- _tcscpy_s(midiPath, MAX_PATH, exePath);
- _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID"));
- // Start the background playback
- isMusicPlaying = true;
- musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
- }*/
- //midi func = end
- // --- Drawing Functions ---
- void OnPaint() {
- HRESULT hr = CreateDeviceResources(); // Ensure resources are valid
- if (SUCCEEDED(hr)) {
- pRenderTarget->BeginDraw();
- DrawScene(pRenderTarget); // Pass render target
- hr = pRenderTarget->EndDraw();
- if (hr == D2DERR_RECREATE_TARGET) {
- DiscardDeviceResources();
- // Optionally request another paint message: InvalidateRect(hwndMain, NULL, FALSE);
- // But the timer loop will trigger redraw anyway.
- }
- }
- // If CreateDeviceResources failed, EndDraw might not be called.
- // Consider handling this more robustly if needed.
- }
- void DrawScene(ID2D1RenderTarget* pRT) {
- if (!pRT) return;
- //pRT->Clear(D2D1::ColorF(D2D1::ColorF::LightGray)); // Background color
- // Set background color to #ffffcd (RGB: 255, 255, 205)
- 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)
- //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)
- DrawTable(pRT, pFactory); //Sector# 10 Here
- DrawPocketSelectionIndicator(pRT); // Draw arrow over selected/called pocket
- DrawBalls(pRT);
- DrawAimingAids(pRT); // Includes cue stick if aiming
- DrawUI(pRT);
- DrawPowerMeter(pRT);
- DrawSpinIndicator(pRT);
- DrawPocketedBallsIndicator(pRT);
- DrawBallInHandIndicator(pRT); // Draw cue ball ghost if placing
- // Draw Game Over Message
- if (currentGameState == GAME_OVER && pTextFormat) {
- ID2D1SolidColorBrush* pBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pBrush);
- if (pBrush) {
- D2D1_RECT_F layoutRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP + TABLE_HEIGHT / 2 - 30, TABLE_RIGHT, TABLE_TOP + TABLE_HEIGHT / 2 + 30);
- pRT->DrawText(
- gameOverMessage.c_str(),
- (UINT32)gameOverMessage.length(),
- pTextFormat, // Use large format maybe?
- &layoutRect,
- pBrush
- );
- SafeRelease(&pBrush);
- }
- }
- }
- void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory) {
- ID2D1SolidColorBrush* pBrush = nullptr;
- // === Draw Full Orange Frame (Table Border) ===
- ID2D1SolidColorBrush* pFrameBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(0.9157f, 0.6157f, 0.2000f), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
- //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
- if (pFrameBrush) {
- D2D1_RECT_F outerRect = D2D1::RectF(
- TABLE_LEFT - CUSHION_THICKNESS,
- TABLE_TOP - CUSHION_THICKNESS,
- TABLE_RIGHT + CUSHION_THICKNESS,
- TABLE_BOTTOM + CUSHION_THICKNESS
- );
- pRT->FillRectangle(&outerRect, pFrameBrush);
- SafeRelease(&pFrameBrush);
- }
- // Draw Table Bed (Green Felt)
- pRT->CreateSolidColorBrush(TABLE_COLOR, &pBrush);
- if (!pBrush) return;
- D2D1_RECT_F tableRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP, TABLE_RIGHT, TABLE_BOTTOM);
- pRT->FillRectangle(&tableRect, pBrush);
- SafeRelease(&pBrush);
- // Draw Cushions (Red Border)
- pRT->CreateSolidColorBrush(CUSHION_COLOR, &pBrush);
- if (!pBrush) return;
- // Top Cushion (split by middle pocket)
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + HOLE_VISUAL_RADIUS, TABLE_TOP - CUSHION_THICKNESS, TABLE_LEFT + TABLE_WIDTH / 2.f - HOLE_VISUAL_RADIUS, TABLE_TOP), pBrush);
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + TABLE_WIDTH / 2.f + HOLE_VISUAL_RADIUS, TABLE_TOP - CUSHION_THICKNESS, TABLE_RIGHT - HOLE_VISUAL_RADIUS, TABLE_TOP), pBrush);
- // Bottom Cushion (split by middle pocket)
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + HOLE_VISUAL_RADIUS, TABLE_BOTTOM, TABLE_LEFT + TABLE_WIDTH / 2.f - HOLE_VISUAL_RADIUS, TABLE_BOTTOM + CUSHION_THICKNESS), pBrush);
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT + TABLE_WIDTH / 2.f + HOLE_VISUAL_RADIUS, TABLE_BOTTOM, TABLE_RIGHT - HOLE_VISUAL_RADIUS, TABLE_BOTTOM + CUSHION_THICKNESS), pBrush);
- // Left Cushion
- pRT->FillRectangle(D2D1::RectF(TABLE_LEFT - CUSHION_THICKNESS, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_LEFT, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
- // Right Cushion
- pRT->FillRectangle(D2D1::RectF(TABLE_RIGHT, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_RIGHT + CUSHION_THICKNESS, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
- SafeRelease(&pBrush);
- // Draw Pockets (Black Circles)
- pRT->CreateSolidColorBrush(POCKET_COLOR, &pBrush);
- if (!pBrush) return;
- for (int i = 0; i < 6; ++i) {
- D2D1_ELLIPSE ellipse = D2D1::Ellipse(pocketPositions[i], HOLE_VISUAL_RADIUS, HOLE_VISUAL_RADIUS);
- pRT->FillEllipse(&ellipse, pBrush);
- }
- SafeRelease(&pBrush);
- // Draw Headstring Line (White)
- pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
- //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
- if (!pBrush) return;
- pRT->DrawLine(
- D2D1::Point2F(HEADSTRING_X, TABLE_TOP),
- D2D1::Point2F(HEADSTRING_X, TABLE_BOTTOM),
- pBrush,
- 1.0f // Line thickness
- );
- SafeRelease(&pBrush);
- // Draw Semicircle facing West (flat side East)
- // Draw Semicircle facing East (curved side on the East, flat side on the West)
- ID2D1PathGeometry* pGeometry = nullptr;
- HRESULT hr = pFactory->CreatePathGeometry(&pGeometry);
- if (SUCCEEDED(hr) && pGeometry)
- {
- ID2D1GeometrySink* pSink = nullptr;
- hr = pGeometry->Open(&pSink);
- if (SUCCEEDED(hr) && pSink)
- {
- float radius = 60.0f; // Radius for the semicircle
- D2D1_POINT_2F center = D2D1::Point2F(HEADSTRING_X, (TABLE_TOP + TABLE_BOTTOM) / 2.0f);
- // For a semicircle facing East (curved side on the East), use the top and bottom points.
- D2D1_POINT_2F startPoint = D2D1::Point2F(center.x, center.y - radius); // Top point
- pSink->BeginFigure(startPoint, D2D1_FIGURE_BEGIN_HOLLOW);
- D2D1_ARC_SEGMENT arc = {};
- arc.point = D2D1::Point2F(center.x, center.y + radius); // Bottom point
- arc.size = D2D1::SizeF(radius, radius);
- arc.rotationAngle = 0.0f;
- // Use the correct identifier with the extra underscore:
- arc.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
- arc.arcSize = D2D1_ARC_SIZE_SMALL;
- pSink->AddArc(&arc);
- pSink->EndFigure(D2D1_FIGURE_END_OPEN);
- pSink->Close();
- SafeRelease(&pSink);
- ID2D1SolidColorBrush* pArcBrush = nullptr;
- //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.3f), &pArcBrush);
- pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pArcBrush);
- if (pArcBrush)
- {
- pRT->DrawGeometry(pGeometry, pArcBrush, 1.5f);
- SafeRelease(&pArcBrush);
- }
- }
- SafeRelease(&pGeometry);
- }
- }
- void DrawBalls(ID2D1RenderTarget* pRT) {
- ID2D1SolidColorBrush* pBrush = nullptr;
- ID2D1SolidColorBrush* pStripeBrush = nullptr; // For stripe pattern
- pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBrush); // Placeholder
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
- if (!pBrush || !pStripeBrush) {
- SafeRelease(&pBrush);
- SafeRelease(&pStripeBrush);
- return;
- }
- for (size_t i = 0; i < balls.size(); ++i) {
- const Ball& b = balls[i];
- if (!b.isPocketed) {
- D2D1_ELLIPSE ellipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
- // Set main ball color
- pBrush->SetColor(b.color);
- pRT->FillEllipse(&ellipse, pBrush);
- // Draw Stripe if applicable
- if (b.type == BallType::STRIPE) {
- // Draw a white band across the middle (simplified stripe)
- D2D1_RECT_F stripeRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS * 0.4f, b.x + BALL_RADIUS, b.y + BALL_RADIUS * 0.4f);
- // Need to clip this rectangle to the ellipse bounds - complex!
- // Alternative: Draw two colored arcs leaving a white band.
- // Simplest: Draw a white circle inside, slightly smaller.
- D2D1_ELLIPSE innerEllipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS * 0.6f, BALL_RADIUS * 0.6f);
- pRT->FillEllipse(innerEllipse, pStripeBrush); // White center part
- pBrush->SetColor(b.color); // Set back to stripe color
- pRT->FillEllipse(innerEllipse, pBrush); // Fill again, leaving a ring - No, this isn't right.
- // Let's try drawing a thick white line across
- // This doesn't look great. Just drawing solid red for stripes for now.
- }
- // Draw Number (Optional - requires more complex text layout or pre-rendered textures)
- // if (b.id != 0 && pTextFormat) {
- // std::wstring numStr = std::to_wstring(b.id);
- // D2D1_RECT_F textRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS, b.x + BALL_RADIUS, b.y + BALL_RADIUS);
- // ID2D1SolidColorBrush* pNumBrush = nullptr;
- // D2D1_COLOR_F numCol = (b.type == BallType::SOLID || b.id == 8) ? D2D1::ColorF(D2D1::ColorF::Black) : D2D1::ColorF(D2D1::ColorF::White);
- // pRT->CreateSolidColorBrush(numCol, &pNumBrush);
- // // Create a smaller text format...
- // // pRT->DrawText(numStr.c_str(), numStr.length(), pSmallTextFormat, &textRect, pNumBrush);
- // SafeRelease(&pNumBrush);
- // }
- }
- }
- SafeRelease(&pBrush);
- SafeRelease(&pStripeBrush);
- }
- void DrawAimingAids(ID2D1RenderTarget* pRT) {
- // Condition check at start (Unchanged)
- //if (currentGameState != PLAYER1_TURN && currentGameState != PLAYER2_TURN &&
- //currentGameState != BREAKING && currentGameState != AIMING)
- //{
- //return;
- //}
- // NEW Condition: Allow drawing if it's a human player's active turn/aiming/breaking,
- // OR if it's AI's turn and it's in AI_THINKING state (calculating) or BREAKING (aiming break).
- bool isHumanInteracting = (!isPlayer2AI || currentPlayer == 1) &&
- (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
- currentGameState == BREAKING || currentGameState == AIMING);
- // AI_THINKING state is when AI calculates shot. AIMakeDecision sets cueAngle/shotPower.
- // Also include BREAKING state if it's AI's turn and isOpeningBreakShot for break aim visualization.
- // NEW Condition: AI is displaying its aim
- bool isAiVisualizingShot = (isPlayer2AI && currentPlayer == 2 &&
- currentGameState == AI_THINKING && aiIsDisplayingAim);
- if (!isHumanInteracting && !(isAiVisualizingShot || (currentGameState == AI_THINKING && aiIsDisplayingAim))) {
- return;
- }
- Ball* cueBall = GetCueBall();
- if (!cueBall || cueBall->isPocketed) return; // Don't draw if cue ball is gone
- ID2D1SolidColorBrush* pBrush = nullptr;
- ID2D1SolidColorBrush* pGhostBrush = nullptr;
- ID2D1StrokeStyle* pDashedStyle = nullptr;
- ID2D1SolidColorBrush* pCueBrush = nullptr;
- ID2D1SolidColorBrush* pReflectBrush = nullptr; // Brush for reflection line
- // Ensure render target is valid
- if (!pRT) return;
- // Create Brushes and Styles (check for failures)
- HRESULT hr;
- hr = pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
- if FAILED(hr) { SafeRelease(&pBrush); return; }
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
- if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); return; }
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
- if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); return; }
- // Create reflection brush (e.g., lighter shade or different color)
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
- if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); SafeRelease(&pReflectBrush); return; }
- // Create a Cyan brush for primary and secondary lines //orig(75.0f / 255.0f, 0.0f, 130.0f / 255.0f);indigoColor
- D2D1::ColorF cyanColor(0.0, 255.0, 255.0, 255.0f);
- ID2D1SolidColorBrush* pCyanBrush = nullptr;
- hr = pRT->CreateSolidColorBrush(cyanColor, &pCyanBrush);
- if (FAILED(hr)) {
- SafeRelease(&pCyanBrush);
- // handle error if needed
- }
- // Create a Purple brush for primary and secondary lines
- D2D1::ColorF purpleColor(255.0f, 0.0f, 255.0f, 255.0f);
- ID2D1SolidColorBrush* pPurpleBrush = nullptr;
- hr = pRT->CreateSolidColorBrush(purpleColor, &pPurpleBrush);
- if (FAILED(hr)) {
- SafeRelease(&pPurpleBrush);
- // handle error if needed
- }
- if (pFactory) {
- D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
- strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
- hr = pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
- if FAILED(hr) { pDashedStyle = nullptr; }
- }
- // --- Cue Stick Drawing (Unchanged from previous fix) ---
- const float baseStickLength = 150.0f;
- const float baseStickThickness = 4.0f;
- float stickLength = baseStickLength * 1.4f;
- float stickThickness = baseStickThickness * 1.5f;
- float stickAngle = cueAngle + PI;
- float powerOffset = 0.0f;
- //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
- // Show power offset if human is aiming/dragging, or if AI is preparing its shot (AI_THINKING or AI Break)
- if ((isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) || isAiVisualizingShot) { // Use the new condition
- powerOffset = shotPower * 5.0f;
- }
- D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
- D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
- pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);
- // --- Projection Line Calculation ---
- float cosA = cosf(cueAngle);
- float sinA = sinf(cueAngle);
- float rayLength = TABLE_WIDTH + TABLE_HEIGHT; // Ensure ray is long enough
- D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
- D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);
- // Find the first ball hit by the aiming ray
- Ball* hitBall = nullptr;
- float firstHitDistSq = -1.0f;
- D2D1_POINT_2F ballCollisionPoint = { 0, 0 }; // Point on target ball circumference
- D2D1_POINT_2F ghostBallPosForHit = { 0, 0 }; // Ghost ball pos for the hit ball
- hitBall = FindFirstHitBall(rayStart, cueAngle, firstHitDistSq);
- if (hitBall) {
- // Calculate the point on the target ball's circumference
- float collisionDist = sqrtf(firstHitDistSq);
- ballCollisionPoint = D2D1::Point2F(rayStart.x + cosA * collisionDist, rayStart.y + sinA * collisionDist);
- // Calculate ghost ball position for this specific hit (used for projection consistency)
- ghostBallPosForHit = D2D1::Point2F(hitBall->x - cosA * BALL_RADIUS, hitBall->y - sinA * BALL_RADIUS); // Approx.
- }
- // Find the first rail hit by the aiming ray
- D2D1_POINT_2F railHitPoint = rayEnd; // Default to far end if no rail hit
- float minRailDistSq = rayLength * rayLength;
- int hitRailIndex = -1; // 0:Left, 1:Right, 2:Top, 3:Bottom
- // Define table edge segments for intersection checks
- D2D1_POINT_2F topLeft = D2D1::Point2F(TABLE_LEFT, TABLE_TOP);
- D2D1_POINT_2F topRight = D2D1::Point2F(TABLE_RIGHT, TABLE_TOP);
- D2D1_POINT_2F bottomLeft = D2D1::Point2F(TABLE_LEFT, TABLE_BOTTOM);
- D2D1_POINT_2F bottomRight = D2D1::Point2F(TABLE_RIGHT, TABLE_BOTTOM);
- D2D1_POINT_2F currentIntersection;
- // Check Left Rail
- if (LineSegmentIntersection(rayStart, rayEnd, topLeft, bottomLeft, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 0; }
- }
- // Check Right Rail
- if (LineSegmentIntersection(rayStart, rayEnd, topRight, bottomRight, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 1; }
- }
- // Check Top Rail
- if (LineSegmentIntersection(rayStart, rayEnd, topLeft, topRight, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 2; }
- }
- // Check Bottom Rail
- if (LineSegmentIntersection(rayStart, rayEnd, bottomLeft, bottomRight, currentIntersection)) {
- float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
- if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 3; }
- }
- // --- Determine final aim line end point ---
- D2D1_POINT_2F finalLineEnd = railHitPoint; // Assume rail hit first
- bool aimingAtRail = true;
- if (hitBall && firstHitDistSq < minRailDistSq) {
- // Ball collision is closer than rail collision
- finalLineEnd = ballCollisionPoint; // End line at the point of contact on the ball
- aimingAtRail = false;
- }
- // --- Draw Primary Aiming Line ---
- pRT->DrawLine(rayStart, finalLineEnd, pBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- // --- Draw Target Circle/Indicator ---
- D2D1_ELLIPSE targetCircle = D2D1::Ellipse(finalLineEnd, BALL_RADIUS / 2.0f, BALL_RADIUS / 2.0f);
- pRT->DrawEllipse(&targetCircle, pBrush, 1.0f);
- // --- Draw Projection/Reflection Lines ---
- if (!aimingAtRail && hitBall) {
- // Aiming at a ball: Draw Ghost Cue Ball and Target Ball Projection
- D2D1_ELLIPSE ghostCue = D2D1::Ellipse(ballCollisionPoint, BALL_RADIUS, BALL_RADIUS); // Ghost ball at contact point
- pRT->DrawEllipse(ghostCue, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- // Calculate target ball projection based on impact line (cue collision point -> target center)
- float targetProjectionAngle = atan2f(hitBall->y - ballCollisionPoint.y, hitBall->x - ballCollisionPoint.x);
- // Clamp angle calculation if distance is tiny
- if (GetDistanceSq(hitBall->x, hitBall->y, ballCollisionPoint.x, ballCollisionPoint.y) < 1.0f) {
- targetProjectionAngle = cueAngle; // Fallback if overlapping
- }
- D2D1_POINT_2F targetStartPoint = D2D1::Point2F(hitBall->x, hitBall->y);
- D2D1_POINT_2F targetProjectionEnd = D2D1::Point2F(
- hitBall->x + cosf(targetProjectionAngle) * 50.0f, // Projection length 50 units
- hitBall->y + sinf(targetProjectionAngle) * 50.0f
- );
- // Draw solid line for target projection
- //pRT->DrawLine(targetStartPoint, targetProjectionEnd, pBrush, 1.0f);
- //new code start
- // Dual trajectory with edge-aware contact simulation
- D2D1_POINT_2F dir = {
- targetProjectionEnd.x - targetStartPoint.x,
- targetProjectionEnd.y - targetStartPoint.y
- };
- float dirLen = sqrtf(dir.x * dir.x + dir.y * dir.y);
- dir.x /= dirLen;
- dir.y /= dirLen;
- D2D1_POINT_2F perp = { -dir.y, dir.x };
- // Approximate cue ball center by reversing from tip
- D2D1_POINT_2F cueBallCenterForGhostHit = { // Renamed for clarity if you use it elsewhere
- targetStartPoint.x - dir.x * BALL_RADIUS,
- targetStartPoint.y - dir.y * BALL_RADIUS
- };
- // REAL contact-ball center - use your physics object's center:
- // (replace 'objectBallPos' with whatever you actually call it)
- // (targetStartPoint is already hitBall->x, hitBall->y)
- D2D1_POINT_2F contactBallCenter = targetStartPoint; // Corrected: Use the object ball's actual center
- //D2D1_POINT_2F contactBallCenter = D2D1::Point2F(hitBall->x, hitBall->y);
- // The 'offset' calculation below uses 'cueBallCenterForGhostHit' (originally 'cueBallCenter').
- // This will result in 'offset' being 0 because 'cueBallCenterForGhostHit' is defined
- // such that (targetStartPoint - cueBallCenterForGhostHit) is parallel to 'dir',
- // and 'perp' is perpendicular to 'dir'.
- // Consider Change 2 if this 'offset' is not behaving as intended for the secondary line.
- /*float offset = ((targetStartPoint.x - cueBallCenterForGhostHit.x) * perp.x +
- (targetStartPoint.y - cueBallCenterForGhostHit.y) * perp.y);*/
- /*float offset = ((targetStartPoint.x - cueBallCenter.x) * perp.x +
- (targetStartPoint.y - cueBallCenter.y) * perp.y);
- float absOffset = fabsf(offset);
- float side = (offset >= 0 ? 1.0f : -1.0f);*/
- // Use actual cue ball center for offset calculation if 'offset' is meant to quantify the cut
- D2D1_POINT_2F actualCueBallPhysicalCenter = D2D1::Point2F(cueBall->x, cueBall->y); // This is also rayStart
- // Offset calculation based on actual cue ball position relative to the 'dir' line through targetStartPoint
- float offset = ((targetStartPoint.x - actualCueBallPhysicalCenter.x) * perp.x +
- (targetStartPoint.y - actualCueBallPhysicalCenter.y) * perp.y);
- float absOffset = fabsf(offset);
- float side = (offset >= 0 ? 1.0f : -1.0f);
- // Actual contact point on target ball edge
- D2D1_POINT_2F contactPoint = {
- contactBallCenter.x + perp.x * BALL_RADIUS * side,
- contactBallCenter.y + perp.y * BALL_RADIUS * side
- };
- // Tangent (cut shot) path from contact point
- // Tangent (cut shot) path: from contact point to contact ball center
- D2D1_POINT_2F objectBallDir = {
- contactBallCenter.x - contactPoint.x,
- contactBallCenter.y - contactPoint.y
- };
- float oLen = sqrtf(objectBallDir.x * objectBallDir.x + objectBallDir.y * objectBallDir.y);
- if (oLen != 0.0f) {
- objectBallDir.x /= oLen;
- objectBallDir.y /= oLen;
- }
- const float PRIMARY_LEN = 150.0f; //default=150.0f
- const float SECONDARY_LEN = 150.0f; //default=150.0f
- const float STRAIGHT_EPSILON = BALL_RADIUS * 0.05f;
- D2D1_POINT_2F primaryEnd = {
- targetStartPoint.x + dir.x * PRIMARY_LEN,
- targetStartPoint.y + dir.y * PRIMARY_LEN
- };
- // Secondary line starts from the contact ball's center
- D2D1_POINT_2F secondaryStart = contactBallCenter;
- D2D1_POINT_2F secondaryEnd = {
- secondaryStart.x + objectBallDir.x * SECONDARY_LEN,
- secondaryStart.y + objectBallDir.y * SECONDARY_LEN
- };
- if (absOffset < STRAIGHT_EPSILON) // straight shot?
- {
- // Straight: secondary behind primary
- // secondary behind primary {pDashedStyle param at end}
- pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
- //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
- pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
- //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
- }
- else
- {
- // Cut shot: both visible
- // both visible for cut shot
- pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
- //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
- pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
- //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
- }
- // End improved trajectory logic
- //new code end
- // -- Cue Ball Path after collision (Optional, requires physics) --
- // Very simplified: Assume cue deflects, angle depends on cut angle.
- // float cutAngle = acosf(cosf(cueAngle - targetProjectionAngle)); // Angle between paths
- // float cueDeflectionAngle = ? // Depends on cutAngle, spin, etc. Hard to predict accurately.
- // D2D1_POINT_2F cueProjectionEnd = ...
- // pRT->DrawLine(ballCollisionPoint, cueProjectionEnd, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- // --- Accuracy Comment ---
- // Note: The visual accuracy of this projection, especially for cut shots (hitting the ball off-center)
- // or shots with spin, is limited by the simplified physics model. Real pool physics involves
- // collision-induced throw, spin transfer, and cue ball deflection not fully simulated here.
- // The ghost ball method shows the *ideal* line for a center-cue hit without spin.
- }
- else if (aimingAtRail && hitRailIndex != -1) {
- // Aiming at a rail: Draw reflection line
- float reflectAngle = cueAngle;
- // Reflect angle based on which rail was hit
- if (hitRailIndex == 0 || hitRailIndex == 1) { // Left or Right rail
- reflectAngle = PI - cueAngle; // Reflect horizontal component
- }
- else { // Top or Bottom rail
- reflectAngle = -cueAngle; // Reflect vertical component
- }
- // Normalize angle if needed (atan2 usually handles this)
- while (reflectAngle > PI) reflectAngle -= 2 * PI;
- while (reflectAngle <= -PI) reflectAngle += 2 * PI;
- float reflectionLength = 60.0f; // Length of the reflection line
- D2D1_POINT_2F reflectionEnd = D2D1::Point2F(
- finalLineEnd.x + cosf(reflectAngle) * reflectionLength,
- finalLineEnd.y + sinf(reflectAngle) * reflectionLength
- );
- // Draw the reflection line (e.g., using a different color/style)
- pRT->DrawLine(finalLineEnd, reflectionEnd, pReflectBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
- }
- // Release resources
- SafeRelease(&pBrush);
- SafeRelease(&pGhostBrush);
- SafeRelease(&pCueBrush);
- SafeRelease(&pReflectBrush); // Release new brush
- SafeRelease(&pCyanBrush);
- SafeRelease(&pPurpleBrush);
- SafeRelease(&pDashedStyle);
- }
- void DrawUI(ID2D1RenderTarget* pRT) {
- if (!pTextFormat || !pLargeTextFormat) return;
- ID2D1SolidColorBrush* pBrush = nullptr;
- pRT->CreateSolidColorBrush(UI_TEXT_COLOR, &pBrush);
- if (!pBrush) return;
- // --- Player Info Area (Top Left/Right) --- (Unchanged)
- float uiTop = TABLE_TOP - 80;
- float uiHeight = 60;
- float p1Left = TABLE_LEFT;
- float p1Width = 150;
- float p2Left = TABLE_RIGHT - p1Width;
- D2D1_RECT_F p1Rect = D2D1::RectF(p1Left, uiTop, p1Left + p1Width, uiTop + uiHeight);
- D2D1_RECT_F p2Rect = D2D1::RectF(p2Left, uiTop, p2Left + p1Width, uiTop + uiHeight);
- // Player 1 Info Text (Unchanged)
- std::wostringstream oss1;
- oss1 << player1Info.name.c_str() << L"\n";
- if (player1Info.assignedType != BallType::NONE) {
- oss1 << ((player1Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
- oss1 << L" [" << player1Info.ballsPocketedCount << L"/7]";
- }
- else {
- oss1 << L"(Undecided)";
- }
- pRT->DrawText(oss1.str().c_str(), (UINT32)oss1.str().length(), pTextFormat, &p1Rect, pBrush);
- // Draw Player 1 Side Ball
- if (player1Info.assignedType != BallType::NONE)
- {
- ID2D1SolidColorBrush* pBallBrush = nullptr;
- D2D1_COLOR_F ballColor = (player1Info.assignedType == BallType::SOLID) ?
- D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
- pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
- if (pBallBrush)
- {
- D2D1_POINT_2F ballCenter = D2D1::Point2F(p1Rect.right + 10.0f, p1Rect.top + 20.0f);
- float radius = 10.0f;
- D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
- pRT->FillEllipse(&ball, pBallBrush);
- SafeRelease(&pBallBrush);
- // Draw border around the ball
- ID2D1SolidColorBrush* pBorderBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
- if (pBorderBrush)
- {
- pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
- SafeRelease(&pBorderBrush);
- }
- // If stripes, draw a stripe band
- if (player1Info.assignedType == BallType::STRIPE)
- {
- ID2D1SolidColorBrush* pStripeBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
- if (pStripeBrush)
- {
- D2D1_RECT_F stripeRect = D2D1::RectF(
- ballCenter.x - radius,
- ballCenter.y - 3.0f,
- ballCenter.x + radius,
- ballCenter.y + 3.0f
- );
- pRT->FillRectangle(&stripeRect, pStripeBrush);
- SafeRelease(&pStripeBrush);
- }
- }
- }
- }
- // Player 2 Info Text (Unchanged)
- std::wostringstream oss2;
- oss2 << player2Info.name.c_str() << L"\n";
- if (player2Info.assignedType != BallType::NONE) {
- oss2 << ((player2Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
- oss2 << L" [" << player2Info.ballsPocketedCount << L"/7]";
- }
- else {
- oss2 << L"(Undecided)";
- }
- pRT->DrawText(oss2.str().c_str(), (UINT32)oss2.str().length(), pTextFormat, &p2Rect, pBrush);
- // Draw Player 2 Side Ball
- if (player2Info.assignedType != BallType::NONE)
- {
- ID2D1SolidColorBrush* pBallBrush = nullptr;
- D2D1_COLOR_F ballColor = (player2Info.assignedType == BallType::SOLID) ?
- D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
- pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
- if (pBallBrush)
- {
- D2D1_POINT_2F ballCenter = D2D1::Point2F(p2Rect.right + 10.0f, p2Rect.top + 20.0f);
- float radius = 10.0f;
- D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
- pRT->FillEllipse(&ball, pBallBrush);
- SafeRelease(&pBallBrush);
- // Draw border around the ball
- ID2D1SolidColorBrush* pBorderBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
- if (pBorderBrush)
- {
- pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
- SafeRelease(&pBorderBrush);
- }
- // If stripes, draw a stripe band
- if (player2Info.assignedType == BallType::STRIPE)
- {
- ID2D1SolidColorBrush* pStripeBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
- if (pStripeBrush)
- {
- D2D1_RECT_F stripeRect = D2D1::RectF(
- ballCenter.x - radius,
- ballCenter.y - 3.0f,
- ballCenter.x + radius,
- ballCenter.y + 3.0f
- );
- pRT->FillRectangle(&stripeRect, pStripeBrush);
- SafeRelease(&pStripeBrush);
- }
- }
- }
- }
- // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
- ID2D1SolidColorBrush* pArrowBrush = nullptr;
- pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
- if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
- float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
- float arrowTipX, arrowBackX;
- D2D1_RECT_F playerBox = (currentPlayer == 1) ? p1Rect : p2Rect;
- arrowBackX = playerBox.left - 25.0f;
- arrowTipX = arrowBackX + arrowSizeBase * 0.75f;
- float notchDepth = 12.0f; // Increased from 6.0f to make the rectangle longer
- float notchWidth = 10.0f;
- float cx = arrowBackX;
- float cy = arrowCenterY;
- // Define triangle + rectangle tail shape
- D2D1_POINT_2F tip = D2D1::Point2F(arrowTipX, cy); // tip
- D2D1_POINT_2F baseTop = D2D1::Point2F(cx, cy - arrowSizeBase / 2.0f); // triangle top
- D2D1_POINT_2F baseBot = D2D1::Point2F(cx, cy + arrowSizeBase / 2.0f); // triangle bottom
- // Rectangle coordinates for the tail portion:
- D2D1_POINT_2F r1 = D2D1::Point2F(cx - notchDepth, cy - notchWidth / 2.0f); // rect top-left
- D2D1_POINT_2F r2 = D2D1::Point2F(cx, cy - notchWidth / 2.0f); // rect top-right
- D2D1_POINT_2F r3 = D2D1::Point2F(cx, cy + notchWidth / 2.0f); // rect bottom-right
- D2D1_POINT_2F r4 = D2D1::Point2F(cx - notchDepth, cy + notchWidth / 2.0f); // rect bottom-left
- ID2D1PathGeometry* pPath = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(baseTop);
- pSink->AddLine(r2); // transition from triangle into rectangle
- pSink->AddLine(r1);
- pSink->AddLine(r4);
- pSink->AddLine(r3);
- pSink->AddLine(baseBot);
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pRT->FillGeometry(pPath, pArrowBrush);
- }
- SafeRelease(&pPath);
- }
- SafeRelease(&pArrowBrush);
- }
- //original
- /*
- // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
- ID2D1SolidColorBrush* pArrowBrush = nullptr;
- pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
- if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
- float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
- float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
- float arrowTipX, arrowBackX;
- if (currentPlayer == 1) {
- arrowBackX = p1Rect.left - 25.0f; // Position left of the box
- arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
- // Define points for right-pointing arrow
- //D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
- //D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
- //D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
- // Enhanced arrow with base rectangle intersection
- float notchDepth = 6.0f; // Depth of square base "stem"
- float notchWidth = 4.0f; // Thickness of square part
- D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
- D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
- D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY - notchWidth / 2.0f); // Square Left-Top
- D2D1_POINT_2F pt4 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY + notchWidth / 2.0f); // Square Left-Bottom
- D2D1_POINT_2F pt5 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
- ID2D1PathGeometry* pPath = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(pt2);
- pSink->AddLine(pt3);
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pRT->FillGeometry(pPath, pArrowBrush);
- }
- SafeRelease(&pPath);
- }
- }
- //==================else player 2
- else { // Player 2
- // Player 2: Arrow left of P2 box, pointing right (or right of P2 box pointing left?)
- // Let's keep it consistent: Arrow left of the active player's box, pointing right.
- // Let's keep it consistent: Arrow left of the active player's box, pointing right.
- arrowBackX = p2Rect.left - 25.0f; // Position left of the box
- arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
- // Define points for right-pointing arrow
- D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
- D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
- D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
- ID2D1PathGeometry* pPath = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(pt2);
- pSink->AddLine(pt3);
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pRT->FillGeometry(pPath, pArrowBrush);
- }
- SafeRelease(&pPath);
- }
- }
- */
- // --- MODIFIED: Foul Text (Large Red, Bottom Center) ---
- if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) {
- ID2D1SolidColorBrush* pFoulBrush = nullptr;
- pRT->CreateSolidColorBrush(FOUL_TEXT_COLOR, &pFoulBrush);
- if (pFoulBrush && pLargeTextFormat) {
- // Calculate Rect for bottom-middle area
- float foulWidth = 200.0f; // Adjust width as needed
- float foulHeight = 60.0f;
- float foulLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (foulWidth / 2.0f);
- // Position below the pocketed balls bar
- float foulTop = pocketedBallsBarRect.bottom + 10.0f;
- D2D1_RECT_F foulRect = D2D1::RectF(foulLeft, foulTop, foulLeft + foulWidth, foulTop + foulHeight);
- // --- Set text alignment to center for foul text ---
- pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- pRT->DrawText(L"FOUL!", 5, pLargeTextFormat, &foulRect, pFoulBrush);
- // --- Restore default alignment for large text if needed elsewhere ---
- // pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
- // pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- SafeRelease(&pFoulBrush);
- }
- } //Sector# 12 Here
- if (!pocketCallMessage.empty() &&
- (currentGameState == CHOOSING_POCKET_P1 || currentGameState == CHOOSING_POCKET_P2 ||
- (isPlayer2AI && currentPlayer == 2 && IsPlayerOnEightBall(2) && calledPocketP2 == -1 && currentGameState == PLAYER2_TURN))) {
- ID2D1SolidColorBrush* pMsgBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pMsgBrush);
- if (pMsgBrush && pTextFormat) {
- float msgWidth = 450.0f;
- float msgHeight = 30.0f;
- float msgLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (msgWidth / 2.0f);
- float msgTop = pocketedBallsBarRect.bottom + 10.0f;
- if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) msgTop += 30.0f;
- D2D1_RECT_F msgRect = D2D1::RectF(msgLeft, msgTop, msgLeft + msgWidth, msgTop + msgHeight);
- pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- pRT->DrawText(pocketCallMessage.c_str(), (UINT32)pocketCallMessage.length(), pTextFormat, &msgRect, pMsgBrush);
- SafeRelease(&pMsgBrush);
- }
- }
- // Show AI Thinking State (Unchanged from previous step)
- if (currentGameState == AI_THINKING && pTextFormat) {
- ID2D1SolidColorBrush* pThinkingBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pThinkingBrush);
- if (pThinkingBrush) {
- D2D1_RECT_F thinkingRect = p2Rect;
- thinkingRect.top += 20; // Offset within P2 box
- // Ensure default text alignment for this
- pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
- pRT->DrawText(L"Thinking...", 11, pTextFormat, &thinkingRect, pThinkingBrush);
- SafeRelease(&pThinkingBrush);
- }
- }
- SafeRelease(&pBrush);
- // --- Draw CHEAT MODE label if active ---
- if (cheatModeEnabled) {
- ID2D1SolidColorBrush* pCheatBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red), &pCheatBrush);
- if (pCheatBrush && pTextFormat) {
- D2D1_RECT_F cheatTextRect = D2D1::RectF(
- TABLE_LEFT + 10.0f,
- TABLE_TOP + 10.0f,
- TABLE_LEFT + 200.0f,
- TABLE_TOP + 40.0f
- );
- pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
- pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
- pRT->DrawText(L"CHEAT MODE ON", wcslen(L"CHEAT MODE ON"), pTextFormat, &cheatTextRect, pCheatBrush);
- }
- SafeRelease(&pCheatBrush);
- }
- }
- void DrawPowerMeter(ID2D1RenderTarget* pRT) {
- // Draw Border
- ID2D1SolidColorBrush* pBorderBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
- if (!pBorderBrush) return;
- pRT->DrawRectangle(&powerMeterRect, pBorderBrush, 2.0f);
- SafeRelease(&pBorderBrush);
- // Create Gradient Fill
- ID2D1GradientStopCollection* pGradientStops = nullptr;
- ID2D1LinearGradientBrush* pGradientBrush = nullptr;
- D2D1_GRADIENT_STOP gradientStops[4];
- gradientStops[0].position = 0.0f;
- gradientStops[0].color = D2D1::ColorF(D2D1::ColorF::Green);
- gradientStops[1].position = 0.45f;
- gradientStops[1].color = D2D1::ColorF(D2D1::ColorF::Yellow);
- gradientStops[2].position = 0.7f;
- gradientStops[2].color = D2D1::ColorF(D2D1::ColorF::Orange);
- gradientStops[3].position = 1.0f;
- gradientStops[3].color = D2D1::ColorF(D2D1::ColorF::Red);
- pRT->CreateGradientStopCollection(gradientStops, 4, &pGradientStops);
- if (pGradientStops) {
- D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES props = {};
- props.startPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.bottom);
- props.endPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.top);
- pRT->CreateLinearGradientBrush(props, pGradientStops, &pGradientBrush);
- SafeRelease(&pGradientStops);
- }
- // Calculate Fill Height
- float fillRatio = 0;
- //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
- // Determine if power meter should reflect shot power (human aiming or AI preparing)
- bool humanIsAimingPower = isAiming && (currentGameState == AIMING || currentGameState == BREAKING);
- // NEW Condition: AI is displaying its aim, so show its chosen power
- bool aiIsVisualizingPower = (isPlayer2AI && currentPlayer == 2 &&
- currentGameState == AI_THINKING && aiIsDisplayingAim);
- if (humanIsAimingPower || aiIsVisualizingPower) { // Use the new condition
- fillRatio = shotPower / MAX_SHOT_POWER;
- }
- float fillHeight = (powerMeterRect.bottom - powerMeterRect.top) * fillRatio;
- D2D1_RECT_F fillRect = D2D1::RectF(
- powerMeterRect.left,
- powerMeterRect.bottom - fillHeight,
- powerMeterRect.right,
- powerMeterRect.bottom
- );
- if (pGradientBrush) {
- pRT->FillRectangle(&fillRect, pGradientBrush);
- SafeRelease(&pGradientBrush);
- }
- // Draw scale notches
- ID2D1SolidColorBrush* pNotchBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNotchBrush);
- if (pNotchBrush) {
- for (int i = 0; i <= 8; ++i) {
- float y = powerMeterRect.top + (powerMeterRect.bottom - powerMeterRect.top) * (i / 8.0f);
- pRT->DrawLine(
- D2D1::Point2F(powerMeterRect.right + 2.0f, y),
- D2D1::Point2F(powerMeterRect.right + 8.0f, y),
- pNotchBrush,
- 1.5f
- );
- }
- SafeRelease(&pNotchBrush);
- }
- // Draw "Power" Label Below Meter
- if (pTextFormat) {
- ID2D1SolidColorBrush* pTextBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pTextBrush);
- if (pTextBrush) {
- D2D1_RECT_F textRect = D2D1::RectF(
- powerMeterRect.left - 20.0f,
- powerMeterRect.bottom + 8.0f,
- powerMeterRect.right + 20.0f,
- powerMeterRect.bottom + 38.0f
- );
- pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
- pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
- pRT->DrawText(L"Power", 5, pTextFormat, &textRect, pTextBrush);
- SafeRelease(&pTextBrush);
- }
- }
- // Draw Glow Effect if fully charged or fading out
- static float glowPulse = 0.0f;
- static bool glowIncreasing = true;
- static float glowFadeOut = 0.0f; // NEW: tracks fading out
- if (shotPower >= MAX_SHOT_POWER * 0.99f) {
- // While fully charged, keep pulsing normally
- if (glowIncreasing) {
- glowPulse += 0.02f;
- if (glowPulse >= 1.0f) glowIncreasing = false;
- }
- else {
- glowPulse -= 0.02f;
- if (glowPulse <= 0.0f) glowIncreasing = true;
- }
- glowFadeOut = 1.0f; // Reset fade out to full
- }
- else if (glowFadeOut > 0.0f) {
- // If shot fired, gradually fade out
- glowFadeOut -= 0.02f;
- if (glowFadeOut < 0.0f) glowFadeOut = 0.0f;
- }
- if (glowFadeOut > 0.0f) {
- ID2D1SolidColorBrush* pGlowBrush = nullptr;
- float effectiveOpacity = (0.3f + 0.7f * glowPulse) * glowFadeOut;
- pRT->CreateSolidColorBrush(
- D2D1::ColorF(D2D1::ColorF::Red, effectiveOpacity),
- &pGlowBrush
- );
- if (pGlowBrush) {
- float glowCenterX = (powerMeterRect.left + powerMeterRect.right) / 2.0f;
- float glowCenterY = powerMeterRect.top;
- D2D1_ELLIPSE glowEllipse = D2D1::Ellipse(
- D2D1::Point2F(glowCenterX, glowCenterY - 10.0f),
- 12.0f + 3.0f * glowPulse,
- 6.0f + 2.0f * glowPulse
- );
- pRT->FillEllipse(&glowEllipse, pGlowBrush);
- SafeRelease(&pGlowBrush);
- }
- }
- }
- void DrawSpinIndicator(ID2D1RenderTarget* pRT) {
- ID2D1SolidColorBrush* pWhiteBrush = nullptr;
- ID2D1SolidColorBrush* pRedBrush = nullptr;
- pRT->CreateSolidColorBrush(CUE_BALL_COLOR, &pWhiteBrush);
- pRT->CreateSolidColorBrush(ENGLISH_DOT_COLOR, &pRedBrush);
- if (!pWhiteBrush || !pRedBrush) {
- SafeRelease(&pWhiteBrush);
- SafeRelease(&pRedBrush);
- return;
- }
- // Draw White Ball Background
- D2D1_ELLIPSE bgEllipse = D2D1::Ellipse(spinIndicatorCenter, spinIndicatorRadius, spinIndicatorRadius);
- pRT->FillEllipse(&bgEllipse, pWhiteBrush);
- pRT->DrawEllipse(&bgEllipse, pRedBrush, 0.5f); // Thin red border
- // Draw Red Dot for Spin Position
- float dotRadius = 4.0f;
- float dotX = spinIndicatorCenter.x + cueSpinX * (spinIndicatorRadius - dotRadius); // Keep dot inside edge
- float dotY = spinIndicatorCenter.y + cueSpinY * (spinIndicatorRadius - dotRadius);
- D2D1_ELLIPSE dotEllipse = D2D1::Ellipse(D2D1::Point2F(dotX, dotY), dotRadius, dotRadius);
- pRT->FillEllipse(&dotEllipse, pRedBrush);
- SafeRelease(&pWhiteBrush);
- SafeRelease(&pRedBrush);
- }
- void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT) {
- ID2D1SolidColorBrush* pBgBrush = nullptr;
- ID2D1SolidColorBrush* pBallBrush = nullptr;
- // Ensure render target is valid before proceeding
- if (!pRT) return;
- HRESULT hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, 0.8f), &pBgBrush); // Semi-transparent black
- if (FAILED(hr)) { SafeRelease(&pBgBrush); return; } // Exit if brush creation fails
- hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBallBrush); // Placeholder, color will be set per ball
- if (FAILED(hr)) {
- SafeRelease(&pBgBrush);
- SafeRelease(&pBallBrush);
- return; // Exit if brush creation fails
- }
- // Draw the background bar (rounded rect)
- D2D1_ROUNDED_RECT roundedRect = D2D1::RoundedRect(pocketedBallsBarRect, 10.0f, 10.0f); // Corner radius 10
- float baseAlpha = 0.8f;
- float flashBoost = pocketFlashTimer * 0.5f; // Make flash effect boost alpha slightly
- float finalAlpha = std::min(1.0f, baseAlpha + flashBoost);
- pBgBrush->SetOpacity(finalAlpha);
- pRT->FillRoundedRectangle(&roundedRect, pBgBrush);
- pBgBrush->SetOpacity(1.0f); // Reset opacity after drawing
- // --- Draw small circles for pocketed balls inside the bar ---
- // Calculate dimensions based on the bar's height for better scaling
- float barHeight = pocketedBallsBarRect.bottom - pocketedBallsBarRect.top;
- float ballDisplayRadius = barHeight * 0.30f; // Make balls slightly smaller relative to bar height
- float spacing = ballDisplayRadius * 2.2f; // Adjust spacing slightly
- float padding = spacing * 0.75f; // Add padding from the edges
- float center_Y = pocketedBallsBarRect.top + barHeight / 2.0f; // Vertical center
- // Starting X positions with padding
- float currentX_P1 = pocketedBallsBarRect.left + padding;
- float currentX_P2 = pocketedBallsBarRect.right - padding; // Start from right edge minus padding
- int p1DrawnCount = 0;
- int p2DrawnCount = 0;
- const int maxBallsToShow = 7; // Max balls per player in the bar
- for (const auto& b : balls) {
- if (b.isPocketed) {
- // Skip cue ball and 8-ball in this indicator
- if (b.id == 0 || b.id == 8) continue;
- bool isPlayer1Ball = (player1Info.assignedType != BallType::NONE && b.type == player1Info.assignedType);
- bool isPlayer2Ball = (player2Info.assignedType != BallType::NONE && b.type == player2Info.assignedType);
- if (isPlayer1Ball && p1DrawnCount < maxBallsToShow) {
- pBallBrush->SetColor(b.color);
- // Draw P1 balls from left to right
- D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P1 + p1DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
- pRT->FillEllipse(&ballEllipse, pBallBrush);
- p1DrawnCount++;
- }
- else if (isPlayer2Ball && p2DrawnCount < maxBallsToShow) {
- pBallBrush->SetColor(b.color);
- // Draw P2 balls from right to left
- D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P2 - p2DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
- pRT->FillEllipse(&ballEllipse, pBallBrush);
- p2DrawnCount++;
- }
- // Note: Balls pocketed before assignment or opponent balls are intentionally not shown here.
- // You could add logic here to display them differently if needed (e.g., smaller, grayed out).
- }
- }
- SafeRelease(&pBgBrush);
- SafeRelease(&pBallBrush);
- }
- void DrawBallInHandIndicator(ID2D1RenderTarget* pRT) {
- if (!isDraggingCueBall && (currentGameState != BALL_IN_HAND_P1 && currentGameState != BALL_IN_HAND_P2 && currentGameState != PRE_BREAK_PLACEMENT)) {
- return; // Only show when placing/dragging
- }
- Ball* cueBall = GetCueBall();
- if (!cueBall) return;
- ID2D1SolidColorBrush* pGhostBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.6f), &pGhostBrush); // Semi-transparent white
- if (pGhostBrush) {
- D2D1_POINT_2F drawPos;
- if (isDraggingCueBall) {
- drawPos = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
- }
- else {
- // If not dragging but in placement state, show at current ball pos
- drawPos = D2D1::Point2F(cueBall->x, cueBall->y);
- }
- // Check if the placement is valid before drawing differently?
- bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
- bool isValid = IsValidCueBallPosition(drawPos.x, drawPos.y, behindHeadstring);
- if (!isValid) {
- // Maybe draw red outline if invalid placement?
- pGhostBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
- }
- D2D1_ELLIPSE ghostEllipse = D2D1::Ellipse(drawPos, BALL_RADIUS, BALL_RADIUS);
- pRT->FillEllipse(&ghostEllipse, pGhostBrush);
- pRT->DrawEllipse(&ghostEllipse, pGhostBrush, 1.0f); // Outline
- SafeRelease(&pGhostBrush);
- }
- } //Sector# 11 Here
- void DrawPocketSelectionIndicator(ID2D1RenderTarget* pRT) {
- if (!pRT || !pFactory) return;
- bool showIndicator = false;
- int pocketToDisplayArrow = -1;
- int currentActualPlayer = currentPlayer; // Use the global current player
- // Is the current human player actively in the CHOOSING_POCKET state?
- bool isHumanChoosingNow = (currentGameState == CHOOSING_POCKET_P1 && currentActualPlayer == 1) ||
- (currentGameState == CHOOSING_POCKET_P2 && currentActualPlayer == 2 && !isPlayer2AI);
- if (isHumanChoosingNow) {
- showIndicator = true;
- // If a pocket is hovered, show arrow there.
- // Else, if a pocket has been CALLED (clicked on), show arrow there.
- // Else, default to pocket 5 (top-right) if nothing hovered or called yet.
- int* calledPocketPtr = (currentActualPlayer == 1) ? &calledPocketP1 : &calledPocketP2;
- if (currentlyHoveredPocket != -1) {
- pocketToDisplayArrow = currentlyHoveredPocket;
- }
- else if (*calledPocketPtr != -1) {
- pocketToDisplayArrow = *calledPocketPtr;
- }
- else {
- pocketToDisplayArrow = 5; // Default for initial choice
- }
- }
- // Is the current player (human or AI) on the 8-ball and has ALREADY called a pocket?
- // (and not in the CHOOSING_POCKET state, meaning the choice is "locked in" for this shot attempt)
- else if (IsPlayerOnEightBall(currentActualPlayer)) {
- int calledPocketForCurrent = (currentActualPlayer == 1) ? calledPocketP1 : calledPocketP2;
- if (calledPocketForCurrent != -1) {
- showIndicator = true;
- pocketToDisplayArrow = calledPocketForCurrent;
- }
- // If it's AI's turn, on 8-ball, but calledPocketP2 is -1, it means AI hasn't made its decision yet.
- // In this case, AIMakeDecision will set calledPocketP2, and this function will draw it on the next frame.
- // So, no explicit 'else' needed here to hide for AI if not yet called.
- }
- if (!showIndicator || pocketToDisplayArrow < 0 || pocketToDisplayArrow > 5) {
- return; // Don't draw if no valid condition met or invalid pocket index
- }
- // --- Arrow Drawing Logic (remains the same as your previous version) ---
- ID2D1SolidColorBrush* pArrowBrush = nullptr;
- pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Yellow, 0.9f), &pArrowBrush);
- if (!pArrowBrush) return;
- D2D1_POINT_2F targetPocketCenter = pocketPositions[pocketToDisplayArrow];
- float arrowHeadSize = HOLE_VISUAL_RADIUS * 0.5f;
- float arrowShaftLength = HOLE_VISUAL_RADIUS * 0.3f;
- float arrowShaftWidth = arrowHeadSize * 0.4f;
- D2D1_POINT_2F tip, baseLeft, baseRight, shaftTopLeft, shaftTopRight, shaftBottomLeft, shaftBottomRight;
- float verticalOffsetFromPocketCenter = HOLE_VISUAL_RADIUS * 1.6f;
- if (targetPocketCenter.y == TABLE_TOP) { // Top row pockets (arrow points down)
- tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y + verticalOffsetFromPocketCenter + arrowHeadSize);
- baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
- baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y + verticalOffsetFromPocketCenter);
- shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
- shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
- shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y - arrowShaftLength);
- shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y - arrowShaftLength);
- }
- else { // Bottom row pockets (arrow points up)
- tip = D2D1::Point2F(targetPocketCenter.x, targetPocketCenter.y - verticalOffsetFromPocketCenter - arrowHeadSize);
- baseLeft = D2D1::Point2F(targetPocketCenter.x - arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
- baseRight = D2D1::Point2F(targetPocketCenter.x + arrowHeadSize / 2.0f, targetPocketCenter.y - verticalOffsetFromPocketCenter);
- shaftTopLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y + arrowShaftLength);
- shaftTopRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y + arrowShaftLength);
- shaftBottomLeft = D2D1::Point2F(targetPocketCenter.x - arrowShaftWidth / 2.0f, baseLeft.y);
- shaftBottomRight = D2D1::Point2F(targetPocketCenter.x + arrowShaftWidth / 2.0f, baseRight.y);
- }
- ID2D1PathGeometry* pPath = nullptr;
- if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
- ID2D1GeometrySink* pSink = nullptr;
- if (SUCCEEDED(pPath->Open(&pSink))) {
- pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
- pSink->AddLine(baseLeft);
- pSink->AddLine(shaftBottomLeft);
- pSink->AddLine(shaftTopLeft);
- pSink->AddLine(shaftTopRight);
- pSink->AddLine(shaftBottomRight);
- pSink->AddLine(baseRight);
- pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
- pSink->Close();
- SafeRelease(&pSink);
- pRT->FillGeometry(pPath, pArrowBrush);
- }
- SafeRelease(&pPath);
- }
- SafeRelease(&pArrowBrush);
- }
- ```
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