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alien_fx_fiend

Pool Original Stable w/o Experimental Features (JUSTINCASE)

Jun 27th, 2025
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  1. #define WIN32_LEAN_AND_MEAN
  2. #define NOMINMAX
  3. #include <windows.h>
  4. #include <d2d1.h>
  5. #include <dwrite.h>
  6. #include <fstream> // For file I/O
  7. #include <iostream> // For some basic I/O, though not strictly necessary for just file ops
  8. #include <vector>
  9. #include <cmath>
  10. #include <string>
  11. #include <sstream> // Required for wostringstream
  12. #include <algorithm> // Required for std::max, std::min
  13. #include <ctime>    // Required for srand, time
  14. #include <cstdlib> // Required for srand, rand (often included by others, but good practice)
  15. #include <commctrl.h> // Needed for radio buttons etc. in dialog (if using native controls)
  16. #include <mmsystem.h> // For PlaySound
  17. #include <tchar.h> //midi func
  18. #include <thread>
  19. #include <atomic>
  20. #include "resource.h"
  21.  
  22. #pragma comment(lib, "Comctl32.lib") // Link against common controls library
  23. #pragma comment(lib, "d2d1.lib")
  24. #pragma comment(lib, "dwrite.lib")
  25. #pragma comment(lib, "Winmm.lib") // Link against Windows Multimedia library
  26.  
  27. // --- Constants ---
  28. const float PI = 3.1415926535f;
  29. const float BALL_RADIUS = 10.0f;
  30. const float TABLE_LEFT = 100.0f;
  31. const float TABLE_TOP = 100.0f;
  32. const float TABLE_WIDTH = 700.0f;
  33. const float TABLE_HEIGHT = 350.0f;
  34. const float TABLE_RIGHT = TABLE_LEFT + TABLE_WIDTH;
  35. const float TABLE_BOTTOM = TABLE_TOP + TABLE_HEIGHT;
  36. const float CUSHION_THICKNESS = 20.0f;
  37. const float HOLE_VISUAL_RADIUS = 22.0f; // Visual size of the hole
  38. const float POCKET_RADIUS = HOLE_VISUAL_RADIUS * 1.05f; // Make detection radius slightly larger // Make detection radius match visual size (or slightly larger)
  39. const float MAX_SHOT_POWER = 15.0f;
  40. const float FRICTION = 0.985f; // Friction factor per frame
  41. const float MIN_VELOCITY_SQ = 0.01f * 0.01f; // Stop balls below this squared velocity
  42. const float HEADSTRING_X = TABLE_LEFT + TABLE_WIDTH * 0.30f; // 30% line
  43. const float RACK_POS_X = TABLE_LEFT + TABLE_WIDTH * 0.65f; // 65% line for rack apex
  44. const float RACK_POS_Y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  45. const UINT ID_TIMER = 1;
  46. const int TARGET_FPS = 60; // Target frames per second for timer
  47.  
  48. // --- Enums ---
  49. // --- MODIFIED/NEW Enums ---
  50. enum GameState {
  51.     SHOWING_DIALOG,     // NEW: Game is waiting for initial dialog input
  52.     PRE_BREAK_PLACEMENT,// Player placing cue ball for break
  53.     BREAKING,           // Player is aiming/shooting the break shot
  54.     AIMING,             // Player is aiming
  55.     AI_THINKING,        // NEW: AI is calculating its move
  56.     SHOT_IN_PROGRESS,   // Balls are moving
  57.     ASSIGNING_BALLS,    // Turn after break where ball types are assigned
  58.     PLAYER1_TURN,
  59.     PLAYER2_TURN,
  60.     BALL_IN_HAND_P1,
  61.     BALL_IN_HAND_P2,
  62.     GAME_OVER
  63. };
  64.  
  65. enum BallType {
  66.     NONE,
  67.     SOLID,  // Yellow (1-7)
  68.     STRIPE, // Red (9-15)
  69.     EIGHT_BALL, // Black (8)
  70.     CUE_BALL // White (0)
  71. };
  72.  
  73. // NEW Enums for Game Mode and AI Difficulty
  74. enum GameMode {
  75.     HUMAN_VS_HUMAN,
  76.     HUMAN_VS_AI
  77. };
  78.  
  79. enum AIDifficulty {
  80.     EASY,
  81.     MEDIUM,
  82.     HARD
  83. };
  84.  
  85. enum OpeningBreakMode {
  86.     CPU_BREAK,
  87.     P1_BREAK,
  88.     FLIP_COIN_BREAK
  89. };
  90.  
  91. // --- Structs ---
  92. struct Ball {
  93.     int id;             // 0=Cue, 1-7=Solid, 8=Eight, 9-15=Stripe
  94.     BallType type;
  95.     float x, y;
  96.     float vx, vy;
  97.     D2D1_COLOR_F color;
  98.     bool isPocketed;
  99. };
  100.  
  101. struct PlayerInfo {
  102.     BallType assignedType;
  103.     int ballsPocketedCount;
  104.     std::wstring name;
  105. };
  106.  
  107. // --- Global Variables ---
  108.  
  109. // Direct2D & DirectWrite
  110. ID2D1Factory* pFactory = nullptr;
  111. //ID2D1Factory* g_pD2DFactory = nullptr;
  112. ID2D1HwndRenderTarget* pRenderTarget = nullptr;
  113. IDWriteFactory* pDWriteFactory = nullptr;
  114. IDWriteTextFormat* pTextFormat = nullptr;
  115. IDWriteTextFormat* pLargeTextFormat = nullptr; // For "Foul!"
  116.  
  117. // Game State
  118. HWND hwndMain = nullptr;
  119. GameState currentGameState = SHOWING_DIALOG; // Start by showing dialog
  120. std::vector<Ball> balls;
  121. int currentPlayer = 1; // 1 or 2
  122. PlayerInfo player1Info = { BallType::NONE, 0, L"Player 1" };
  123. PlayerInfo player2Info = { BallType::NONE, 0, L"CPU" }; // Default P2 name
  124. bool foulCommitted = false;
  125. std::wstring gameOverMessage = L"";
  126. bool firstBallPocketedAfterBreak = false;
  127. std::vector<int> pocketedThisTurn;
  128. // --- NEW: Foul Tracking Globals ---
  129. int firstHitBallIdThisShot = -1;      // ID of the first object ball hit by cue ball (-1 if none)
  130. bool cueHitObjectBallThisShot = false; // Did cue ball hit an object ball this shot?
  131. bool railHitAfterContact = false;     // Did any ball hit a rail AFTER cue hit an object ball?
  132. // --- End New Foul Tracking Globals ---
  133.  
  134. // NEW Game Mode/AI Globals
  135. GameMode gameMode = HUMAN_VS_HUMAN; // Default mode
  136. AIDifficulty aiDifficulty = MEDIUM; // Default difficulty
  137. OpeningBreakMode openingBreakMode = CPU_BREAK; // Default opening break mode
  138. bool isPlayer2AI = false;           // Is Player 2 controlled by AI?
  139. bool aiTurnPending = false;         // Flag: AI needs to take its turn when possible
  140. // bool aiIsThinking = false;       // Replaced by AI_THINKING game state
  141. // NEW: Flag to indicate if the current shot is the opening break of the game
  142. bool isOpeningBreakShot = false;
  143.  
  144. // NEW: For AI shot planning and visualization
  145. struct AIPlannedShot {
  146.     float angle;
  147.     float power;
  148.     float spinX;
  149.     float spinY;
  150.     bool isValid; // Is there a valid shot planned?
  151. };
  152. AIPlannedShot aiPlannedShotDetails; // Stores the AI's next shot
  153. bool aiIsDisplayingAim = false;    // True when AI has decided a shot and is in "display aim" mode
  154. int aiAimDisplayFramesLeft = 0;  // How many frames left to display AI aim
  155. const int AI_AIM_DISPLAY_DURATION_FRAMES = 45; // Approx 0.75 seconds at 60 FPS, adjust as needed
  156.  
  157. // Input & Aiming
  158. POINT ptMouse = { 0, 0 };
  159. bool isAiming = false;
  160. bool isDraggingCueBall = false;
  161. // --- ENSURE THIS LINE EXISTS HERE ---
  162. bool isDraggingStick = false; // True specifically when drag initiated on the stick graphic
  163. // --- End Ensure ---
  164. bool isSettingEnglish = false;
  165. D2D1_POINT_2F aimStartPoint = { 0, 0 };
  166. float cueAngle = 0.0f;
  167. float shotPower = 0.0f;
  168. float cueSpinX = 0.0f; // Range -1 to 1
  169. float cueSpinY = 0.0f; // Range -1 to 1
  170. float pocketFlashTimer = 0.0f;
  171. bool cheatModeEnabled = false; // Cheat Mode toggle (G key)
  172. int draggingBallId = -1;
  173. bool keyboardAimingActive = false; // NEW FLAG: true when arrow keys modify aim/power
  174. MCIDEVICEID midiDeviceID = 0; //midi func
  175. std::atomic<bool> isMusicPlaying(false); //midi func
  176. std::thread musicThread; //midi func
  177. void StartMidi(HWND hwnd, const TCHAR* midiPath);
  178. void StopMidi();
  179.  
  180. // UI Element Positions
  181. D2D1_RECT_F powerMeterRect = { TABLE_RIGHT + CUSHION_THICKNESS + 10, TABLE_TOP, TABLE_RIGHT + CUSHION_THICKNESS + 40, TABLE_BOTTOM };
  182. D2D1_RECT_F spinIndicatorRect = { TABLE_LEFT - CUSHION_THICKNESS - 60, TABLE_TOP + 20, TABLE_LEFT - CUSHION_THICKNESS - 20, TABLE_TOP + 60 }; // Circle area
  183. D2D1_POINT_2F spinIndicatorCenter = { spinIndicatorRect.left + (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f, spinIndicatorRect.top + (spinIndicatorRect.bottom - spinIndicatorRect.top) / 2.0f };
  184. float spinIndicatorRadius = (spinIndicatorRect.right - spinIndicatorRect.left) / 2.0f;
  185. D2D1_RECT_F pocketedBallsBarRect = { TABLE_LEFT, TABLE_BOTTOM + CUSHION_THICKNESS + 30, TABLE_RIGHT, TABLE_BOTTOM + CUSHION_THICKNESS + 70 };
  186.  
  187. // Corrected Pocket Center Positions (aligned with table corners/edges)
  188. const D2D1_POINT_2F pocketPositions[6] = {
  189.     {TABLE_LEFT, TABLE_TOP},                           // Top-Left
  190.     {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP},      // Top-Middle
  191.     {TABLE_RIGHT, TABLE_TOP},                          // Top-Right
  192.     {TABLE_LEFT, TABLE_BOTTOM},                        // Bottom-Left
  193.     {TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_BOTTOM},   // Bottom-Middle
  194.     {TABLE_RIGHT, TABLE_BOTTOM}                        // Bottom-Right
  195. };
  196.  
  197. // Colors
  198. 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)
  199. //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)
  200. const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF(0.3608f, 0.0275f, 0.0078f)); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
  201. //const D2D1_COLOR_F CUSHION_COLOR = D2D1::ColorF(D2D1::ColorF::Red); // NEWCOLOR ::Red => (0.3608f, 0.0275f, 0.0078f)
  202. const D2D1_COLOR_F POCKET_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  203. const D2D1_COLOR_F CUE_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::White);
  204. const D2D1_COLOR_F EIGHT_BALL_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  205. const D2D1_COLOR_F SOLID_COLOR = D2D1::ColorF(D2D1::ColorF::Yellow); // Solids = Yellow
  206. const D2D1_COLOR_F STRIPE_COLOR = D2D1::ColorF(D2D1::ColorF::Red);   // Stripes = Red
  207. const D2D1_COLOR_F AIM_LINE_COLOR = D2D1::ColorF(D2D1::ColorF::White, 0.7f); // Semi-transparent white
  208. const D2D1_COLOR_F FOUL_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
  209. const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(0.1333f, 0.7294f, 0.7490f); //NEWCOLOR 0.1333f, 0.7294f, 0.7490f => ::Blue
  210. //const D2D1_COLOR_F TURN_ARROW_COLOR = D2D1::ColorF(D2D1::ColorF::Blue);
  211. const D2D1_COLOR_F ENGLISH_DOT_COLOR = D2D1::ColorF(D2D1::ColorF::Red);
  212. const D2D1_COLOR_F UI_TEXT_COLOR = D2D1::ColorF(D2D1::ColorF::Black);
  213.  
  214. // --- Forward Declarations ---
  215. HRESULT CreateDeviceResources();
  216. void DiscardDeviceResources();
  217. void OnPaint();
  218. void OnResize(UINT width, UINT height);
  219. void InitGame();
  220. void GameUpdate();
  221. void UpdatePhysics();
  222. void CheckCollisions();
  223. bool CheckPockets(); // Returns true if any ball was pocketed
  224. void ProcessShotResults();
  225. void ApplyShot(float power, float angle, float spinX, float spinY);
  226. void RespawnCueBall(bool behindHeadstring);
  227. bool AreBallsMoving();
  228. void SwitchTurns();
  229. void AssignPlayerBallTypes(BallType firstPocketedType);
  230. void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed);
  231. Ball* GetBallById(int id);
  232. Ball* GetCueBall();
  233. //void PlayGameMusic(HWND hwnd); //midi func
  234. void AIBreakShot();
  235.  
  236. // Drawing Functions
  237. void DrawScene(ID2D1RenderTarget* pRT);
  238. void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory);
  239. void DrawBalls(ID2D1RenderTarget* pRT);
  240. void DrawCueStick(ID2D1RenderTarget* pRT);
  241. void DrawAimingAids(ID2D1RenderTarget* pRT);
  242. void DrawUI(ID2D1RenderTarget* pRT);
  243. void DrawPowerMeter(ID2D1RenderTarget* pRT);
  244. void DrawSpinIndicator(ID2D1RenderTarget* pRT);
  245. void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT);
  246. void DrawBallInHandIndicator(ID2D1RenderTarget* pRT);
  247.  
  248. // Helper Functions
  249. float GetDistance(float x1, float y1, float x2, float y2);
  250. float GetDistanceSq(float x1, float y1, float x2, float y2);
  251. bool IsValidCueBallPosition(float x, float y, bool checkHeadstring);
  252. template <typename T> void SafeRelease(T** ppT);
  253. // --- ADD FORWARD DECLARATION FOR NEW HELPER HERE ---
  254. float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b);
  255. // --- End Forward Declaration ---
  256. 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
  257.  
  258. // --- NEW Forward Declarations ---
  259.  
  260. // AI Related
  261. struct AIShotInfo; // Define below
  262. void TriggerAIMove();
  263. void AIMakeDecision();
  264. void AIPlaceCueBall();
  265. AIShotInfo AIFindBestShot();
  266. AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex);
  267. bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2);
  268. Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq); // Added hitDistSq output
  269. float CalculateShotPower(float cueToGhostDist, float targetToPocketDist);
  270. D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex);
  271. bool IsValidAIAimAngle(float angle); // Basic check
  272.  
  273. // Dialog Related
  274. INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
  275. void ShowNewGameDialog(HINSTANCE hInstance);
  276. void LoadSettings(); // For deserialization
  277. void SaveSettings(); // For serialization
  278. const std::wstring SETTINGS_FILE_NAME = L"Pool-Settings.txt";
  279. void ResetGame(HINSTANCE hInstance); // Function to handle F2 reset
  280.  
  281. // --- Forward Declaration for Window Procedure --- <<< Add this line HERE
  282. LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
  283.  
  284. // --- NEW Struct for AI Shot Evaluation ---
  285. struct AIShotInfo {
  286.     bool possible = false;          // Is this shot considered viable?
  287.     Ball* targetBall = nullptr;     // Which ball to hit
  288.     int pocketIndex = -1;           // Which pocket to aim for (0-5)
  289.     D2D1_POINT_2F ghostBallPos = { 0,0 }; // Where cue ball needs to hit target ball
  290.     float angle = 0.0f;             // Calculated shot angle
  291.     float power = 0.0f;             // Calculated shot power
  292.     float score = -1.0f;            // Score for this shot (higher is better)
  293.     bool involves8Ball = false;     // Is the target the 8-ball?
  294. };
  295.  
  296. /*
  297. table = TABLE_COLOR new: #29662d (0.1608, 0.4000, 0.1765) => old: (0.0f, 0.5f, 0.1f)
  298. rail CUSHION_COLOR = #5c0702 (0.3608, 0.0275, 0.0078) => ::Red
  299. gap = #e99d33 (0.9157, 0.6157, 0.2000) => ::Orange
  300. winbg = #5e8863 (0.3686, 0.5333, 0.3882) => 1.0f, 1.0f, 0.803f
  301. headstring = #47742f (0.2784, 0.4549, 0.1843) => ::White
  302. bluearrow = #08b0a5 (0.0314, 0.6902, 0.6471) *#22babf (0.1333,0.7294,0.7490) => ::Blue
  303. */
  304.  
  305. // --- NEW Settings Serialization Functions ---
  306. void SaveSettings() {
  307.     std::ofstream outFile(SETTINGS_FILE_NAME);
  308.     if (outFile.is_open()) {
  309.         outFile << static_cast<int>(gameMode) << std::endl;
  310.         outFile << static_cast<int>(aiDifficulty) << std::endl;
  311.         outFile << static_cast<int>(openingBreakMode) << std::endl;
  312.         outFile.close();
  313.     }
  314.     // else: Handle error, e.g., log or silently fail
  315. }
  316.  
  317. void LoadSettings() {
  318.     std::ifstream inFile(SETTINGS_FILE_NAME);
  319.     if (inFile.is_open()) {
  320.         int gm, aid, obm;
  321.         if (inFile >> gm) {
  322.             gameMode = static_cast<GameMode>(gm);
  323.         }
  324.         if (inFile >> aid) {
  325.             aiDifficulty = static_cast<AIDifficulty>(aid);
  326.         }
  327.         if (inFile >> obm) {
  328.             openingBreakMode = static_cast<OpeningBreakMode>(obm);
  329.         }
  330.         inFile.close();
  331.  
  332.         // Validate loaded settings (optional, but good practice)
  333.         if (gameMode < HUMAN_VS_HUMAN || gameMode > HUMAN_VS_AI) gameMode = HUMAN_VS_HUMAN; // Default
  334.         if (aiDifficulty < EASY || aiDifficulty > HARD) aiDifficulty = MEDIUM; // Default
  335.         if (openingBreakMode < CPU_BREAK || openingBreakMode > FLIP_COIN_BREAK) openingBreakMode = CPU_BREAK; // Default
  336.     }
  337.     // else: File doesn't exist or couldn't be opened, use defaults (already set in global vars)
  338. }
  339. // --- End Settings Serialization Functions ---
  340.  
  341. // --- NEW Dialog Procedure ---
  342. INT_PTR CALLBACK NewGameDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) {
  343.     switch (message) {
  344.     case WM_INITDIALOG:
  345.     {
  346.         // --- ACTION 4: Center Dialog Box ---
  347. // Optional: Force centering if default isn't working
  348.         RECT rcDlg, rcOwner, rcScreen;
  349.         HWND hwndOwner = GetParent(hDlg); // GetParent(hDlg) might be better if hwndMain is passed
  350.         if (hwndOwner == NULL) hwndOwner = GetDesktopWindow();
  351.  
  352.         GetWindowRect(hwndOwner, &rcOwner);
  353.         GetWindowRect(hDlg, &rcDlg);
  354.         CopyRect(&rcScreen, &rcOwner); // Use owner rect as reference bounds
  355.  
  356.         // Offset the owner rect relative to the screen if it's not the desktop
  357.         if (GetParent(hDlg) != NULL) { // If parented to main window (passed to DialogBoxParam)
  358.             OffsetRect(&rcOwner, -rcScreen.left, -rcScreen.top);
  359.             OffsetRect(&rcDlg, -rcScreen.left, -rcScreen.top);
  360.             OffsetRect(&rcScreen, -rcScreen.left, -rcScreen.top);
  361.         }
  362.  
  363.  
  364.         // Calculate centered position
  365.         int x = rcOwner.left + (rcOwner.right - rcOwner.left - (rcDlg.right - rcDlg.left)) / 2;
  366.         int y = rcOwner.top + (rcOwner.bottom - rcOwner.top - (rcDlg.bottom - rcDlg.top)) / 2;
  367.  
  368.         // Ensure it stays within screen bounds (optional safety)
  369.         x = std::max(static_cast<int>(rcScreen.left), x);
  370.         y = std::max(static_cast<int>(rcScreen.top), y);
  371.         if (x + (rcDlg.right - rcDlg.left) > rcScreen.right)
  372.             x = rcScreen.right - (rcDlg.right - rcDlg.left);
  373.         if (y + (rcDlg.bottom - rcDlg.top) > rcScreen.bottom)
  374.             y = rcScreen.bottom - (rcDlg.bottom - rcDlg.top);
  375.  
  376.  
  377.         // Set the dialog position
  378.         SetWindowPos(hDlg, HWND_TOP, x, y, 0, 0, SWP_NOSIZE);
  379.  
  380.         // --- End Centering Code ---
  381.  
  382.         // Set initial state based on current global settings (or defaults)
  383.         CheckRadioButton(hDlg, IDC_RADIO_2P, IDC_RADIO_CPU, (gameMode == HUMAN_VS_HUMAN) ? IDC_RADIO_2P : IDC_RADIO_CPU);
  384.  
  385.         CheckRadioButton(hDlg, IDC_RADIO_EASY, IDC_RADIO_HARD,
  386.             (aiDifficulty == EASY) ? IDC_RADIO_EASY : ((aiDifficulty == MEDIUM) ? IDC_RADIO_MEDIUM : IDC_RADIO_HARD));
  387.  
  388.         // Enable/Disable AI group based on initial mode
  389.         EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), gameMode == HUMAN_VS_AI);
  390.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), gameMode == HUMAN_VS_AI);
  391.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), gameMode == HUMAN_VS_AI);
  392.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), gameMode == HUMAN_VS_AI);
  393.         // Set initial state for Opening Break Mode
  394.         CheckRadioButton(hDlg, IDC_RADIO_CPU_BREAK, IDC_RADIO_FLIP_BREAK,
  395.             (openingBreakMode == CPU_BREAK) ? IDC_RADIO_CPU_BREAK : ((openingBreakMode == P1_BREAK) ? IDC_RADIO_P1_BREAK : IDC_RADIO_FLIP_BREAK));
  396.         // Enable/Disable Opening Break group based on initial mode
  397.         EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), gameMode == HUMAN_VS_AI);
  398.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), gameMode == HUMAN_VS_AI);
  399.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), gameMode == HUMAN_VS_AI);
  400.         EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), gameMode == HUMAN_VS_AI);
  401.     }
  402.     return (INT_PTR)TRUE;
  403.  
  404.     case WM_COMMAND:
  405.         switch (LOWORD(wParam)) {
  406.         case IDC_RADIO_2P:
  407.         case IDC_RADIO_CPU:
  408.         {
  409.             bool isCPU = IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED;
  410.             // Enable/Disable AI group controls based on selection
  411.             EnableWindow(GetDlgItem(hDlg, IDC_GROUP_AI), isCPU);
  412.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_EASY), isCPU);
  413.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_MEDIUM), isCPU);
  414.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_HARD), isCPU);
  415.             // Also enable/disable Opening Break Mode group
  416.             EnableWindow(GetDlgItem(hDlg, IDC_GROUP_BREAK_MODE), isCPU);
  417.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_CPU_BREAK), isCPU);
  418.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_P1_BREAK), isCPU);
  419.             EnableWindow(GetDlgItem(hDlg, IDC_RADIO_FLIP_BREAK), isCPU);
  420.         }
  421.         return (INT_PTR)TRUE;
  422.  
  423.         case IDOK:
  424.             // Retrieve selected options and store in global variables
  425.             if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU) == BST_CHECKED) {
  426.                 gameMode = HUMAN_VS_AI;
  427.                 if (IsDlgButtonChecked(hDlg, IDC_RADIO_EASY) == BST_CHECKED) aiDifficulty = EASY;
  428.                 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_MEDIUM) == BST_CHECKED) aiDifficulty = MEDIUM;
  429.                 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_HARD) == BST_CHECKED) aiDifficulty = HARD;
  430.  
  431.                 if (IsDlgButtonChecked(hDlg, IDC_RADIO_CPU_BREAK) == BST_CHECKED) openingBreakMode = CPU_BREAK;
  432.                 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_P1_BREAK) == BST_CHECKED) openingBreakMode = P1_BREAK;
  433.                 else if (IsDlgButtonChecked(hDlg, IDC_RADIO_FLIP_BREAK) == BST_CHECKED) openingBreakMode = FLIP_COIN_BREAK;
  434.             }
  435.             else {
  436.                 gameMode = HUMAN_VS_HUMAN;
  437.                 // openingBreakMode doesn't apply to HvsH, can leave as is or reset
  438.             }
  439.             SaveSettings(); // Save settings when OK is pressed
  440.             EndDialog(hDlg, IDOK); // Close dialog, return IDOK
  441.             return (INT_PTR)TRUE;
  442.  
  443.         case IDCANCEL: // Handle Cancel or closing the dialog
  444.             // Optionally, could reload settings here if you want cancel to revert to previously saved state
  445.             EndDialog(hDlg, IDCANCEL);
  446.             return (INT_PTR)TRUE;
  447.         }
  448.         break; // End WM_COMMAND
  449.     }
  450.     return (INT_PTR)FALSE; // Default processing
  451. }
  452.  
  453. // --- NEW Helper to Show Dialog ---
  454. void ShowNewGameDialog(HINSTANCE hInstance) {
  455.     if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), hwndMain, NewGameDialogProc, 0) == IDOK) {
  456.         // User clicked Start, reset game with new settings
  457.         isPlayer2AI = (gameMode == HUMAN_VS_AI); // Update AI flag
  458.         if (isPlayer2AI) {
  459.             switch (aiDifficulty) {
  460.             case EASY: player2Info.name = L"CPU (Easy)"; break;
  461.             case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
  462.             case HARD: player2Info.name = L"CPU (Hard)"; break;
  463.             }
  464.         }
  465.         else {
  466.             player2Info.name = L"Player 2";
  467.         }
  468.         // Update window title
  469.         std::wstring windowTitle = L"Direct2D 8-Ball Pool";
  470.         if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
  471.         else windowTitle += L" (Human vs " + player2Info.name + L")";
  472.         SetWindowText(hwndMain, windowTitle.c_str());
  473.  
  474.         InitGame(); // Re-initialize game logic & board
  475.         InvalidateRect(hwndMain, NULL, TRUE); // Force redraw
  476.     }
  477.     else {
  478.         // User cancelled dialog - maybe just resume game? Or exit?
  479.         // For simplicity, we do nothing, game continues as it was.
  480.         // To exit on cancel from F2, would need more complex state management.
  481.     }
  482. }
  483.  
  484. // --- NEW Reset Game Function ---
  485. void ResetGame(HINSTANCE hInstance) {
  486.     // Call the helper function to show the dialog and re-init if OK clicked
  487.     ShowNewGameDialog(hInstance);
  488. }
  489.  
  490. // --- WinMain ---
  491. int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, PWSTR, int nCmdShow) {
  492.     if (FAILED(CoInitialize(NULL))) {
  493.         MessageBox(NULL, L"COM Initialization Failed.", L"Error", MB_OK | MB_ICONERROR);
  494.         return -1;
  495.     }
  496.  
  497.     // --- NEW: Load settings at startup ---
  498.     LoadSettings();
  499.  
  500.     // --- NEW: Show configuration dialog FIRST ---
  501.     if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_NEWGAMEDLG), NULL, NewGameDialogProc, 0) != IDOK) {
  502.         // User cancelled the dialog
  503.         CoUninitialize();
  504.         return 0; // Exit gracefully if dialog cancelled
  505.     }
  506.     // Global gameMode and aiDifficulty are now set by the DialogProc
  507.  
  508.     // Set AI flag based on game mode
  509.     isPlayer2AI = (gameMode == HUMAN_VS_AI);
  510.     if (isPlayer2AI) {
  511.         switch (aiDifficulty) {
  512.         case EASY: player2Info.name = L"CPU (Easy)"; break;
  513.         case MEDIUM: player2Info.name = L"CPU (Medium)"; break;
  514.         case HARD: player2Info.name = L"CPU (Hard)"; break;
  515.         }
  516.     }
  517.     else {
  518.         player2Info.name = L"Player 2";
  519.     }
  520.     // --- End of Dialog Logic ---
  521.  
  522.  
  523.     WNDCLASS wc = { };
  524.     wc.lpfnWndProc = WndProc;
  525.     wc.hInstance = hInstance;
  526.     wc.lpszClassName = L"Direct2D_8BallPool";
  527.     wc.hCursor = LoadCursor(NULL, IDC_ARROW);
  528.     wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
  529.     wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1)); // Use your actual icon ID here
  530.  
  531.     if (!RegisterClass(&wc)) {
  532.         MessageBox(NULL, L"Window Registration Failed.", L"Error", MB_OK | MB_ICONERROR);
  533.         CoUninitialize();
  534.         return -1;
  535.     }
  536.  
  537.     // --- ACTION 4: Calculate Centered Window Position ---
  538.     const int WINDOW_WIDTH = 1000; // Define desired width
  539.     const int WINDOW_HEIGHT = 700; // Define desired height
  540.     int screenWidth = GetSystemMetrics(SM_CXSCREEN);
  541.     int screenHeight = GetSystemMetrics(SM_CYSCREEN);
  542.     int windowX = (screenWidth - WINDOW_WIDTH) / 2;
  543.     int windowY = (screenHeight - WINDOW_HEIGHT) / 2;
  544.  
  545.     // --- Change Window Title based on mode ---
  546.     std::wstring windowTitle = L"Direct2D 8-Ball Pool";
  547.     if (gameMode == HUMAN_VS_HUMAN) windowTitle += L" (Human vs Human)";
  548.     else windowTitle += L" (Human vs " + player2Info.name + L")";
  549.  
  550.     DWORD dwStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; // No WS_THICKFRAME, No WS_MAXIMIZEBOX
  551.  
  552.     hwndMain = CreateWindowEx(
  553.         0, L"Direct2D_8BallPool", windowTitle.c_str(), dwStyle,
  554.         windowX, windowY, WINDOW_WIDTH, WINDOW_HEIGHT,
  555.         NULL, NULL, hInstance, NULL
  556.     );
  557.  
  558.     if (!hwndMain) {
  559.         MessageBox(NULL, L"Window Creation Failed.", L"Error", MB_OK | MB_ICONERROR);
  560.         CoUninitialize();
  561.         return -1;
  562.     }
  563.  
  564.     // Initialize Direct2D Resources AFTER window creation
  565.     if (FAILED(CreateDeviceResources())) {
  566.         MessageBox(NULL, L"Failed to create Direct2D resources.", L"Error", MB_OK | MB_ICONERROR);
  567.         DestroyWindow(hwndMain);
  568.         CoUninitialize();
  569.         return -1;
  570.     }
  571.  
  572.     InitGame(); // Initialize game state AFTER resources are ready & mode is set
  573.     Sleep(500); // Allow window to fully initialize before starting the countdown //midi func
  574.     StartMidi(hwndMain, TEXT("BSQ.MID")); // Replace with your MIDI filename
  575.     //PlayGameMusic(hwndMain); //midi func
  576.  
  577.     ShowWindow(hwndMain, nCmdShow);
  578.     UpdateWindow(hwndMain);
  579.  
  580.     if (!SetTimer(hwndMain, ID_TIMER, 1000 / TARGET_FPS, NULL)) {
  581.         MessageBox(NULL, L"Could not SetTimer().", L"Error", MB_OK | MB_ICONERROR);
  582.         DestroyWindow(hwndMain);
  583.         CoUninitialize();
  584.         return -1;
  585.     }
  586.  
  587.     MSG msg = { };
  588.     // --- Modified Main Loop ---
  589.     // Handles the case where the game starts in SHOWING_DIALOG state (handled now before loop)
  590.     // or gets reset to it via F2. The main loop runs normally once game starts.
  591.     while (GetMessage(&msg, NULL, 0, 0)) {
  592.         // We might need modeless dialog handling here if F2 shows dialog
  593.         // while window is active, but DialogBoxParam is modal.
  594.         // Let's assume F2 hides main window, shows dialog, then restarts game loop.
  595.         // Simpler: F2 calls ResetGame which calls DialogBoxParam (modal) then InitGame.
  596.         TranslateMessage(&msg);
  597.         DispatchMessage(&msg);
  598.     }
  599.  
  600.  
  601.     KillTimer(hwndMain, ID_TIMER);
  602.     DiscardDeviceResources();
  603.     SaveSettings(); // Save settings on exit
  604.     CoUninitialize();
  605.  
  606.     return (int)msg.wParam;
  607. }
  608.  
  609. // --- WndProc ---
  610. LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
  611.     // Declare cueBall pointer once at the top, used in multiple cases
  612.     // For clarity, often better to declare within each case where needed.
  613.     Ball* cueBall = nullptr; // Initialize to nullptr
  614.     switch (msg) {
  615.     case WM_CREATE:
  616.         // Resources are now created in WinMain after CreateWindowEx
  617.         return 0;
  618.  
  619.     case WM_PAINT:
  620.         OnPaint();
  621.         // Validate the entire window region after painting
  622.         ValidateRect(hwnd, NULL);
  623.         return 0;
  624.  
  625.     case WM_SIZE: {
  626.         UINT width = LOWORD(lParam);
  627.         UINT height = HIWORD(lParam);
  628.         OnResize(width, height);
  629.         return 0;
  630.     }
  631.  
  632.     case WM_TIMER:
  633.         if (wParam == ID_TIMER) {
  634.             GameUpdate(); // Update game logic and physics
  635.             InvalidateRect(hwnd, NULL, FALSE); // Request redraw
  636.         }
  637.         return 0;
  638.  
  639.         // --- NEW: Handle F2 Key for Reset ---
  640.         // --- MODIFIED: Handle More Keys ---
  641.     case WM_KEYDOWN:
  642.     { // Add scope for variable declarations
  643.  
  644.         // --- FIX: Get Cue Ball pointer for this scope ---
  645.         cueBall = GetCueBall();
  646.         // We might allow some keys even if cue ball is gone (like F1/F2), but actions need it
  647.         // --- End Fix ---
  648.  
  649.         // Check which player can interact via keyboard (Humans only)
  650.         bool canPlayerControl = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P1 || currentGameState == PRE_BREAK_PLACEMENT)) ||
  651.             (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT)));
  652.  
  653.         // --- F1 / F2 Keys (Always available) ---
  654.         if (wParam == VK_F2) {
  655.             HINSTANCE hInstance = (HINSTANCE)GetWindowLongPtr(hwnd, GWLP_HINSTANCE);
  656.             ResetGame(hInstance); // Call reset function
  657.             return 0; // Indicate key was processed
  658.         }
  659.         else if (wParam == VK_F1) {
  660.             MessageBox(hwnd,
  661.                 L"Direct2D-based StickPool game made in C++ from scratch (2764+ lines of code)\n" // Update line count if needed
  662.                 L"First successful Clone in C++ (no other sites or projects were there to glean from.) Made /w AI assist\n"
  663.                 L"(others were in JS/ non-8-Ball in C# etc.) w/o OOP and Graphics Frameworks all in a Single file.\n"
  664.                 L"Copyright (C) 2025 Evans Thorpemorton, Entisoft Solutions.\n"
  665.                 L"Includes AI Difficulty Modes, Aim-Trajectory For Table Rails + Hard Angles TipShots. || F2=New Game",
  666.                 L"About This Game", MB_OK | MB_ICONINFORMATION);
  667.             return 0; // Indicate key was processed
  668.         }
  669.  
  670.         // Check for 'M' key (uppercase or lowercase)
  671.             // Toggle music with "M"
  672.         if (wParam == 'M' || wParam == 'm') {
  673.             //static bool isMusicPlaying = false;
  674.             if (isMusicPlaying) {
  675.                 // Stop the music
  676.                 StopMidi();
  677.                 isMusicPlaying = false;
  678.             }
  679.             else {
  680.                 // Build the MIDI file path
  681.                 TCHAR midiPath[MAX_PATH];
  682.                 GetModuleFileName(NULL, midiPath, MAX_PATH);
  683.                 // Keep only the directory part
  684.                 TCHAR* lastBackslash = _tcsrchr(midiPath, '\\');
  685.                 if (lastBackslash != NULL) {
  686.                     *(lastBackslash + 1) = '\0';
  687.                 }
  688.                 // Append the MIDI filename
  689.                 _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID")); // Adjust filename if needed
  690.  
  691.                 // Start playing MIDI
  692.                 StartMidi(hwndMain, midiPath);
  693.                 isMusicPlaying = true;
  694.             }
  695.         }
  696.  
  697.  
  698.         // --- Player Interaction Keys (Only if allowed) ---
  699.         if (canPlayerControl) {
  700.             // --- Get Shift Key State ---
  701.             bool shiftPressed = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  702.             float angleStep = shiftPressed ? 0.05f : 0.01f; // Base step / Faster step (Adjust as needed) // Multiplier was 5x
  703.             float powerStep = 0.2f; // Power step (Adjust as needed)
  704.  
  705.             switch (wParam) {
  706.             case VK_LEFT: // Rotate Cue Stick Counter-Clockwise
  707.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  708.                     cueAngle -= angleStep;
  709.                     // Normalize angle (keep between 0 and 2*PI)
  710.                     if (cueAngle < 0) cueAngle += 2 * PI;
  711.                     // Ensure state shows aiming visuals if turn just started
  712.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  713.                     isAiming = false; // Keyboard adjust doesn't use mouse aiming state
  714.                     isDraggingStick = false;
  715.                     keyboardAimingActive = true;
  716.                 }
  717.                 break;
  718.  
  719.             case VK_RIGHT: // Rotate Cue Stick Clockwise
  720.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  721.                     cueAngle += angleStep;
  722.                     // Normalize angle (keep between 0 and 2*PI)
  723.                     if (cueAngle >= 2 * PI) cueAngle -= 2 * PI;
  724.                     // Ensure state shows aiming visuals if turn just started
  725.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  726.                     isAiming = false;
  727.                     isDraggingStick = false;
  728.                     keyboardAimingActive = true;
  729.                 }
  730.                 break;
  731.  
  732.             case VK_UP: // Decrease Shot Power
  733.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  734.                     shotPower -= powerStep;
  735.                     if (shotPower < 0.0f) shotPower = 0.0f;
  736.                     // Ensure state shows aiming visuals if turn just started
  737.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  738.                     isAiming = true; // Keyboard adjust doesn't use mouse aiming state
  739.                     isDraggingStick = false;
  740.                     keyboardAimingActive = true;
  741.                 }
  742.                 break;
  743.  
  744.             case VK_DOWN: // Increase Shot Power
  745.                 if (currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  746.                     shotPower += powerStep;
  747.                     if (shotPower > MAX_SHOT_POWER) shotPower = MAX_SHOT_POWER;
  748.                     // Ensure state shows aiming visuals if turn just started
  749.                     if (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN) currentGameState = AIMING;
  750.                     isAiming = true;
  751.                     isDraggingStick = false;
  752.                     keyboardAimingActive = true;
  753.                 }
  754.                 break;
  755.  
  756.             case VK_SPACE: // Trigger Shot
  757.                 if ((currentGameState == AIMING || currentGameState == BREAKING || currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN)
  758.                     && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING)
  759.                 {
  760.                     if (shotPower > 0.15f) { // Use same threshold as mouse
  761.                        // Reset foul flags BEFORE applying shot
  762.                         firstHitBallIdThisShot = -1;
  763.                         cueHitObjectBallThisShot = false;
  764.                         railHitAfterContact = false;
  765.  
  766.                         // Play sound & Apply Shot
  767.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  768.                         ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  769.  
  770.                         // Update State
  771.                         currentGameState = SHOT_IN_PROGRESS;
  772.                         foulCommitted = false;
  773.                         pocketedThisTurn.clear();
  774.                         shotPower = 0; // Reset power after shooting
  775.                         isAiming = false; isDraggingStick = false; // Reset aiming flags
  776.                         keyboardAimingActive = false;
  777.                     }
  778.                 }
  779.                 break;
  780.  
  781.             case VK_ESCAPE: // Cancel Aim/Shot Setup
  782.                 if ((currentGameState == AIMING || currentGameState == BREAKING) || shotPower > 0)
  783.                 {
  784.                     shotPower = 0.0f;
  785.                     isAiming = false;
  786.                     isDraggingStick = false;
  787.                     keyboardAimingActive = false;
  788.                     // Revert to basic turn state if not breaking
  789.                     if (currentGameState != BREAKING) {
  790.                         currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  791.                     }
  792.                 }
  793.                 break;
  794.  
  795.             case 'G': // Toggle Cheat Mode
  796.                 cheatModeEnabled = !cheatModeEnabled;
  797.                 if (cheatModeEnabled)
  798.                     MessageBeep(MB_ICONEXCLAMATION); // Play a beep when enabling
  799.                 else
  800.                     MessageBeep(MB_OK); // Play a different beep when disabling
  801.                 break;
  802.  
  803.             default:
  804.                 // Allow default processing for other keys if needed
  805.                 // return DefWindowProc(hwnd, msg, wParam, lParam); // Usually not needed for WM_KEYDOWN
  806.                 break;
  807.             } // End switch(wParam) for player controls
  808.             return 0; // Indicate player control key was processed
  809.         } // End if(canPlayerControl)
  810.     } // End scope for WM_KEYDOWN case
  811.     // If key wasn't F1/F2 and player couldn't control, maybe allow default processing?
  812.     // return DefWindowProc(hwnd, msg, wParam, lParam); // Or just return 0
  813.     return 0;
  814.  
  815.     case WM_MOUSEMOVE: {
  816.         ptMouse.x = LOWORD(lParam);
  817.         ptMouse.y = HIWORD(lParam);
  818.  
  819.         cueBall = GetCueBall(); // Declare and get cueBall pointer
  820.  
  821.         if (isDraggingCueBall && cheatModeEnabled && draggingBallId != -1) {
  822.             Ball* ball = GetBallById(draggingBallId);
  823.             if (ball) {
  824.                 ball->x = (float)ptMouse.x;
  825.                 ball->y = (float)ptMouse.y;
  826.                 ball->vx = ball->vy = 0.0f;
  827.             }
  828.             return 0;
  829.         }
  830.  
  831.         if (!cueBall) return 0;
  832.  
  833.         // Update Aiming Logic (Check player turn)
  834.         if (isDraggingCueBall &&
  835.             ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  836.                 (!isPlayer2AI && currentPlayer == 2 && currentGameState == BALL_IN_HAND_P2) ||
  837.                 currentGameState == PRE_BREAK_PLACEMENT))
  838.         {
  839.             bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  840.             // Tentative position update
  841.             cueBall->x = (float)ptMouse.x;
  842.             cueBall->y = (float)ptMouse.y;
  843.             cueBall->vx = cueBall->vy = 0;
  844.         }
  845.         else if ((isAiming || isDraggingStick) &&
  846.             ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
  847.                 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
  848.         {
  849.             //NEW2 MOUSEBOUND CODE = START
  850.                 /*// Clamp mouse inside table bounds during aiming
  851.                 if (ptMouse.x < TABLE_LEFT) ptMouse.x = TABLE_LEFT;
  852.             if (ptMouse.x > TABLE_RIGHT) ptMouse.x = TABLE_RIGHT;
  853.             if (ptMouse.y < TABLE_TOP) ptMouse.y = TABLE_TOP;
  854.             if (ptMouse.y > TABLE_BOTTOM) ptMouse.y = TABLE_BOTTOM;*/
  855.             //NEW2 MOUSEBOUND CODE = END
  856.             // Aiming drag updates angle and power
  857.             float dx = (float)ptMouse.x - cueBall->x;
  858.             float dy = (float)ptMouse.y - cueBall->y;
  859.             if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  860.             //float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
  861.             //shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
  862.             if (!keyboardAimingActive) { // Only update shotPower if NOT keyboard aiming
  863.                 float pullDist = GetDistance((float)ptMouse.x, (float)ptMouse.y, aimStartPoint.x, aimStartPoint.y);
  864.                 shotPower = std::min(pullDist / 10.0f, MAX_SHOT_POWER);
  865.             }
  866.         }
  867.         else if (isSettingEnglish &&
  868.             ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == AIMING || currentGameState == BREAKING)) ||
  869.                 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == PLAYER2_TURN || currentGameState == AIMING || currentGameState == BREAKING))))
  870.         {
  871.             // Setting English
  872.             float dx = (float)ptMouse.x - spinIndicatorCenter.x;
  873.             float dy = (float)ptMouse.y - spinIndicatorCenter.y;
  874.             float dist = GetDistance(dx, dy, 0, 0);
  875.             if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
  876.             cueSpinX = dx / spinIndicatorRadius;
  877.             cueSpinY = dy / spinIndicatorRadius;
  878.         }
  879.         else {
  880.             //DISABLE PERM AIMING = START
  881.             /*// Update visual angle even when not aiming/dragging (Check player turn)
  882.             bool canUpdateVisualAngle = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BALL_IN_HAND_P1)) ||
  883.                 (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2)) ||
  884.                 currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING || currentGameState == AIMING);
  885.  
  886.             if (canUpdateVisualAngle && !isDraggingCueBall && !isAiming && !isDraggingStick && !keyboardAimingActive) // NEW: Prevent mouse override if keyboard aiming
  887.             {
  888.                 // NEW MOUSEBOUND CODE = START
  889.                     // Only update cue angle if mouse is inside the playable table area
  890.                 if (ptMouse.x >= TABLE_LEFT && ptMouse.x <= TABLE_RIGHT &&
  891.                     ptMouse.y >= TABLE_TOP && ptMouse.y <= TABLE_BOTTOM)
  892.                 {
  893.                     // NEW MOUSEBOUND CODE = END
  894.                     Ball* cb = cueBall; // Use function-scope cueBall // Already got cueBall above
  895.                     if (cb) {
  896.                         float dx = (float)ptMouse.x - cb->x;
  897.                         float dy = (float)ptMouse.y - cb->y;
  898.                         if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  899.                     }
  900.                 } //NEW MOUSEBOUND CODE LINE = DISABLE
  901.             }*/
  902.             //DISABLE PERM AIMING = END
  903.         }
  904.         return 0;
  905.     } // End WM_MOUSEMOVE
  906.  
  907.     case WM_LBUTTONDOWN: {
  908.         ptMouse.x = LOWORD(lParam);
  909.         ptMouse.y = HIWORD(lParam);
  910.  
  911.         if (cheatModeEnabled) {
  912.             // Allow dragging any ball freely
  913.             for (Ball& ball : balls) {
  914.                 float distSq = GetDistanceSq(ball.x, ball.y, (float)ptMouse.x, (float)ptMouse.y);
  915.                 if (distSq <= BALL_RADIUS * BALL_RADIUS * 4) { // Click near ball
  916.                     isDraggingCueBall = true;
  917.                     draggingBallId = ball.id;
  918.                     if (ball.id == 0) {
  919.                         // If dragging cue ball manually, ensure we stay in Ball-In-Hand state
  920.                         if (currentPlayer == 1)
  921.                             currentGameState = BALL_IN_HAND_P1;
  922.                         else if (currentPlayer == 2 && !isPlayer2AI)
  923.                             currentGameState = BALL_IN_HAND_P2;
  924.                     }
  925.                     return 0;
  926.                 }
  927.             }
  928.         }
  929.  
  930.         Ball* cueBall = GetCueBall(); // Declare and get cueBall pointer            
  931.  
  932.         // Check which player is allowed to interact via mouse click
  933.         bool canPlayerClickInteract = ((currentPlayer == 1) || (currentPlayer == 2 && !isPlayer2AI));
  934.         // Define states where interaction is generally allowed
  935.         bool canInteractState = (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  936.             currentGameState == AIMING || currentGameState == BREAKING ||
  937.             currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 ||
  938.             currentGameState == PRE_BREAK_PLACEMENT);
  939.  
  940.         // Check Spin Indicator first (Allow if player's turn/aim phase)
  941.         if (canPlayerClickInteract && canInteractState) {
  942.             float spinDistSq = GetDistanceSq((float)ptMouse.x, (float)ptMouse.y, spinIndicatorCenter.x, spinIndicatorCenter.y);
  943.             if (spinDistSq < spinIndicatorRadius * spinIndicatorRadius * 1.2f) {
  944.                 isSettingEnglish = true;
  945.                 float dx = (float)ptMouse.x - spinIndicatorCenter.x;
  946.                 float dy = (float)ptMouse.y - spinIndicatorCenter.y;
  947.                 float dist = GetDistance(dx, dy, 0, 0);
  948.                 if (dist > spinIndicatorRadius) { dx *= spinIndicatorRadius / dist; dy *= spinIndicatorRadius / dist; }
  949.                 cueSpinX = dx / spinIndicatorRadius;
  950.                 cueSpinY = dy / spinIndicatorRadius;
  951.                 isAiming = false; isDraggingStick = false; isDraggingCueBall = false;
  952.                 return 0;
  953.             }
  954.         }
  955.  
  956.         if (!cueBall) return 0;
  957.  
  958.         // Check Ball-in-Hand placement/drag
  959.         bool isPlacingBall = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
  960.         bool isPlayerAllowedToPlace = (isPlacingBall &&
  961.             ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  962.                 (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
  963.                 (currentGameState == PRE_BREAK_PLACEMENT))); // Allow current player in break setup
  964.  
  965.         if (isPlayerAllowedToPlace) {
  966.             float distSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
  967.             if (distSq < BALL_RADIUS * BALL_RADIUS * 9.0f) {
  968.                 isDraggingCueBall = true;
  969.                 isAiming = false; isDraggingStick = false;
  970.             }
  971.             else {
  972.                 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  973.                 if (IsValidCueBallPosition((float)ptMouse.x, (float)ptMouse.y, behindHeadstring)) {
  974.                     cueBall->x = (float)ptMouse.x; cueBall->y = (float)ptMouse.y;
  975.                     cueBall->vx = 0; cueBall->vy = 0;
  976.                     isDraggingCueBall = false;
  977.                     // Transition state
  978.                     if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
  979.                     else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
  980.                     else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
  981.                     cueAngle = 0.0f;
  982.                 }
  983.             }
  984.             return 0;
  985.         }
  986.  
  987.         // Check for starting Aim (Cue Ball OR Stick)
  988.         bool canAim = ((currentPlayer == 1 && (currentGameState == PLAYER1_TURN || currentGameState == BREAKING)) ||
  989.             (currentPlayer == 2 && !isPlayer2AI && (currentGameState == PLAYER2_TURN || currentGameState == BREAKING)));
  990.  
  991.         if (canAim) {
  992.             const float stickDrawLength = 150.0f * 1.4f;
  993.             float currentStickAngle = cueAngle + PI;
  994.             D2D1_POINT_2F currentStickEnd = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * stickDrawLength, cueBall->y + sinf(currentStickAngle) * stickDrawLength);
  995.             D2D1_POINT_2F currentStickTip = D2D1::Point2F(cueBall->x + cosf(currentStickAngle) * 5.0f, cueBall->y + sinf(currentStickAngle) * 5.0f);
  996.             float distToStickSq = PointToLineSegmentDistanceSq(D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y), currentStickTip, currentStickEnd);
  997.             float stickClickThresholdSq = 36.0f;
  998.             float distToCueBallSq = GetDistanceSq(cueBall->x, cueBall->y, (float)ptMouse.x, (float)ptMouse.y);
  999.             float cueBallClickRadiusSq = BALL_RADIUS * BALL_RADIUS * 25;
  1000.  
  1001.             bool clickedStick = (distToStickSq < stickClickThresholdSq);
  1002.             bool clickedCueArea = (distToCueBallSq < cueBallClickRadiusSq);
  1003.  
  1004.             if (clickedStick || clickedCueArea) {
  1005.                 isDraggingStick = clickedStick && !clickedCueArea;
  1006.                 isAiming = clickedCueArea;
  1007.                 aimStartPoint = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  1008.                 shotPower = 0;
  1009.                 float dx = (float)ptMouse.x - cueBall->x;
  1010.                 float dy = (float)ptMouse.y - cueBall->y;
  1011.                 if (dx != 0 || dy != 0) cueAngle = atan2f(dy, dx);
  1012.                 if (currentGameState != BREAKING) currentGameState = AIMING;
  1013.             }
  1014.         }
  1015.         return 0;
  1016.     } // End WM_LBUTTONDOWN
  1017.  
  1018.  
  1019.     case WM_LBUTTONUP: {
  1020.         if (cheatModeEnabled && isDraggingCueBall) {
  1021.             isDraggingCueBall = false;
  1022.             if (draggingBallId == 0) {
  1023.                 // After dropping CueBall, stay Ball-In-Hand mode if needed
  1024.                 if (currentPlayer == 1)
  1025.                     currentGameState = BALL_IN_HAND_P1;
  1026.                 else if (currentPlayer == 2 && !isPlayer2AI)
  1027.                     currentGameState = BALL_IN_HAND_P2;
  1028.             }
  1029.             draggingBallId = -1;
  1030.             return 0;
  1031.         }
  1032.  
  1033.         ptMouse.x = LOWORD(lParam);
  1034.         ptMouse.y = HIWORD(lParam);
  1035.  
  1036.         Ball* cueBall = GetCueBall(); // Get cueBall pointer
  1037.  
  1038.         // Check for releasing aim drag (Stick OR Cue Ball)
  1039.         if ((isAiming || isDraggingStick) &&
  1040.             ((currentPlayer == 1 && (currentGameState == AIMING || currentGameState == BREAKING)) ||
  1041.                 (!isPlayer2AI && currentPlayer == 2 && (currentGameState == AIMING || currentGameState == BREAKING))))
  1042.         {
  1043.             bool wasAiming = isAiming;
  1044.             bool wasDraggingStick = isDraggingStick;
  1045.             isAiming = false; isDraggingStick = false;
  1046.  
  1047.             if (shotPower > 0.15f) { // Check power threshold
  1048.                 if (currentGameState != AI_THINKING) {
  1049.                     firstHitBallIdThisShot = -1; cueHitObjectBallThisShot = false; railHitAfterContact = false; // Reset foul flags
  1050.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  1051.                     ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  1052.                     currentGameState = SHOT_IN_PROGRESS;
  1053.                     foulCommitted = false; pocketedThisTurn.clear();
  1054.                 }
  1055.             }
  1056.             else if (currentGameState != AI_THINKING) { // Revert state if power too low
  1057.                 if (currentGameState == BREAKING) { /* Still breaking */ }
  1058.                 else {
  1059.                     currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1060.                     if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = false;
  1061.                 }
  1062.             }
  1063.             shotPower = 0; // Reset power indicator regardless
  1064.         }
  1065.  
  1066.         // Handle releasing cue ball drag (placement)
  1067.         if (isDraggingCueBall) {
  1068.             isDraggingCueBall = false;
  1069.             // Check player allowed to place
  1070.             bool isPlacingState = (currentGameState == BALL_IN_HAND_P1 || currentGameState == BALL_IN_HAND_P2 || currentGameState == PRE_BREAK_PLACEMENT);
  1071.             bool isPlayerAllowed = (isPlacingState &&
  1072.                 ((currentPlayer == 1 && currentGameState == BALL_IN_HAND_P1) ||
  1073.                     (currentPlayer == 2 && !isPlayer2AI && currentGameState == BALL_IN_HAND_P2) ||
  1074.                     (currentGameState == PRE_BREAK_PLACEMENT)));
  1075.  
  1076.             if (isPlayerAllowed && cueBall) {
  1077.                 bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  1078.                 if (IsValidCueBallPosition(cueBall->x, cueBall->y, behindHeadstring)) {
  1079.                     // Finalize position already set by mouse move
  1080.                     // Transition state
  1081.                     if (currentGameState == PRE_BREAK_PLACEMENT) currentGameState = BREAKING;
  1082.                     else if (currentGameState == BALL_IN_HAND_P1) currentGameState = PLAYER1_TURN;
  1083.                     else if (currentGameState == BALL_IN_HAND_P2) currentGameState = PLAYER2_TURN;
  1084.                     cueAngle = 0.0f;
  1085.                 }
  1086.                 else { /* Stay in BALL_IN_HAND state if final pos invalid */ }
  1087.             }
  1088.         }
  1089.  
  1090.         // Handle releasing english setting
  1091.         if (isSettingEnglish) {
  1092.             isSettingEnglish = false;
  1093.         }
  1094.         return 0;
  1095.     } // End WM_LBUTTONUP
  1096.  
  1097.     case WM_DESTROY:
  1098.         isMusicPlaying = false;
  1099.         if (midiDeviceID != 0) {
  1100.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  1101.             midiDeviceID = 0;
  1102.             SaveSettings(); // Save settings on exit
  1103.         }
  1104.         PostQuitMessage(0);
  1105.         return 0;
  1106.  
  1107.     default:
  1108.         return DefWindowProc(hwnd, msg, wParam, lParam);
  1109.     }
  1110.     return 0;
  1111. }
  1112.  
  1113. // --- Direct2D Resource Management ---
  1114.  
  1115. HRESULT CreateDeviceResources() {
  1116.     HRESULT hr = S_OK;
  1117.  
  1118.     // Create Direct2D Factory
  1119.     if (!pFactory) {
  1120.         hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pFactory);
  1121.         if (FAILED(hr)) return hr;
  1122.     }
  1123.  
  1124.     // Create DirectWrite Factory
  1125.     if (!pDWriteFactory) {
  1126.         hr = DWriteCreateFactory(
  1127.             DWRITE_FACTORY_TYPE_SHARED,
  1128.             __uuidof(IDWriteFactory),
  1129.             reinterpret_cast<IUnknown**>(&pDWriteFactory)
  1130.         );
  1131.         if (FAILED(hr)) return hr;
  1132.     }
  1133.  
  1134.     // Create Text Formats
  1135.     if (!pTextFormat && pDWriteFactory) {
  1136.         hr = pDWriteFactory->CreateTextFormat(
  1137.             L"Segoe UI", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
  1138.             16.0f, L"en-us", &pTextFormat
  1139.         );
  1140.         if (FAILED(hr)) return hr;
  1141.         // Center align text
  1142.         pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  1143.         pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  1144.     }
  1145.     if (!pLargeTextFormat && pDWriteFactory) {
  1146.         hr = pDWriteFactory->CreateTextFormat(
  1147.             L"Impact", NULL, DWRITE_FONT_WEIGHT_BOLD, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL,
  1148.             48.0f, L"en-us", &pLargeTextFormat
  1149.         );
  1150.         if (FAILED(hr)) return hr;
  1151.         pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); // Align left
  1152.         pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  1153.     }
  1154.  
  1155.  
  1156.     // Create Render Target (needs valid hwnd)
  1157.     if (!pRenderTarget && hwndMain) {
  1158.         RECT rc;
  1159.         GetClientRect(hwndMain, &rc);
  1160.         D2D1_SIZE_U size = D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top);
  1161.  
  1162.         hr = pFactory->CreateHwndRenderTarget(
  1163.             D2D1::RenderTargetProperties(),
  1164.             D2D1::HwndRenderTargetProperties(hwndMain, size),
  1165.             &pRenderTarget
  1166.         );
  1167.         if (FAILED(hr)) {
  1168.             // If failed, release factories if they were created in this call
  1169.             SafeRelease(&pTextFormat);
  1170.             SafeRelease(&pLargeTextFormat);
  1171.             SafeRelease(&pDWriteFactory);
  1172.             SafeRelease(&pFactory);
  1173.             pRenderTarget = nullptr; // Ensure it's null on failure
  1174.             return hr;
  1175.         }
  1176.     }
  1177.  
  1178.     return hr;
  1179. }
  1180.  
  1181. void DiscardDeviceResources() {
  1182.     SafeRelease(&pRenderTarget);
  1183.     SafeRelease(&pTextFormat);
  1184.     SafeRelease(&pLargeTextFormat);
  1185.     SafeRelease(&pDWriteFactory);
  1186.     // Keep pFactory until application exit? Or release here too? Let's release.
  1187.     SafeRelease(&pFactory);
  1188. }
  1189.  
  1190. void OnResize(UINT width, UINT height) {
  1191.     if (pRenderTarget) {
  1192.         D2D1_SIZE_U size = D2D1::SizeU(width, height);
  1193.         pRenderTarget->Resize(size); // Ignore HRESULT for simplicity here
  1194.     }
  1195. }
  1196.  
  1197. // --- Game Initialization ---
  1198. void InitGame() {
  1199.     srand((unsigned int)time(NULL)); // Seed random number generator
  1200.     isOpeningBreakShot = true; // This is the start of a new game, so the next shot is an opening break.
  1201.     aiPlannedShotDetails.isValid = false; // Reset AI planned shot
  1202.     aiIsDisplayingAim = false;
  1203.     aiAimDisplayFramesLeft = 0;
  1204.     // ... (rest of InitGame())
  1205.  
  1206.     // --- Ensure pocketed list is clear from the absolute start ---
  1207.     pocketedThisTurn.clear();
  1208.  
  1209.     balls.clear(); // Clear existing balls
  1210.  
  1211.     // Reset Player Info (Names should be set by Dialog/wWinMain/ResetGame)
  1212.     player1Info.assignedType = BallType::NONE;
  1213.     player1Info.ballsPocketedCount = 0;
  1214.     // Player 1 Name usually remains "Player 1"
  1215.     player2Info.assignedType = BallType::NONE;
  1216.     player2Info.ballsPocketedCount = 0;
  1217.     // Player 2 Name is set based on gameMode in ShowNewGameDialog
  1218.  
  1219.     // Create Cue Ball (ID 0)
  1220.     // Initial position will be set during PRE_BREAK_PLACEMENT state
  1221.     balls.push_back({ 0, BallType::CUE_BALL, TABLE_LEFT + TABLE_WIDTH * 0.15f, RACK_POS_Y, 0, 0, CUE_BALL_COLOR, false });
  1222.  
  1223.     // --- Create Object Balls (Temporary List) ---
  1224.     std::vector<Ball> objectBalls;
  1225.     // Solids (1-7, Yellow)
  1226.     for (int i = 1; i <= 7; ++i) {
  1227.         objectBalls.push_back({ i, BallType::SOLID, 0, 0, 0, 0, SOLID_COLOR, false });
  1228.     }
  1229.     // Stripes (9-15, Red)
  1230.     for (int i = 9; i <= 15; ++i) {
  1231.         objectBalls.push_back({ i, BallType::STRIPE, 0, 0, 0, 0, STRIPE_COLOR, false });
  1232.     }
  1233.     // 8-Ball (ID 8) - Add it to the list to be placed
  1234.     objectBalls.push_back({ 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false });
  1235.  
  1236.  
  1237.     // --- Racking Logic (Improved) ---
  1238.     float spacingX = BALL_RADIUS * 2.0f * 0.866f; // cos(30) for horizontal spacing
  1239.     float spacingY = BALL_RADIUS * 2.0f * 1.0f;   // Vertical spacing
  1240.  
  1241.     // Define rack positions (0-14 indices corresponding to triangle spots)
  1242.     D2D1_POINT_2F rackPositions[15];
  1243.     int rackIndex = 0;
  1244.     for (int row = 0; row < 5; ++row) {
  1245.         for (int col = 0; col <= row; ++col) {
  1246.             if (rackIndex >= 15) break;
  1247.             float x = RACK_POS_X + row * spacingX;
  1248.             float y = RACK_POS_Y + (col - row / 2.0f) * spacingY;
  1249.             rackPositions[rackIndex++] = D2D1::Point2F(x, y);
  1250.         }
  1251.     }
  1252.  
  1253.     // Separate 8-ball
  1254.     Ball eightBall;
  1255.     std::vector<Ball> otherBalls; // Solids and Stripes
  1256.     bool eightBallFound = false;
  1257.     for (const auto& ball : objectBalls) {
  1258.         if (ball.id == 8) {
  1259.             eightBall = ball;
  1260.             eightBallFound = true;
  1261.         }
  1262.         else {
  1263.             otherBalls.push_back(ball);
  1264.         }
  1265.     }
  1266.     // Ensure 8 ball was actually created (should always be true)
  1267.     if (!eightBallFound) {
  1268.         // Handle error - perhaps recreate it? For now, proceed.
  1269.         eightBall = { 8, BallType::EIGHT_BALL, 0, 0, 0, 0, EIGHT_BALL_COLOR, false };
  1270.     }
  1271.  
  1272.  
  1273.     // Shuffle the other 14 balls
  1274.     // Use std::shuffle if available (C++11 and later) for better randomness
  1275.     // std::random_device rd;
  1276.     // std::mt19937 g(rd());
  1277.     // std::shuffle(otherBalls.begin(), otherBalls.end(), g);
  1278.     std::random_shuffle(otherBalls.begin(), otherBalls.end()); // Using deprecated for now
  1279.  
  1280.     // --- Place balls into the main 'balls' vector in rack order ---
  1281.     // Important: Add the cue ball (already created) first.
  1282.     // (Cue ball added at the start of the function now)
  1283.  
  1284.     // 1. Place the 8-ball in its fixed position (index 4 for the 3rd row center)
  1285.     int eightBallRackIndex = 4;
  1286.     eightBall.x = rackPositions[eightBallRackIndex].x;
  1287.     eightBall.y = rackPositions[eightBallRackIndex].y;
  1288.     eightBall.vx = 0;
  1289.     eightBall.vy = 0;
  1290.     eightBall.isPocketed = false;
  1291.     balls.push_back(eightBall); // Add 8 ball to the main vector
  1292.  
  1293.     // 2. Place the shuffled Solids and Stripes in the remaining spots
  1294.     size_t otherBallIdx = 0;
  1295.     //int otherBallIdx = 0;
  1296.     for (int i = 0; i < 15; ++i) {
  1297.         if (i == eightBallRackIndex) continue; // Skip the 8-ball spot
  1298.  
  1299.         if (otherBallIdx < otherBalls.size()) {
  1300.             Ball& ballToPlace = otherBalls[otherBallIdx++];
  1301.             ballToPlace.x = rackPositions[i].x;
  1302.             ballToPlace.y = rackPositions[i].y;
  1303.             ballToPlace.vx = 0;
  1304.             ballToPlace.vy = 0;
  1305.             ballToPlace.isPocketed = false;
  1306.             balls.push_back(ballToPlace); // Add to the main game vector
  1307.         }
  1308.     }
  1309.     // --- End Racking Logic ---
  1310.  
  1311.  
  1312.     // --- Determine Who Breaks and Initial State ---
  1313.     if (isPlayer2AI) {
  1314.         /*// AI Mode: Randomly decide who breaks
  1315.         if ((rand() % 2) == 0) {
  1316.             // AI (Player 2) breaks
  1317.             currentPlayer = 2;
  1318.             currentGameState = PRE_BREAK_PLACEMENT; // AI needs to place ball first
  1319.             aiTurnPending = true; // Trigger AI logic
  1320.         }
  1321.         else {
  1322.             // Player 1 (Human) breaks
  1323.             currentPlayer = 1;
  1324.             currentGameState = PRE_BREAK_PLACEMENT; // Human places cue ball
  1325.             aiTurnPending = false;*/
  1326.         switch (openingBreakMode) {
  1327.         case CPU_BREAK:
  1328.             currentPlayer = 2; // AI breaks
  1329.             currentGameState = PRE_BREAK_PLACEMENT;
  1330.             aiTurnPending = true;
  1331.             break;
  1332.         case P1_BREAK:
  1333.             currentPlayer = 1; // Player 1 breaks
  1334.             currentGameState = PRE_BREAK_PLACEMENT;
  1335.             aiTurnPending = false;
  1336.             break;
  1337.         case FLIP_COIN_BREAK:
  1338.             if ((rand() % 2) == 0) { // 0 for AI, 1 for Player 1
  1339.                 currentPlayer = 2; // AI breaks
  1340.                 currentGameState = PRE_BREAK_PLACEMENT;
  1341.                 aiTurnPending = true;
  1342.             }
  1343.             else {
  1344.                 currentPlayer = 1; // Player 1 breaks
  1345.                 currentGameState = PRE_BREAK_PLACEMENT;
  1346.                 aiTurnPending = false;
  1347.             }
  1348.             break;
  1349.         default: // Fallback to CPU break
  1350.             currentPlayer = 2;
  1351.             currentGameState = PRE_BREAK_PLACEMENT;
  1352.             aiTurnPending = true;
  1353.             break;
  1354.         }
  1355.     }
  1356.     else {
  1357.         // Human vs Human, Player 1 always breaks (or could add a flip coin for HvsH too if desired)
  1358.         currentPlayer = 1;
  1359.         currentGameState = PRE_BREAK_PLACEMENT;
  1360.         aiTurnPending = false; // No AI involved
  1361.     }
  1362.  
  1363.     // Reset other relevant game state variables
  1364.     foulCommitted = false;
  1365.     gameOverMessage = L"";
  1366.     firstBallPocketedAfterBreak = false;
  1367.     // pocketedThisTurn cleared at start
  1368.     // Reset shot parameters and input flags
  1369.     shotPower = 0.0f;
  1370.     cueSpinX = 0.0f;
  1371.     cueSpinY = 0.0f;
  1372.     isAiming = false;
  1373.     isDraggingCueBall = false;
  1374.     isSettingEnglish = false;
  1375.     cueAngle = 0.0f; // Reset aim angle
  1376. }
  1377.  
  1378.  
  1379. // --- Game Loop ---
  1380. void GameUpdate() {
  1381.     if (currentGameState == SHOT_IN_PROGRESS) {
  1382.         UpdatePhysics();
  1383.         CheckCollisions();
  1384.  
  1385.         if (AreBallsMoving()) {
  1386.             // When all balls stop, clear aiming flags
  1387.             isAiming = false;
  1388.             aiIsDisplayingAim = false;
  1389.             //ProcessShotResults();
  1390.         }
  1391.  
  1392.         bool pocketed = CheckPockets(); // Store if any ball was pocketed
  1393.  
  1394.         // --- Update pocket flash animation timer ---
  1395.         if (pocketFlashTimer > 0.0f) {
  1396.             pocketFlashTimer -= 0.02f;
  1397.             if (pocketFlashTimer < 0.0f) pocketFlashTimer = 0.0f;
  1398.         }
  1399.  
  1400.         if (!AreBallsMoving()) {
  1401.             ProcessShotResults(); // Determine next state based on what happened
  1402.         }
  1403.     }
  1404.  
  1405.     // --- Check if AI needs to act ---
  1406.     else if (isPlayer2AI && currentPlayer == 2 && !AreBallsMoving()) {
  1407.         if (aiIsDisplayingAim) { // AI has decided a shot and is displaying aim
  1408.             aiAimDisplayFramesLeft--;
  1409.             if (aiAimDisplayFramesLeft <= 0) {
  1410.                 aiIsDisplayingAim = false; // Done displaying
  1411.                 if (aiPlannedShotDetails.isValid) {
  1412.                     // Execute the planned shot
  1413.                     firstHitBallIdThisShot = -1;
  1414.                     cueHitObjectBallThisShot = false;
  1415.                     railHitAfterContact = false;
  1416.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  1417.                     ApplyShot(aiPlannedShotDetails.power, aiPlannedShotDetails.angle, aiPlannedShotDetails.spinX, aiPlannedShotDetails.spinY);
  1418.                     aiPlannedShotDetails.isValid = false; // Clear the planned shot
  1419.                 }
  1420.                 currentGameState = SHOT_IN_PROGRESS;
  1421.                 foulCommitted = false;
  1422.                 pocketedThisTurn.clear();
  1423.             }
  1424.             // Else, continue displaying aim
  1425.         }
  1426.         else if (aiTurnPending) { // AI needs to start its decision process
  1427.             // Valid states for AI to start thinking
  1428.             /*/if (currentGameState == PRE_BREAK_PLACEMENT && isOpeningBreakShot) {*/
  1429.             //newcode 1 commented out
  1430.             /*if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT && currentPlayer == 2 && isPlayer2AI) {
  1431.                 // Handle the break shot
  1432.                 AIBreakShot();
  1433.             }*/ //new code 1 end  
  1434.             /*else if (currentGameState == PRE_BREAK_PLACEMENT || currentGameState == BREAKING ||
  1435.                 currentGameState == PLAYER2_TURN || currentGameState == BALL_IN_HAND_P2) {*/
  1436.  
  1437.                 // aiTurnPending might be consumed by AIBreakShot or remain for next cycle if needed
  1438.         /* } //new code 2 commented out
  1439.         else if (currentGameState == BALL_IN_HAND_P2 && currentPlayer == 2 && isPlayer2AI) {
  1440.             AIPlaceCueBall(); // AI places the ball first
  1441.             // After placement, AI needs to decide its shot.
  1442.             // Transition to a state where AIMakeDecision will be called for shot selection.
  1443.             currentGameState = PLAYER2_TURN; // Or a specific AI_AIMING_AFTER_PLACEMENT state
  1444.                                              // aiTurnPending remains true to trigger AIMakeDecision next.
  1445.         }
  1446.         else if (currentGameState == PLAYER2_TURN && currentPlayer == 2 && isPlayer2AI) {
  1447.             // This is for a normal turn (not break, not immediately after ball-in-hand placement)
  1448.  
  1449.                 currentGameState = AI_THINKING; // Set state to indicate AI is processing
  1450.                 aiTurnPending = false;         // Consume the pending turn flag
  1451.                 AIMakeDecision();              // For normal shots (non-break)
  1452.             }
  1453.             else {
  1454.                 // Not a state where AI should act
  1455.                 aiTurnPending = false;
  1456.             }*/
  1457.             // 2b) AI is ready to think (pending flag)
  1458.             // **1) Ball-in-Hand** let AI place the cue ball first
  1459.             if (currentGameState == BALL_IN_HAND_P2) {
  1460.                 // Step 1: AI places the cue ball.
  1461.                 AIPlaceCueBall();
  1462.                 // Step 2: Transition to thinking state for shot decision.
  1463.                 currentGameState = AI_THINKING; //newcode5
  1464.                 // Step 3: Consume the pending flag for the placement phase.
  1465.                 //         AIMakeDecision will handle shot planning now.
  1466.                 aiTurnPending = false; //newcode5
  1467.                 // Step 4: AI immediately decides the shot from the new position.
  1468.                 AIMakeDecision(); //newcode5
  1469.             }
  1470.             // **2) Opening break** special break shot logic
  1471.             else if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  1472.                 AIBreakShot();
  1473.             }
  1474.             else if (currentGameState == PLAYER2_TURN || currentGameState == BREAKING) { //newcode5
  1475.                 // General turn for AI to think (not ball-in-hand, not initial break placement)
  1476.                 currentGameState = AI_THINKING; //newcode5
  1477.                 aiTurnPending = false; // Consume the flag //newcode5
  1478.                 AIMakeDecision(); //newcode5
  1479.             }
  1480.             // **3) Otherwise** normal shot planning
  1481.             /*else { //orig uncommented oldcode5
  1482.                 currentGameState = AI_THINKING;
  1483.                 aiTurnPending = false;
  1484.                 AIMakeDecision();
  1485.             }*/
  1486.         }
  1487.  
  1488.         //} //bracefix
  1489.         // If current state is AI_THINKING but not displaying aim, then AI decision has already been made
  1490.     }
  1491. }
  1492.  
  1493. // --- Physics and Collision ---
  1494. void UpdatePhysics() {
  1495.     for (size_t i = 0; i < balls.size(); ++i) {
  1496.         Ball& b = balls[i];
  1497.         if (!b.isPocketed) {
  1498.             b.x += b.vx;
  1499.             b.y += b.vy;
  1500.  
  1501.             // Apply friction
  1502.             b.vx *= FRICTION;
  1503.             b.vy *= FRICTION;
  1504.  
  1505.             // Stop balls if velocity is very low
  1506.             if (GetDistanceSq(b.vx, b.vy, 0, 0) < MIN_VELOCITY_SQ) {
  1507.                 b.vx = 0;
  1508.                 b.vy = 0;
  1509.             }
  1510.         }
  1511.     }
  1512. }
  1513.  
  1514. void CheckCollisions() {
  1515.     float left = TABLE_LEFT;
  1516.     float right = TABLE_RIGHT;
  1517.     float top = TABLE_TOP;
  1518.     float bottom = TABLE_BOTTOM;
  1519.     const float pocketMouthCheckRadiusSq = (POCKET_RADIUS + BALL_RADIUS) * (POCKET_RADIUS + BALL_RADIUS) * 1.1f;
  1520.  
  1521.     // --- Reset Per-Frame Sound Flags ---
  1522.     bool playedWallSoundThisFrame = false;
  1523.     bool playedCollideSoundThisFrame = false;
  1524.     // ---
  1525.  
  1526.     for (size_t i = 0; i < balls.size(); ++i) {
  1527.         Ball& b1 = balls[i];
  1528.         if (b1.isPocketed) continue;
  1529.  
  1530.         bool nearPocket[6];
  1531.         for (int p = 0; p < 6; ++p) {
  1532.             nearPocket[p] = GetDistanceSq(b1.x, b1.y, pocketPositions[p].x, pocketPositions[p].y) < pocketMouthCheckRadiusSq;
  1533.         }
  1534.         bool nearTopLeftPocket = nearPocket[0];
  1535.         bool nearTopMidPocket = nearPocket[1];
  1536.         bool nearTopRightPocket = nearPocket[2];
  1537.         bool nearBottomLeftPocket = nearPocket[3];
  1538.         bool nearBottomMidPocket = nearPocket[4];
  1539.         bool nearBottomRightPocket = nearPocket[5];
  1540.  
  1541.         bool collidedWallThisBall = false;
  1542.  
  1543.         // --- Ball-Wall Collisions ---
  1544.         // (Check logic unchanged, added sound calls and railHitAfterContact update)
  1545.         // Left Wall
  1546.         if (b1.x - BALL_RADIUS < left) {
  1547.             if (!nearTopLeftPocket && !nearBottomLeftPocket) {
  1548.                 b1.x = left + BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
  1549.                 if (!playedWallSoundThisFrame) {
  1550.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1551.                     playedWallSoundThisFrame = true;
  1552.                 }
  1553.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1554.             }
  1555.         }
  1556.         // Right Wall
  1557.         if (b1.x + BALL_RADIUS > right) {
  1558.             if (!nearTopRightPocket && !nearBottomRightPocket) {
  1559.                 b1.x = right - BALL_RADIUS; b1.vx *= -1.0f; collidedWallThisBall = true;
  1560.                 if (!playedWallSoundThisFrame) {
  1561.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1562.                     playedWallSoundThisFrame = true;
  1563.                 }
  1564.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1565.             }
  1566.         }
  1567.         // Top Wall
  1568.         if (b1.y - BALL_RADIUS < top) {
  1569.             if (!nearTopLeftPocket && !nearTopMidPocket && !nearTopRightPocket) {
  1570.                 b1.y = top + BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
  1571.                 if (!playedWallSoundThisFrame) {
  1572.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1573.                     playedWallSoundThisFrame = true;
  1574.                 }
  1575.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1576.             }
  1577.         }
  1578.         // Bottom Wall
  1579.         if (b1.y + BALL_RADIUS > bottom) {
  1580.             if (!nearBottomLeftPocket && !nearBottomMidPocket && !nearBottomRightPocket) {
  1581.                 b1.y = bottom - BALL_RADIUS; b1.vy *= -1.0f; collidedWallThisBall = true;
  1582.                 if (!playedWallSoundThisFrame) {
  1583.                     std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("wall.wav")).detach();
  1584.                     playedWallSoundThisFrame = true;
  1585.                 }
  1586.                 if (cueHitObjectBallThisShot) railHitAfterContact = true; // Track rail hit after contact
  1587.             }
  1588.         }
  1589.  
  1590.         // Spin effect (Unchanged)
  1591.         if (collidedWallThisBall) {
  1592.             if (b1.x <= left + BALL_RADIUS || b1.x >= right - BALL_RADIUS) { b1.vy += cueSpinX * b1.vx * 0.05f; }
  1593.             if (b1.y <= top + BALL_RADIUS || b1.y >= bottom - BALL_RADIUS) { b1.vx -= cueSpinY * b1.vy * 0.05f; }
  1594.             cueSpinX *= 0.7f; cueSpinY *= 0.7f;
  1595.         }
  1596.  
  1597.  
  1598.         // --- Ball-Ball Collisions ---
  1599.         for (size_t j = i + 1; j < balls.size(); ++j) {
  1600.             Ball& b2 = balls[j];
  1601.             if (b2.isPocketed) continue;
  1602.  
  1603.             float dx = b2.x - b1.x; float dy = b2.y - b1.y;
  1604.             float distSq = dx * dx + dy * dy;
  1605.             float minDist = BALL_RADIUS * 2.0f;
  1606.  
  1607.             if (distSq > 1e-6 && distSq < minDist * minDist) {
  1608.                 float dist = sqrtf(distSq);
  1609.                 float overlap = minDist - dist;
  1610.                 float nx = dx / dist; float ny = dy / dist;
  1611.  
  1612.                 // Separation (Unchanged)
  1613.                 b1.x -= overlap * 0.5f * nx; b1.y -= overlap * 0.5f * ny;
  1614.                 b2.x += overlap * 0.5f * nx; b2.y += overlap * 0.5f * ny;
  1615.  
  1616.                 float rvx = b1.vx - b2.vx; float rvy = b1.vy - b2.vy;
  1617.                 float velAlongNormal = rvx * nx + rvy * ny;
  1618.  
  1619.                 if (velAlongNormal > 0) { // Colliding
  1620.                     // --- Play Ball Collision Sound ---
  1621.                     if (!playedCollideSoundThisFrame) {
  1622.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("poolballhit.wav")).detach();
  1623.                         playedCollideSoundThisFrame = true; // Set flag
  1624.                     }
  1625.                     // --- End Sound ---
  1626.  
  1627.                     // --- NEW: Track First Hit and Cue/Object Collision ---
  1628.                     if (firstHitBallIdThisShot == -1) { // If first hit hasn't been recorded yet
  1629.                         if (b1.id == 0) { // Cue ball hit b2 first
  1630.                             firstHitBallIdThisShot = b2.id;
  1631.                             cueHitObjectBallThisShot = true;
  1632.                         }
  1633.                         else if (b2.id == 0) { // Cue ball hit b1 first
  1634.                             firstHitBallIdThisShot = b1.id;
  1635.                             cueHitObjectBallThisShot = true;
  1636.                         }
  1637.                         // If neither is cue ball, doesn't count as first hit for foul purposes
  1638.                     }
  1639.                     else if (b1.id == 0 || b2.id == 0) {
  1640.                         // Track subsequent cue ball collisions with object balls
  1641.                         cueHitObjectBallThisShot = true;
  1642.                     }
  1643.                     // --- End First Hit Tracking ---
  1644.  
  1645.  
  1646.                     // Impulse (Unchanged)
  1647.                     float impulse = velAlongNormal;
  1648.                     b1.vx -= impulse * nx; b1.vy -= impulse * ny;
  1649.                     b2.vx += impulse * nx; b2.vy += impulse * ny;
  1650.  
  1651.                     // Spin Transfer (Unchanged)
  1652.                     if (b1.id == 0 || b2.id == 0) {
  1653.                         float spinEffectFactor = 0.08f;
  1654.                         b1.vx += (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
  1655.                         b1.vy += (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
  1656.                         b2.vx -= (cueSpinY * ny - cueSpinX * nx) * spinEffectFactor;
  1657.                         b2.vy -= (cueSpinY * nx + cueSpinX * ny) * spinEffectFactor;
  1658.                         cueSpinX *= 0.85f; cueSpinY *= 0.85f;
  1659.                     }
  1660.                 }
  1661.             }
  1662.         } // End ball-ball loop
  1663.     } // End ball loop
  1664. } // End CheckCollisions
  1665.  
  1666.  
  1667. bool CheckPockets() {
  1668.     bool ballPocketedThisCheck = false; // Local flag for this specific check run
  1669.     for (size_t i = 0; i < balls.size(); ++i) {
  1670.         Ball& b = balls[i];
  1671.         if (!b.isPocketed) { // Only check balls that aren't already flagged as pocketed
  1672.             for (int p = 0; p < 6; ++p) {
  1673.                 float distSq = GetDistanceSq(b.x, b.y, pocketPositions[p].x, pocketPositions[p].y);
  1674.                 // --- Use updated POCKET_RADIUS ---
  1675.                 if (distSq < POCKET_RADIUS * POCKET_RADIUS) {
  1676.                     b.isPocketed = true;
  1677.                     b.vx = b.vy = 0;
  1678.                     pocketedThisTurn.push_back(b.id);
  1679.  
  1680.                     // --- Play Pocket Sound (Threaded) ---
  1681.                     if (!ballPocketedThisCheck) {
  1682.                         std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("pocket.wav")).detach();
  1683.                         ballPocketedThisCheck = true;
  1684.                     }
  1685.                     // --- End Sound ---
  1686.  
  1687.                     break; // Ball is pocketed
  1688.                 }
  1689.             }
  1690.         }
  1691.     }
  1692.     return ballPocketedThisCheck;
  1693. }
  1694.  
  1695. bool AreBallsMoving() {
  1696.     for (size_t i = 0; i < balls.size(); ++i) {
  1697.         if (!balls[i].isPocketed && (balls[i].vx != 0 || balls[i].vy != 0)) {
  1698.             return true;
  1699.         }
  1700.     }
  1701.     return false;
  1702. }
  1703.  
  1704. void RespawnCueBall(bool behindHeadstring) { // 'behindHeadstring' only relevant for initial break placement
  1705.     Ball* cueBall = GetCueBall();
  1706.     if (cueBall) {
  1707.         // Reset position to a default
  1708.         //disabled for behind headstring (now move anywhere)
  1709.         /*cueBall->x = HEADSTRING_X * 0.5f;
  1710.         cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;*/
  1711.         // Reset position to a default:
  1712.         if (behindHeadstring) {
  1713.             // Opening break: kitchen center
  1714.             cueBall->x = HEADSTRING_X * 0.5f;
  1715.             cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  1716.         }
  1717.         else {
  1718.             // Ball-in-hand (foul): center of full table
  1719.             cueBall->x = TABLE_LEFT + TABLE_WIDTH / 2.0f;
  1720.             cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  1721.         }
  1722.         cueBall->vx = 0;
  1723.         cueBall->vy = 0;
  1724.         cueBall->isPocketed = false;
  1725.  
  1726.         // Set state based on who gets ball-in-hand
  1727.         /*// 'currentPlayer' already reflects who's turn it is NOW (switched before calling this)*/
  1728.         // 'currentPlayer' has already been switched to the player whose turn it will be.
  1729.         // The 'behindHeadstring' parameter to RespawnCueBall is mostly for historical reasons / initial setup.
  1730.         if (currentPlayer == 1) { // Player 2 (AI/Human) fouled, Player 1 (Human) gets ball-in-hand
  1731.             currentGameState = BALL_IN_HAND_P1;
  1732.             aiTurnPending = false; // Ensure AI flag off
  1733.         }
  1734.         else { // Player 1 (Human) fouled, Player 2 gets ball-in-hand
  1735.             if (isPlayer2AI) {
  1736.                 // --- CONFIRMED FIX: Set correct state for AI Ball-in-Hand ---
  1737.                 currentGameState = BALL_IN_HAND_P2; // AI now needs to place the ball
  1738.                 aiTurnPending = true; // Trigger AI logic (will call AIPlaceCueBall first)
  1739.             }
  1740.             else { // Human Player 2
  1741.                 currentGameState = BALL_IN_HAND_P2;
  1742.                 aiTurnPending = false; // Ensure AI flag off
  1743.             }
  1744.         }
  1745.         // Handle initial placement state correctly if called from InitGame
  1746.         /*if (behindHeadstring && currentGameState != PRE_BREAK_PLACEMENT) {
  1747.             // This case might need review depending on exact initial setup flow,
  1748.             // but the foul logic above should now be correct.
  1749.             // Let's ensure initial state is PRE_BREAK_PLACEMENT if behindHeadstring is true.*/
  1750.             //currentGameState = PRE_BREAK_PLACEMENT;
  1751.     }
  1752. }
  1753. //}
  1754.  
  1755.  
  1756. // --- Game Logic ---
  1757.  
  1758. void ApplyShot(float power, float angle, float spinX, float spinY) {
  1759.     Ball* cueBall = GetCueBall();
  1760.     if (cueBall) {
  1761.  
  1762.         // --- Play Cue Strike Sound (Threaded) ---
  1763.         if (power > 0.1f) { // Only play if it's an audible shot
  1764.             std::thread([](const TCHAR* soundName) { PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT); }, TEXT("cue.wav")).detach();
  1765.         }
  1766.         // --- End Sound ---
  1767.  
  1768.         cueBall->vx = cosf(angle) * power;
  1769.         cueBall->vy = sinf(angle) * power;
  1770.  
  1771.         // Apply English (Spin) - Simplified effect (Unchanged)
  1772.         cueBall->vx += sinf(angle) * spinY * 0.5f;
  1773.         cueBall->vy -= cosf(angle) * spinY * 0.5f;
  1774.         cueBall->vx -= cosf(angle) * spinX * 0.5f;
  1775.         cueBall->vy -= sinf(angle) * spinX * 0.5f;
  1776.  
  1777.         // Store spin (Unchanged)
  1778.         cueSpinX = spinX;
  1779.         cueSpinY = spinY;
  1780.  
  1781.         // --- Reset Foul Tracking flags for the new shot ---
  1782.         // (Also reset in LBUTTONUP, but good to ensure here too)
  1783.         firstHitBallIdThisShot = -1;      // No ball hit yet
  1784.         cueHitObjectBallThisShot = false; // Cue hasn't hit anything yet
  1785.         railHitAfterContact = false;     // No rail hit after contact yet
  1786.         // --- End Reset ---
  1787.  
  1788.                 // If this was the opening break shot, clear the flag
  1789.         if (isOpeningBreakShot) {
  1790.             isOpeningBreakShot = false; // Mark opening break as taken
  1791.         }
  1792.     }
  1793. }
  1794.  
  1795.  
  1796. void ProcessShotResults() {
  1797.     bool cueBallPocketed = false;
  1798.     bool eightBallPocketed = false;
  1799.     bool legalBallPocketed = false;
  1800.     bool opponentBallPocketed = false;
  1801.     bool anyNonCueBallPocketed = false; // Includes opponent balls
  1802.     BallType firstPocketedType = BallType::NONE;
  1803.     int firstPocketedId = -1;
  1804.  
  1805.     PlayerInfo& currentPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
  1806.     PlayerInfo& opponentPlayerInfo = (currentPlayer == 1) ? player2Info : player1Info;
  1807.  
  1808.     // Analyze pocketed balls (Unchanged logic)
  1809.     for (int pocketedId : pocketedThisTurn) {
  1810.         Ball* b = GetBallById(pocketedId);
  1811.         if (!b) continue;
  1812.         if (!pocketedThisTurn.empty()) {
  1813.             pocketFlashTimer = 1.0f; // Flash boost when any ball is pocketed
  1814.         }
  1815.         if (b->id == 0) { cueBallPocketed = true; }
  1816.         else if (b->id == 8) { eightBallPocketed = true; }
  1817.         else {
  1818.             anyNonCueBallPocketed = true;
  1819.             if (firstPocketedId == -1) { firstPocketedId = b->id; firstPocketedType = b->type; }
  1820.             if (currentPlayerInfo.assignedType != BallType::NONE) {
  1821.                 if (b->type == currentPlayerInfo.assignedType) legalBallPocketed = true;
  1822.                 else if (b->type == opponentPlayerInfo.assignedType) opponentBallPocketed = true;
  1823.             }
  1824.         }
  1825.     }
  1826.  
  1827.     // --- Game Over Checks --- (Unchanged logic)
  1828.     if (eightBallPocketed) {
  1829.         CheckGameOverConditions(eightBallPocketed, cueBallPocketed);
  1830.         if (currentGameState == GAME_OVER) return;
  1831.     }
  1832.  
  1833.     // --- MODIFIED: Enhanced Foul Checks ---
  1834.     bool turnFoul = false;
  1835.  
  1836.     // Foul 1: Scratch (Cue ball pocketed)
  1837.     if (cueBallPocketed) {
  1838.         foulCommitted = true; turnFoul = true;
  1839.     }
  1840.  
  1841.     // Foul 2: Hit Nothing (Only if not already a scratch)
  1842.     // Condition: Cue ball didn't hit *any* object ball during the shot.
  1843.     if (!turnFoul && !cueHitObjectBallThisShot) {
  1844.         // Check if the cue ball actually moved significantly to constitute a shot attempt
  1845.         Ball* cue = GetCueBall();
  1846.         // Use a small threshold to avoid foul on accidental tiny nudge if needed
  1847.         // For now, any shot attempt that doesn't hit an object ball is a foul.
  1848.         // (Could add velocity check from ApplyShot if needed)
  1849.         if (cue) { // Ensure cue ball exists
  1850.             foulCommitted = true; turnFoul = true;
  1851.         }
  1852.     }
  1853.  
  1854.     // Foul 3: Wrong Ball First (Check only if not already foul and *something* was hit)
  1855.     if (!turnFoul && firstHitBallIdThisShot != -1) {
  1856.         Ball* firstHitBall = GetBallById(firstHitBallIdThisShot);
  1857.         if (firstHitBall) {
  1858.             bool isBreakShot = (player1Info.assignedType == BallType::NONE && player2Info.assignedType == BallType::NONE);
  1859.             bool mustTarget8Ball = (!isBreakShot && currentPlayerInfo.assignedType != BallType::NONE && currentPlayerInfo.ballsPocketedCount >= 7);
  1860.  
  1861.             if (!isBreakShot) { // Standard play rules
  1862.                 if (mustTarget8Ball) {
  1863.                     if (firstHitBall->id != 8) { foulCommitted = true; turnFoul = true; }
  1864.                 }
  1865.                 else if (currentPlayerInfo.assignedType != BallType::NONE) { // Colors assigned
  1866.                   // Illegal to hit opponent ball OR 8-ball first
  1867.                     if (firstHitBall->type == opponentPlayerInfo.assignedType || firstHitBall->id == 8) {
  1868.                         foulCommitted = true; turnFoul = true;
  1869.                     }
  1870.                 }
  1871.                 // If colors NOT assigned yet (e.g. shot immediately after break), hitting any ball is legal first.
  1872.             }
  1873.             // No specific first-hit foul rules applied for the break itself here.
  1874.         }
  1875.     }
  1876.  
  1877.     // Foul 4: No Rail After Contact (Check only if not already foul)
  1878.     // Condition: Cue hit an object ball, BUT after that first contact,
  1879.     //            NO ball hit a rail AND NO object ball was pocketed (excluding cue/8-ball).
  1880.     if (!turnFoul && cueHitObjectBallThisShot && !railHitAfterContact && !anyNonCueBallPocketed) {
  1881.         foulCommitted = true;
  1882.         turnFoul = true;
  1883.     }
  1884.  
  1885.     // Foul 5: Pocketing Opponent's Ball (Optional stricter rule - can uncomment if desired)
  1886.     // if (!turnFoul && opponentBallPocketed) {
  1887.     //     foulCommitted = true; turnFoul = true;
  1888.     // }
  1889.     // --- End Enhanced Foul Checks ---
  1890.  
  1891.  
  1892.     // --- State Transitions ---
  1893.     if (turnFoul) {
  1894.         SwitchTurns();
  1895.         RespawnCueBall(false); // Ball in hand for opponent (state set in Respawn)
  1896.     }
  1897.     // --- Assign Ball Types only AFTER checking for fouls on the break/first shot ---
  1898.     else if (player1Info.assignedType == BallType::NONE && anyNonCueBallPocketed) {
  1899.         // (Assign types logic - unchanged)
  1900.         bool firstTypeVerified = false;
  1901.         for (int id : pocketedThisTurn) { if (id == firstPocketedId) { firstTypeVerified = true; break; } }
  1902.  
  1903.         if (firstTypeVerified && (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE)) {
  1904.             AssignPlayerBallTypes(firstPocketedType);
  1905.             legalBallPocketed = true;
  1906.         }
  1907.         // After assignment (or if types already assigned), check if turn continues
  1908.         if (legalBallPocketed) { // Player legally pocketed their assigned type (newly or existing)
  1909.             currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1910.             if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = true;
  1911.         }
  1912.         else { // Pocketed wrong ball, or only opponent ball, or missed (but no foul committed)
  1913.             SwitchTurns();
  1914.         }
  1915.     }
  1916.     // --- Normal Play Results (Types Assigned) ---
  1917.     else if (player1Info.assignedType != BallType::NONE) { // Ensure types assigned before this block
  1918.         if (legalBallPocketed) { // Legally pocketed own ball
  1919.             currentGameState = (currentPlayer == 1) ? PLAYER1_TURN : PLAYER2_TURN;
  1920.             if (currentPlayer == 2 && isPlayer2AI) aiTurnPending = true; // AI continues turn
  1921.         }
  1922.         else { // No legal ball pocketed (or no ball pocketed at all) and no foul
  1923.             SwitchTurns();
  1924.         }
  1925.     }
  1926.     // --- Handle case where shot occurred but no balls pocketed and no foul ---
  1927.     else if (!anyNonCueBallPocketed && !turnFoul) {
  1928.         SwitchTurns();
  1929.     }
  1930.  
  1931.  
  1932.     // Update pocketed counts AFTER handling turns/fouls/assignment
  1933.     int p1NewlyPocketed = 0;
  1934.     int p2NewlyPocketed = 0;
  1935.     for (int id : pocketedThisTurn) {
  1936.         if (id == 0 || id == 8) continue; // Skip cue ball and 8-ball
  1937.         Ball* b = GetBallById(id);
  1938.         if (!b) continue; // extra safety
  1939.         if (b->type == player1Info.assignedType) p1NewlyPocketed++;
  1940.         else if (b->type == player2Info.assignedType) p2NewlyPocketed++;
  1941.     }
  1942.     if (currentGameState != GAME_OVER) {
  1943.         player1Info.ballsPocketedCount += p1NewlyPocketed;
  1944.         player2Info.ballsPocketedCount += p2NewlyPocketed;
  1945.     }
  1946.  
  1947.  
  1948.     // --- Cleanup for next actual shot attempt ---
  1949.     pocketedThisTurn.clear();
  1950.     // Reset foul tracking flags (done before next shot applied)
  1951.     // firstHitBallIdThisShot = -1; // Reset these before next shot call
  1952.     // cueHitObjectBallThisShot = false;
  1953.     // railHitAfterContact = false;
  1954. }
  1955.  
  1956. void AssignPlayerBallTypes(BallType firstPocketedType) {
  1957.     if (firstPocketedType == BallType::SOLID || firstPocketedType == BallType::STRIPE) {
  1958.         if (currentPlayer == 1) {
  1959.             player1Info.assignedType = firstPocketedType;
  1960.             player2Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
  1961.         }
  1962.         else {
  1963.             player2Info.assignedType = firstPocketedType;
  1964.             player1Info.assignedType = (firstPocketedType == BallType::SOLID) ? BallType::STRIPE : BallType::SOLID;
  1965.         }
  1966.     }
  1967.     // If 8-ball was first (illegal on break generally), rules vary.
  1968.     // Here, we might ignore assignment until a solid/stripe is pocketed legally.
  1969.     // Or assign based on what *else* was pocketed, if anything.
  1970.     // Simplification: Assignment only happens on SOLID or STRIPE first pocket.
  1971. }
  1972.  
  1973. void CheckGameOverConditions(bool eightBallPocketed, bool cueBallPocketed) {
  1974.     if (!eightBallPocketed) return; // Only proceed if 8-ball was pocketed
  1975.  
  1976.     PlayerInfo& currentPlayerInfo = (currentPlayer == 1) ? player1Info : player2Info;
  1977.     bool playerClearedBalls = (currentPlayerInfo.assignedType != BallType::NONE && currentPlayerInfo.ballsPocketedCount >= 7);
  1978.  
  1979.     // Loss Conditions:
  1980.     // 1. Pocket 8-ball AND scratch (pocket cue ball)
  1981.     // 2. Pocket 8-ball before clearing own color group
  1982.     if (cueBallPocketed || (!playerClearedBalls && currentPlayerInfo.assignedType != BallType::NONE)) {
  1983.         gameOverMessage = (currentPlayer == 1) ? L"Player 2 Wins! (Player 1 fouled on 8-ball)" : L"Player 1 Wins! (Player 2 fouled on 8-ball)";
  1984.         currentGameState = GAME_OVER;
  1985.     }
  1986.     // Win Condition:
  1987.     // 1. Pocket 8-ball legally after clearing own color group
  1988.     else if (playerClearedBalls) {
  1989.         gameOverMessage = (currentPlayer == 1) ? L"Player 1 Wins!" : L"Player 2 Wins!";
  1990.         currentGameState = GAME_OVER;
  1991.     }
  1992.     // Special case: 8 ball pocketed on break. Usually re-spot or re-rack.
  1993.     // Simple: If it happens during assignment phase, treat as foul, respawn 8ball.
  1994.     else if (player1Info.assignedType == BallType::NONE) {
  1995.         Ball* eightBall = GetBallById(8);
  1996.         if (eightBall) {
  1997.             eightBall->isPocketed = false;
  1998.             // Place 8-ball on foot spot (approx RACK_POS_X) or center if occupied
  1999.             eightBall->x = RACK_POS_X;
  2000.             eightBall->y = RACK_POS_Y;
  2001.             eightBall->vx = eightBall->vy = 0;
  2002.             // Check overlap and nudge if necessary (simplified)
  2003.         }
  2004.         // Apply foul rules if cue ball was also pocketed
  2005.         if (cueBallPocketed) {
  2006.             foulCommitted = true;
  2007.             // Don't switch turns on break scratch + 8ball pocket? Rules vary.
  2008.             // Let's make it a foul, switch turns, ball in hand.
  2009.             SwitchTurns();
  2010.             RespawnCueBall(false); // Ball in hand for opponent
  2011.         }
  2012.         else {
  2013.             // Just respawned 8ball, continue turn or switch based on other balls pocketed.
  2014.             // Let ProcessShotResults handle turn logic based on other pocketed balls.
  2015.         }
  2016.         // Prevent immediate game over message by returning here
  2017.         return;
  2018.     }
  2019.  
  2020.  
  2021. }
  2022.  
  2023.  
  2024. void SwitchTurns() {
  2025.     currentPlayer = (currentPlayer == 1) ? 2 : 1;
  2026.     // Reset aiming state for the new player
  2027.     isAiming = false;
  2028.     shotPower = 0;
  2029.     // Reset foul flag before new turn *really* starts (AI might take over)
  2030.     // Foul flag is mainly for display, gets cleared before human/AI shot
  2031.     // foulCommitted = false; // Probably better to clear before ApplyShot
  2032.  
  2033.     // Set the correct state based on who's turn it is
  2034.     if (currentPlayer == 1) {
  2035.         currentGameState = PLAYER1_TURN;
  2036.         aiTurnPending = false; // Ensure AI flag is off for P1
  2037.     }
  2038.     else { // Player 2's turn
  2039.         if (isPlayer2AI) {
  2040.             currentGameState = PLAYER2_TURN; // State indicates it's P2's turn
  2041.             aiTurnPending = true;           // Set flag for GameUpdate to trigger AI
  2042.             // AI will handle Ball-in-Hand logic if necessary within its decision making
  2043.         }
  2044.         else {
  2045.             currentGameState = PLAYER2_TURN; // Human P2
  2046.             aiTurnPending = false;
  2047.         }
  2048.     }
  2049. }
  2050.  
  2051. void AIBreakShot() {
  2052.     Ball* cueBall = GetCueBall();
  2053.     if (!cueBall) return;
  2054.  
  2055.     // This function is called when it's AI's turn for the opening break and state is PRE_BREAK_PLACEMENT.
  2056.     // AI will place the cue ball and then plan the shot.
  2057.     if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  2058.         // Place cue ball in the kitchen randomly
  2059.         /*float kitchenMinX = TABLE_LEFT + BALL_RADIUS; // [cite: 1071, 1072, 1587]
  2060.         float kitchenMaxX = HEADSTRING_X - BALL_RADIUS; // [cite: 1072, 1078, 1588]
  2061.         float kitchenMinY = TABLE_TOP + BALL_RADIUS; // [cite: 1071, 1072, 1588]
  2062.         float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS; // [cite: 1072, 1073, 1589]*/
  2063.  
  2064.         // --- AI Places Cue Ball for Break ---
  2065. // Decide if placing center or side. For simplicity, let's try placing slightly off-center
  2066. // towards one side for a more angled break, or center for direct apex hit.
  2067. // A common strategy is to hit the second ball of the rack.
  2068.  
  2069.         float placementY = RACK_POS_Y; // Align vertically with the rack center
  2070.         float placementX;
  2071.  
  2072.         // Randomly choose a side or center-ish placement for variation.
  2073.         int placementChoice = rand() % 3; // 0: Left-ish, 1: Center-ish, 2: Right-ish in kitchen
  2074.  
  2075.         if (placementChoice == 0) { // Left-ish
  2076.             placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) - (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the left within kitchen
  2077.         }
  2078.         else if (placementChoice == 2) { // Right-ish
  2079.             placementX = HEADSTRING_X - (TABLE_WIDTH * 0.05f) + (BALL_RADIUS * (1 + (rand() % 3))); // Place slightly to the right within kitchen
  2080.         }
  2081.         else { // Center-ish
  2082.             placementX = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // Roughly center of kitchen
  2083.         }
  2084.         placementX = std::max(TABLE_LEFT + BALL_RADIUS + 1.0f, std::min(placementX, HEADSTRING_X - BALL_RADIUS - 1.0f)); // Clamp within kitchen X
  2085.  
  2086.         bool validPos = false;
  2087.         int attempts = 0;
  2088.         while (!validPos && attempts < 100) {
  2089.             /*cueBall->x = kitchenMinX + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxX - kitchenMinX)); // [cite: 1589]
  2090.             cueBall->y = kitchenMinY + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX) / (kitchenMaxY - kitchenMinY)); // [cite: 1590]
  2091.             if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1591]
  2092.                 validPos = true; // [cite: 1591]*/
  2093.                 // Try the chosen X, but vary Y slightly to find a clear spot
  2094.             cueBall->x = placementX;
  2095.             cueBall->y = placementY + (static_cast<float>(rand() % 100 - 50) / 100.0f) * BALL_RADIUS * 2.0f; // Vary Y a bit
  2096.             cueBall->y = std::max(TABLE_TOP + BALL_RADIUS + 1.0f, std::min(cueBall->y, TABLE_BOTTOM - BALL_RADIUS - 1.0f)); // Clamp Y
  2097.  
  2098.             if (IsValidCueBallPosition(cueBall->x, cueBall->y, true /* behind headstring */)) {
  2099.                 validPos = true;
  2100.             }
  2101.             attempts++; // [cite: 1592]
  2102.         }
  2103.         if (!validPos) {
  2104.             // Fallback position
  2105.             /*cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f; // [cite: 1071, 1078, 1593]
  2106.             cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f; // [cite: 1071, 1073, 1594]
  2107.             if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) { // [cite: 1594]
  2108.                 cueBall->x = HEADSTRING_X - BALL_RADIUS * 2; // [cite: 1072, 1078, 1594]
  2109.                 cueBall->y = RACK_POS_Y; // [cite: 1080, 1595]
  2110.             }
  2111.         }
  2112.         cueBall->vx = 0; // [cite: 1595]
  2113.         cueBall->vy = 0; // [cite: 1596]
  2114.  
  2115.         // Plan a break shot: aim at the center of the rack (apex ball)
  2116.         float targetX = RACK_POS_X; // [cite: 1079] Aim for the apex ball X-coordinate
  2117.         float targetY = RACK_POS_Y; // [cite: 1080] Aim for the apex ball Y-coordinate
  2118.  
  2119.         float dx = targetX - cueBall->x; // [cite: 1599]
  2120.         float dy = targetY - cueBall->y; // [cite: 1600]
  2121.         float shotAngle = atan2f(dy, dx); // [cite: 1600]
  2122.         float shotPowerValue = MAX_SHOT_POWER; // [cite: 1076, 1600] Use MAX_SHOT_POWER*/
  2123.  
  2124.             cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.75f; // A default safe spot in kitchen
  2125.             cueBall->y = RACK_POS_Y;
  2126.         }
  2127.         cueBall->vx = 0; cueBall->vy = 0;
  2128.  
  2129.         // --- AI Plans the Break Shot ---
  2130.         float targetX, targetY;
  2131.         // If cue ball is near center of kitchen width, aim for apex.
  2132.         // Otherwise, aim for the second ball on the side the cue ball is on (for a cut break).
  2133.         float kitchenCenterRegion = (HEADSTRING_X - TABLE_LEFT) * 0.3f; // Define a "center" region
  2134.         if (std::abs(cueBall->x - (TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) / 2.0f)) < kitchenCenterRegion / 2.0f) {
  2135.             // Center-ish placement: Aim for the apex ball (ball ID 1 or first ball in rack)
  2136.             targetX = RACK_POS_X; // Apex ball X
  2137.             targetY = RACK_POS_Y; // Apex ball Y
  2138.         }
  2139.         else {
  2140.             // Side placement: Aim to hit the "second" ball of the rack for a wider spread.
  2141.             // This is a simplification. A more robust way is to find the actual second ball.
  2142.             // For now, aim slightly off the apex towards the side the cue ball is on.
  2143.             targetX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f; // X of the second row of balls
  2144.             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
  2145.         }
  2146.  
  2147.         float dx = targetX - cueBall->x;
  2148.         float dy = targetY - cueBall->y;
  2149.         float shotAngle = atan2f(dy, dx);
  2150.         float shotPowerValue = MAX_SHOT_POWER * (0.9f + (rand() % 11) / 100.0f); // Slightly vary max power
  2151.  
  2152.         // Store planned shot details for the AI
  2153.         /*aiPlannedShotDetails.angle = shotAngle; // [cite: 1102, 1601]
  2154.         aiPlannedShotDetails.power = shotPowerValue; // [cite: 1102, 1601]
  2155.         aiPlannedShotDetails.spinX = 0.0f; // [cite: 1102, 1601] No spin for a standard power break
  2156.         aiPlannedShotDetails.spinY = 0.0f; // [cite: 1103, 1602]
  2157.         aiPlannedShotDetails.isValid = true; // [cite: 1103, 1602]*/
  2158.  
  2159.         aiPlannedShotDetails.angle = shotAngle;
  2160.         aiPlannedShotDetails.power = shotPowerValue;
  2161.         aiPlannedShotDetails.spinX = 0.0f; // No spin for break usually
  2162.         aiPlannedShotDetails.spinY = 0.0f;
  2163.         aiPlannedShotDetails.isValid = true;
  2164.  
  2165.         // Update global cue parameters for immediate visual feedback if DrawAimingAids uses them
  2166.         /*::cueAngle = aiPlannedShotDetails.angle;      // [cite: 1109, 1603] Update global cueAngle
  2167.         ::shotPower = aiPlannedShotDetails.power;     // [cite: 1109, 1604] Update global shotPower
  2168.         ::cueSpinX = aiPlannedShotDetails.spinX;    // [cite: 1109]
  2169.         ::cueSpinY = aiPlannedShotDetails.spinY;    // [cite: 1110]*/
  2170.  
  2171.         ::cueAngle = aiPlannedShotDetails.angle;
  2172.         ::shotPower = aiPlannedShotDetails.power;
  2173.         ::cueSpinX = aiPlannedShotDetails.spinX;
  2174.         ::cueSpinY = aiPlannedShotDetails.spinY;
  2175.  
  2176.         // Set up for AI display via GameUpdate
  2177.         /*aiIsDisplayingAim = true;                   // [cite: 1104] Enable AI aiming visualization
  2178.         aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES; // [cite: 1105] Set duration for display
  2179.  
  2180.         currentGameState = AI_THINKING; // [cite: 1081] Transition to AI_THINKING state.
  2181.                                         // GameUpdate will handle the aiAimDisplayFramesLeft countdown
  2182.                                         // and then execute the shot using aiPlannedShotDetails.
  2183.                                         // isOpeningBreakShot will be set to false within ApplyShot.
  2184.  
  2185.         // No immediate ApplyShot or sound here; GameUpdate's AI execution logic will handle it.*/
  2186.  
  2187.         aiIsDisplayingAim = true;
  2188.         aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2189.         currentGameState = AI_THINKING; // State changes to AI_THINKING, GameUpdate will handle shot execution after display
  2190.  
  2191.         return; // The break shot is now planned and will be executed by GameUpdate
  2192.     }
  2193.  
  2194.     // 2. If not in PRE_BREAK_PLACEMENT (e.g., if this function were called at other times,
  2195.     //    though current game logic only calls it for PRE_BREAK_PLACEMENT)
  2196.     //    This part can be extended if AIBreakShot needs to handle other scenarios.
  2197.     //    For now, the primary logic is above.
  2198. }
  2199.  
  2200. // --- Helper Functions ---
  2201.  
  2202. Ball* GetBallById(int id) {
  2203.     for (size_t i = 0; i < balls.size(); ++i) {
  2204.         if (balls[i].id == id) {
  2205.             return &balls[i];
  2206.         }
  2207.     }
  2208.     return nullptr;
  2209. }
  2210.  
  2211. Ball* GetCueBall() {
  2212.     return GetBallById(0);
  2213. }
  2214.  
  2215. float GetDistance(float x1, float y1, float x2, float y2) {
  2216.     return sqrtf(GetDistanceSq(x1, y1, x2, y2));
  2217. }
  2218.  
  2219. float GetDistanceSq(float x1, float y1, float x2, float y2) {
  2220.     float dx = x2 - x1;
  2221.     float dy = y2 - y1;
  2222.     return dx * dx + dy * dy;
  2223. }
  2224.  
  2225. bool IsValidCueBallPosition(float x, float y, bool checkHeadstring) {
  2226.     // Basic bounds check (inside cushions)
  2227.     float left = TABLE_LEFT + CUSHION_THICKNESS + BALL_RADIUS;
  2228.     float right = TABLE_RIGHT - CUSHION_THICKNESS - BALL_RADIUS;
  2229.     float top = TABLE_TOP + CUSHION_THICKNESS + BALL_RADIUS;
  2230.     float bottom = TABLE_BOTTOM - CUSHION_THICKNESS - BALL_RADIUS;
  2231.  
  2232.     if (x < left || x > right || y < top || y > bottom) {
  2233.         return false;
  2234.     }
  2235.  
  2236.     // Check headstring restriction if needed
  2237.     if (checkHeadstring && x >= HEADSTRING_X) {
  2238.         return false;
  2239.     }
  2240.  
  2241.     // Check overlap with other balls
  2242.     for (size_t i = 0; i < balls.size(); ++i) {
  2243.         if (balls[i].id != 0 && !balls[i].isPocketed) { // Don't check against itself or pocketed balls
  2244.             if (GetDistanceSq(x, y, balls[i].x, balls[i].y) < (BALL_RADIUS * 2.0f) * (BALL_RADIUS * 2.0f)) {
  2245.                 return false; // Overlapping another ball
  2246.             }
  2247.         }
  2248.     }
  2249.  
  2250.     return true;
  2251. }
  2252.  
  2253.  
  2254. template <typename T>
  2255. void SafeRelease(T** ppT) {
  2256.     if (*ppT) {
  2257.         (*ppT)->Release();
  2258.         *ppT = nullptr;
  2259.     }
  2260. }
  2261.  
  2262. // --- Helper Function for Line Segment Intersection ---
  2263. // Finds intersection point of line segment P1->P2 and line segment P3->P4
  2264. // Returns true if they intersect, false otherwise. Stores intersection point in 'intersection'.
  2265. bool LineSegmentIntersection(D2D1_POINT_2F p1, D2D1_POINT_2F p2, D2D1_POINT_2F p3, D2D1_POINT_2F p4, D2D1_POINT_2F& intersection)
  2266. {
  2267.     float denominator = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
  2268.  
  2269.     // Check if lines are parallel or collinear
  2270.     if (fabs(denominator) < 1e-6) {
  2271.         return false;
  2272.     }
  2273.  
  2274.     float ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denominator;
  2275.     float ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denominator;
  2276.  
  2277.     // Check if intersection point lies on both segments
  2278.     if (ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f) {
  2279.         intersection.x = p1.x + ua * (p2.x - p1.x);
  2280.         intersection.y = p1.y + ua * (p2.y - p1.y);
  2281.         return true;
  2282.     }
  2283.  
  2284.     return false;
  2285. }
  2286.  
  2287. // --- INSERT NEW HELPER FUNCTION HERE ---
  2288. // Calculates the squared distance from point P to the line segment AB.
  2289. float PointToLineSegmentDistanceSq(D2D1_POINT_2F p, D2D1_POINT_2F a, D2D1_POINT_2F b) {
  2290.     float l2 = GetDistanceSq(a.x, a.y, b.x, b.y);
  2291.     if (l2 == 0.0f) return GetDistanceSq(p.x, p.y, a.x, a.y); // Segment is a point
  2292.     // Consider P projecting onto the line AB infinite line
  2293.     // t = [(P-A) . (B-A)] / |B-A|^2
  2294.     float t = ((p.x - a.x) * (b.x - a.x) + (p.y - a.y) * (b.y - a.y)) / l2;
  2295.     t = std::max(0.0f, std::min(1.0f, t)); // Clamp t to the segment [0, 1]
  2296.     // Projection falls on the segment
  2297.     D2D1_POINT_2F projection = D2D1::Point2F(a.x + t * (b.x - a.x), a.y + t * (b.y - a.y));
  2298.     return GetDistanceSq(p.x, p.y, projection.x, projection.y);
  2299. }
  2300. // --- End New Helper ---
  2301.  
  2302. // --- NEW AI Implementation Functions ---
  2303.  
  2304. // Main entry point for AI turn
  2305. void AIMakeDecision() {
  2306.     //AIShotInfo bestShot = { false }; // Declare here
  2307.     // This function is called when currentGameState is AI_THINKING (for a normal shot decision)
  2308.     Ball* cueBall = GetCueBall();
  2309.     if (!cueBall || !isPlayer2AI || currentPlayer != 2) {
  2310.         aiPlannedShotDetails.isValid = false; // Ensure no shot if conditions not met
  2311.         return;
  2312.     }
  2313.  
  2314.     // Phase 1: Placement if needed (Ball-in-Hand or Initial Break)
  2315.     /*if ((isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) || currentGameState == BALL_IN_HAND_P2) {
  2316.         AIPlaceCueBall(); // Handles kitchen placement for break or regular ball-in-hand
  2317.         if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT) {
  2318.             currentGameState = BREAKING; // Now AI needs to decide the break shot parameters
  2319.         }
  2320.         // For regular BALL_IN_HAND_P2, after placement, it will proceed to find a shot.
  2321.     }*/
  2322.  
  2323.     aiPlannedShotDetails.isValid = false; // Default to no valid shot found yet for this decision cycle
  2324.     // Note: isOpeningBreakShot is false here because AIBreakShot handles the break.
  2325.  
  2326.      // Phase 2: Decide shot parameters (Break or Normal play)
  2327.     /*if (isOpeningBreakShot && currentGameState == BREAKING) {
  2328.         // Force cue ball into center of kitchen
  2329.         cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
  2330.         cueBall->y = (TABLE_TOP + TABLE_BOTTOM) * 0.5f;
  2331.         cueBall->vx = cueBall->vy = 0.0f;
  2332.  
  2333.         float rackCenterX = RACK_POS_X + BALL_RADIUS * 2.0f * 0.866f * 2.0f;
  2334.         float rackCenterY = RACK_POS_Y;
  2335.         float dx = rackCenterX - cueBall->x;
  2336.         float dy = rackCenterY - cueBall->y;
  2337.  
  2338.         aiPlannedShotDetails.angle = atan2f(dy, dx);
  2339.         aiPlannedShotDetails.power = MAX_SHOT_POWER;
  2340.         aiPlannedShotDetails.spinX = 0.0f;
  2341.         aiPlannedShotDetails.spinY = 0.0f;
  2342.         aiPlannedShotDetails.isValid = true;
  2343.  
  2344.         // Apply shot immediately
  2345.         cueAngle = aiPlannedShotDetails.angle;
  2346.         shotPower = aiPlannedShotDetails.power;
  2347.         cueSpinX = aiPlannedShotDetails.spinX;
  2348.         cueSpinY = aiPlannedShotDetails.spinY;
  2349.  
  2350.         firstHitBallIdThisShot = -1;
  2351.         cueHitObjectBallThisShot = false;
  2352.         railHitAfterContact = false;
  2353.         isAiming = false;
  2354.         aiIsDisplayingAim = false;
  2355.         aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2356.         //bool aiIsDisplayingAim = true;
  2357.  
  2358.         std::thread([](const TCHAR* soundName) {
  2359.             PlaySound(soundName, NULL, SND_FILENAME | SND_NODEFAULT);
  2360.             }, TEXT("cue.wav")).detach();
  2361.  
  2362.             ApplyShot(shotPower, cueAngle, cueSpinX, cueSpinY);
  2363.             currentGameState = SHOT_IN_PROGRESS;
  2364.             isOpeningBreakShot = false;
  2365.             aiTurnPending = false;
  2366.             pocketedThisTurn.clear();
  2367.             return;
  2368.     }
  2369.     else {*/
  2370.     // --- Normal AI Shot Decision (using AIFindBestShot) ---
  2371.     AIShotInfo bestShot = AIFindBestShot(); // bugtraq
  2372.     //bestShot = AIFindBestShot(); // bugtraq
  2373.     if (bestShot.possible) {
  2374.         aiPlannedShotDetails.angle = bestShot.angle;
  2375.         aiPlannedShotDetails.power = bestShot.power;
  2376.         aiPlannedShotDetails.spinX = 0.0f; // AI doesn't use spin yet
  2377.         aiPlannedShotDetails.spinY = 0.0f;
  2378.         aiPlannedShotDetails.isValid = true;
  2379.     }
  2380.     else {
  2381.         // Safety tap if no better shot found
  2382.         // Try to hit the closest 'own' ball gently or any ball if types not assigned
  2383.         Ball* ballToNudge = nullptr;
  2384.         float minDistSq = -1.0f;
  2385.         BallType aiTargetType = player2Info.assignedType;
  2386.         bool mustHit8Ball = (aiTargetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  2387.  
  2388.         for (auto& b : balls) {
  2389.             if (b.isPocketed || b.id == 0) continue;
  2390.             bool canHitThis = false;
  2391.             if (mustHit8Ball) canHitThis = (b.id == 8);
  2392.             else if (aiTargetType != BallType::NONE) canHitThis = (b.type == aiTargetType);
  2393.             else canHitThis = (b.id != 8); // Can hit any non-8-ball if types not assigned
  2394.  
  2395.             if (canHitThis) {
  2396.                 float dSq = GetDistanceSq(cueBall->x, cueBall->y, b.x, b.y);
  2397.                 if (ballToNudge == nullptr || dSq < minDistSq) {
  2398.                     ballToNudge = &b;
  2399.                     minDistSq = dSq;
  2400.                 }
  2401.             }
  2402.         }
  2403.         if (ballToNudge) { // Found a ball to nudge
  2404.             aiPlannedShotDetails.angle = atan2f(ballToNudge->y - cueBall->y, ballToNudge->x - cueBall->x);
  2405.             aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.15f; // Gentle tap
  2406.         }
  2407.         else { // Absolute fallback: small tap forward
  2408.             aiPlannedShotDetails.angle = cueAngle; // Keep last angle or default
  2409.             //aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.1f;
  2410.             aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.1f;
  2411.         }
  2412.         aiPlannedShotDetails.spinX = 0.0f;
  2413.         aiPlannedShotDetails.spinY = 0.0f;
  2414.         aiPlannedShotDetails.isValid = true; // Safety shot is a "valid" plan
  2415.     }
  2416.     //} //bracefix
  2417.  
  2418.     // Phase 3: Setup for Aim Display (if a valid shot was decided)
  2419.     if (aiPlannedShotDetails.isValid) {
  2420.         cueAngle = aiPlannedShotDetails.angle;   // Update global for drawing
  2421.         shotPower = aiPlannedShotDetails.power;  // Update global for drawing
  2422.         // cueSpinX and cueSpinY could also be set here if AI used them
  2423.         cueSpinX = aiPlannedShotDetails.spinX; // Also set these for drawing consistency
  2424.         cueSpinY = aiPlannedShotDetails.spinY; //
  2425.  
  2426.         aiIsDisplayingAim = true;
  2427.         aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES;
  2428.         // currentGameState remains AI_THINKING, GameUpdate will handle the display countdown and shot execution.
  2429.             // FIRE THE BREAK SHOT NOW
  2430.             // Immediately execute the break shot after setting parameters
  2431.         /*ApplyShot(aiPlannedShotDetails.power, aiPlannedShotDetails.angle, aiPlannedShotDetails.spinX, aiPlannedShotDetails.spinY);
  2432.         currentGameState = SHOT_IN_PROGRESS;
  2433.         aiTurnPending = false;
  2434.         isOpeningBreakShot = false;*/
  2435.     }
  2436.     else {
  2437.         // Should not happen if safety shot is always planned, but as a fallback:
  2438.         aiIsDisplayingAim = false;
  2439.         // If AI truly can't decide anything, maybe switch turn or log error. For now, it will do nothing this frame.
  2440.         // Or force a minimal safety tap without display.
  2441.         // To ensure game progresses, let's plan a minimal tap if nothing else.
  2442.         if (!aiPlannedShotDetails.isValid) { // Double check
  2443.             aiPlannedShotDetails.angle = 0.0f;
  2444.             aiPlannedShotDetails.power = MAX_SHOT_POWER * 0.05f; // Very small tap
  2445.             aiPlannedShotDetails.spinX = 0.0f; aiPlannedShotDetails.spinY = 0.0f;
  2446.             aiPlannedShotDetails.isValid = true;
  2447.             //cueAngle = aiPlannedShotDetails.angle; shotPower = aiPlannedShotDetails.power;
  2448.             cueAngle = aiPlannedShotDetails.angle;
  2449.             shotPower = aiPlannedShotDetails.power;
  2450.             cueSpinX = aiPlannedShotDetails.spinX;
  2451.             cueSpinY = aiPlannedShotDetails.spinY;
  2452.             aiIsDisplayingAim = true; // Allow display for this minimal tap too
  2453.             aiAimDisplayFramesLeft = AI_AIM_DISPLAY_DURATION_FRAMES / 2; // Shorter display for fallback
  2454.         }
  2455.     }
  2456.     // aiTurnPending was set to false by GameUpdate before calling AIMakeDecision.
  2457.     // AIMakeDecision's job is to populate aiPlannedShotDetails and trigger display.
  2458. }
  2459.  
  2460. // AI logic for placing cue ball during ball-in-hand
  2461. void AIPlaceCueBall() {
  2462.     Ball* cueBall = GetCueBall();
  2463.     if (!cueBall) return;
  2464.  
  2465.     // --- CPU AI Opening Break: Kitchen Placement ---
  2466.     /*if (isOpeningBreakShot && currentGameState == PRE_BREAK_PLACEMENT && currentPlayer == 2 && isPlayer2AI) {
  2467.         float kitchenMinX = TABLE_LEFT + BALL_RADIUS;
  2468.         float kitchenMaxX = HEADSTRING_X - BALL_RADIUS;
  2469.         float kitchenMinY = TABLE_TOP + BALL_RADIUS;
  2470.         float kitchenMaxY = TABLE_BOTTOM - BALL_RADIUS;
  2471.         bool validPositionFound = false;
  2472.         int attempts = 0;
  2473.         while (!validPositionFound && attempts < 100) {
  2474.             cueBall->x = kitchenMinX + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (kitchenMaxX - kitchenMinX)));
  2475.             cueBall->y = kitchenMinY + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (kitchenMaxY - kitchenMinY)));
  2476.             if (IsValidCueBallPosition(cueBall->x, cueBall->y, true)) {
  2477.                 validPositionFound = true;
  2478.             }
  2479.             attempts++;
  2480.         }
  2481.         if (!validPositionFound) {
  2482.             cueBall->x = TABLE_LEFT + (HEADSTRING_X - TABLE_LEFT) * 0.5f;
  2483.             cueBall->y = TABLE_TOP + TABLE_HEIGHT / 2.0f;
  2484.             if (!IsValidCueBallPosition(cueBall->x, cueBall->y, true)) {
  2485.                 cueBall->x = HEADSTRING_X - BALL_RADIUS * 2.0f;
  2486.                 cueBall->y = RACK_POS_Y;
  2487.             }
  2488.         }
  2489.         cueBall->vx = 0; cueBall->vy = 0;
  2490.         return;
  2491.     }*/
  2492.     // --- End CPU AI Opening Break Placement ---
  2493.  
  2494.     // This function is now SOLELY for Ball-In-Hand placement for the AI (anywhere on the table).
  2495.     // Break placement is handled by AIBreakShot().
  2496.  
  2497.     // Simple Strategy: Find the easiest possible shot for the AI's ball type
  2498.     // Place the cue ball directly behind that target ball, aiming straight at a pocket.
  2499.     // (More advanced: find spot offering multiple options or safety)
  2500.  
  2501.     AIShotInfo bestPlacementShot = { false };
  2502.     D2D1_POINT_2F bestPlacePos = D2D1::Point2F(HEADSTRING_X * 0.5f, RACK_POS_Y); // Default placement
  2503.  
  2504.     // A better default for ball-in-hand (anywhere) might be center table if no shot found.
  2505.     bestPlacePos = D2D1::Point2F(TABLE_LEFT + TABLE_WIDTH / 2.0f, TABLE_TOP + TABLE_HEIGHT / 2.0f);
  2506.     float bestPlacementScore = -1.0f; // Keep track of the score for the best placement found
  2507.  
  2508.     BallType targetType = player2Info.assignedType;
  2509.     bool canTargetAnyPlacement = false; // Local scope variable for placement logic
  2510.     if (targetType == BallType::NONE) {
  2511.         canTargetAnyPlacement = true;
  2512.     }
  2513.     bool target8Ball = (!canTargetAnyPlacement && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  2514.     if (target8Ball) targetType = BallType::EIGHT_BALL;
  2515.  
  2516.  
  2517.     for (auto& targetBall : balls) {
  2518.         if (targetBall.isPocketed || targetBall.id == 0) continue;
  2519.  
  2520.         // Determine if current ball is a valid target for placement consideration
  2521.         bool currentBallIsValidTarget = false;
  2522.         if (target8Ball && targetBall.id == 8) currentBallIsValidTarget = true;
  2523.         else if (canTargetAnyPlacement && targetBall.id != 8) currentBallIsValidTarget = true;
  2524.         else if (!canTargetAnyPlacement && !target8Ball && targetBall.type == targetType) currentBallIsValidTarget = true;
  2525.  
  2526.         if (!currentBallIsValidTarget) continue; // Skip if not a valid target
  2527.  
  2528.         for (int p = 0; p < 6; ++p) {
  2529.             // Calculate ideal cue ball position: straight line behind target ball aiming at pocket p
  2530.             float targetToPocketX = pocketPositions[p].x - targetBall.x;
  2531.             float targetToPocketY = pocketPositions[p].y - targetBall.y;
  2532.             float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
  2533.             if (dist < 1.0f) continue; // Avoid division by zero
  2534.  
  2535.             float idealAngle = atan2f(targetToPocketY, targetToPocketX);
  2536.             // Place cue ball slightly behind target ball along this line
  2537.             float placeDist = BALL_RADIUS * 3.0f; // Place a bit behind
  2538.             D2D1_POINT_2F potentialPlacePos = D2D1::Point2F( // Use factory function
  2539.                 targetBall.x - cosf(idealAngle) * placeDist,
  2540.                 targetBall.y - sinf(idealAngle) * placeDist
  2541.             );
  2542.  
  2543.             // Check if this placement is valid (on table, behind headstring if break, not overlapping)
  2544.             /*bool behindHeadstringRule = (currentGameState == PRE_BREAK_PLACEMENT);*/
  2545.             // For ball-in-hand (NOT break), behindHeadstringRule is false.
  2546.             // The currentGameState should be BALL_IN_HAND_P2 when this is called for a foul.
  2547.             bool behindHeadstringRule = false; // Player can place anywhere after a foul
  2548.             if (IsValidCueBallPosition(potentialPlacePos.x, potentialPlacePos.y, behindHeadstringRule)) {
  2549.                 // Is path from potentialPlacePos to targetBall clear?
  2550.                 // Use D2D1::Point2F() factory function here
  2551.                 if (IsPathClear(potentialPlacePos, D2D1::Point2F(targetBall.x, targetBall.y), 0, targetBall.id)) {
  2552.                     // Is path from targetBall to pocket clear?
  2553.                     // Use D2D1::Point2F() factory function here
  2554.                     if (IsPathClear(D2D1::Point2F(targetBall.x, targetBall.y), pocketPositions[p], targetBall.id, -1)) {
  2555.                         // This seems like a good potential placement. Score it?
  2556.                         // Easy AI: Just take the first valid one found.
  2557.                         /*bestPlacePos = potentialPlacePos;
  2558.                         goto placement_found;*/ // Use goto for simplicity in non-OOP structure
  2559.                         // This is a possible shot. Score this placement.
  2560. // A simple score: distance to target ball (shorter is better for placement).
  2561. // More advanced: consider angle to pocket, difficulty of the shot from this placement.
  2562.                         AIShotInfo tempShotInfo;
  2563.                         tempShotInfo.possible = true;
  2564.                         tempShotInfo.targetBall = &targetBall;
  2565.                         tempShotInfo.pocketIndex = p;
  2566.                         tempShotInfo.ghostBallPos = CalculateGhostBallPos(&targetBall, p); // Not strictly needed for placement score but good for consistency
  2567.                         tempShotInfo.angle = idealAngle; // The angle from the placed ball to target
  2568.                         // Use EvaluateShot's scoring mechanism if possible, or a simpler one here.
  2569.                         float currentScore = 1000.0f / (1.0f + GetDistance(potentialPlacePos.x, potentialPlacePos.y, targetBall.x, targetBall.y)); // Inverse distance
  2570.  
  2571.                         if (currentScore > bestPlacementScore) {
  2572.                             bestPlacementScore = currentScore;
  2573.                             bestPlacePos = potentialPlacePos;
  2574.                         }
  2575.                     }
  2576.                 }
  2577.             }
  2578.         }
  2579.     }
  2580.  
  2581. placement_found:
  2582.     // Place the cue ball at the best found position (or default if no good spot found)
  2583.     cueBall->x = bestPlacePos.x;
  2584.     cueBall->y = bestPlacePos.y;
  2585.     cueBall->vx = 0;
  2586.     cueBall->vy = 0;
  2587. }
  2588.  
  2589.  
  2590. // AI finds the best shot available on the table
  2591. AIShotInfo AIFindBestShot() {
  2592.     AIShotInfo bestShotOverall = { false };
  2593.     Ball* cueBall = GetCueBall();
  2594.     if (!cueBall) return bestShotOverall;
  2595.     // Ensure cue ball position is up-to-date if AI just placed it
  2596.     // (AIPlaceCueBall should have already set cueBall->x, cueBall->y)
  2597.  
  2598.     // Determine target ball type for AI (Player 2)
  2599.     BallType targetType = player2Info.assignedType;
  2600.     bool canTargetAny = false; // Can AI hit any ball (e.g., after break, before assignment)?
  2601.     if (targetType == BallType::NONE) {
  2602.         // If colors not assigned, AI aims to pocket *something* (usually lowest numbered ball legally)
  2603.         // Or, more simply, treat any ball as a potential target to make *a* pocket
  2604.         canTargetAny = true; // Simplification: allow targeting any non-8 ball.
  2605.         // A better rule is hit lowest numbered ball first on break follow-up.
  2606.     }
  2607.  
  2608.     // Check if AI needs to shoot the 8-ball
  2609.     bool target8Ball = (!canTargetAny && targetType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  2610.  
  2611.  
  2612.     // Iterate through all potential target balls
  2613.     for (auto& potentialTarget : balls) {
  2614.         if (potentialTarget.isPocketed || potentialTarget.id == 0) continue; // Skip pocketed and cue ball
  2615.  
  2616.         // Check if this ball is a valid target
  2617.         bool isValidTarget = false;
  2618.         if (target8Ball) {
  2619.             isValidTarget = (potentialTarget.id == 8);
  2620.         }
  2621.         else if (canTargetAny) {
  2622.             isValidTarget = (potentialTarget.id != 8); // Can hit any non-8 ball
  2623.         }
  2624.         else { // Colors assigned, not yet shooting 8-ball
  2625.             isValidTarget = (potentialTarget.type == targetType);
  2626.         }
  2627.  
  2628.         if (!isValidTarget) continue; // Skip if not a valid target for this turn
  2629.  
  2630.         // Now, check all pockets for this target ball
  2631.         for (int p = 0; p < 6; ++p) {
  2632.             AIShotInfo currentShot = EvaluateShot(&potentialTarget, p);
  2633.             currentShot.involves8Ball = (potentialTarget.id == 8);
  2634.  
  2635.             if (currentShot.possible) {
  2636.                 // Compare scores to find the best shot
  2637.                 if (!bestShotOverall.possible || currentShot.score > bestShotOverall.score) {
  2638.                     bestShotOverall = currentShot;
  2639.                 }
  2640.             }
  2641.         }
  2642.     } // End loop through potential target balls
  2643.  
  2644.     // If targeting 8-ball and no shot found, or targeting own balls and no shot found,
  2645.     // need a safety strategy. Current simple AI just takes best found or taps cue ball.
  2646.  
  2647.     return bestShotOverall;
  2648. }
  2649.  
  2650.  
  2651. // Evaluate a potential shot at a specific target ball towards a specific pocket
  2652. AIShotInfo EvaluateShot(Ball* targetBall, int pocketIndex) {
  2653.     AIShotInfo shotInfo;
  2654.     shotInfo.possible = false; // Assume not possible initially
  2655.     shotInfo.targetBall = targetBall;
  2656.     shotInfo.pocketIndex = pocketIndex;
  2657.  
  2658.     Ball* cueBall = GetCueBall();
  2659.     if (!cueBall || !targetBall) return shotInfo;
  2660.  
  2661.     // --- Define local state variables needed for legality checks ---
  2662.     BallType aiAssignedType = player2Info.assignedType;
  2663.     bool canTargetAny = (aiAssignedType == BallType::NONE); // Can AI hit any ball?
  2664.     bool mustTarget8Ball = (!canTargetAny && aiAssignedType != BallType::NONE && player2Info.ballsPocketedCount >= 7);
  2665.     // ---
  2666.  
  2667.     // 1. Calculate Ghost Ball position
  2668.     shotInfo.ghostBallPos = CalculateGhostBallPos(targetBall, pocketIndex);
  2669.  
  2670.     // 2. Calculate Angle from Cue Ball to Ghost Ball
  2671.     float dx = shotInfo.ghostBallPos.x - cueBall->x;
  2672.     float dy = shotInfo.ghostBallPos.y - cueBall->y;
  2673.     if (fabs(dx) < 0.01f && fabs(dy) < 0.01f) return shotInfo; // Avoid aiming at same spot
  2674.     shotInfo.angle = atan2f(dy, dx);
  2675.  
  2676.     // Basic angle validity check (optional)
  2677.     if (!IsValidAIAimAngle(shotInfo.angle)) {
  2678.         // Maybe log this or handle edge cases
  2679.     }
  2680.  
  2681.     // 3. Check Path: Cue Ball -> Ghost Ball Position
  2682.     // Use D2D1::Point2F() factory function here
  2683.     if (!IsPathClear(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.ghostBallPos, cueBall->id, targetBall->id)) {
  2684.         return shotInfo; // Path blocked
  2685.     }
  2686.  
  2687.     // 4. Check Path: Target Ball -> Pocket
  2688.     // Use D2D1::Point2F() factory function here
  2689.     if (!IsPathClear(D2D1::Point2F(targetBall->x, targetBall->y), pocketPositions[pocketIndex], targetBall->id, -1)) {
  2690.         return shotInfo; // Path blocked
  2691.     }
  2692.  
  2693.     // 5. Check First Ball Hit Legality
  2694.     float firstHitDistSq = -1.0f;
  2695.     // Use D2D1::Point2F() factory function here
  2696.     Ball* firstHit = FindFirstHitBall(D2D1::Point2F(cueBall->x, cueBall->y), shotInfo.angle, firstHitDistSq);
  2697.  
  2698.     if (!firstHit) {
  2699.         return shotInfo; // AI aims but doesn't hit anything? Impossible shot.
  2700.     }
  2701.  
  2702.     // Check if the first ball hit is the intended target ball
  2703.     if (firstHit->id != targetBall->id) {
  2704.         // Allow hitting slightly off target if it's very close to ghost ball pos
  2705.         float ghostDistSq = GetDistanceSq(shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y, firstHit->x, firstHit->y);
  2706.         // Allow a tolerance roughly half the ball radius squared
  2707.         if (ghostDistSq > (BALL_RADIUS * 0.7f) * (BALL_RADIUS * 0.7f)) {
  2708.             // First hit is significantly different from the target point.
  2709.             // This shot path leads to hitting the wrong ball first.
  2710.             return shotInfo; // Foul or unintended shot
  2711.         }
  2712.         // If first hit is not target, but very close, allow it for now (might still be foul based on type).
  2713.     }
  2714.  
  2715.     // Check legality of the *first ball actually hit* based on game rules
  2716.     if (!canTargetAny) { // Colors are assigned (or should be)
  2717.         if (mustTarget8Ball) { // Must hit 8-ball first
  2718.             if (firstHit->id != 8) {
  2719.                 // return shotInfo; // FOUL - Hitting wrong ball when aiming for 8-ball
  2720.                 // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
  2721.             }
  2722.         }
  2723.         else { // Must hit own ball type first
  2724.             if (firstHit->type != aiAssignedType && firstHit->id != 8) { // Allow hitting 8-ball if own type blocked? No, standard rules usually require hitting own first.
  2725.                 // return shotInfo; // FOUL - Hitting opponent ball or 8-ball when shouldn't
  2726.                 // Keep shot possible for now, rely on AIFindBestShot to prioritize legal ones
  2727.             }
  2728.             else if (firstHit->id == 8) {
  2729.                 // return shotInfo; // FOUL - Hitting 8-ball when shouldn't
  2730.                 // Keep shot possible for now
  2731.             }
  2732.         }
  2733.     }
  2734.     // (If canTargetAny is true, hitting any ball except 8 first is legal - assuming not scratching)
  2735.  
  2736.  
  2737.     // 6. Calculate Score & Power (Difficulty affects this)
  2738.     shotInfo.possible = true; // If we got here, the shot is geometrically possible and likely legal enough for AI to consider
  2739.  
  2740.     float cueToGhostDist = GetDistance(cueBall->x, cueBall->y, shotInfo.ghostBallPos.x, shotInfo.ghostBallPos.y);
  2741.     float targetToPocketDist = GetDistance(targetBall->x, targetBall->y, pocketPositions[pocketIndex].x, pocketPositions[pocketIndex].y);
  2742.  
  2743.     // Simple Score: Shorter shots are better, straighter shots are slightly better.
  2744.     float distanceScore = 1000.0f / (1.0f + cueToGhostDist + targetToPocketDist);
  2745.  
  2746.     // Angle Score: Calculate cut angle
  2747.     // Vector Cue -> Ghost
  2748.     float v1x = shotInfo.ghostBallPos.x - cueBall->x;
  2749.     float v1y = shotInfo.ghostBallPos.y - cueBall->y;
  2750.     // Vector Target -> Pocket
  2751.     float v2x = pocketPositions[pocketIndex].x - targetBall->x;
  2752.     float v2y = pocketPositions[pocketIndex].y - targetBall->y;
  2753.     // Normalize vectors
  2754.     float mag1 = sqrtf(v1x * v1x + v1y * v1y);
  2755.     float mag2 = sqrtf(v2x * v2x + v2y * v2y);
  2756.     float angleScoreFactor = 0.5f; // Default if vectors are zero len
  2757.     if (mag1 > 0.1f && mag2 > 0.1f) {
  2758.         v1x /= mag1; v1y /= mag1;
  2759.         v2x /= mag2; v2y /= mag2;
  2760.         // Dot product gives cosine of angle between cue ball path and target ball path
  2761.         float dotProduct = v1x * v2x + v1y * v2y;
  2762.         // Straighter shot (dot product closer to 1) gets higher score
  2763.         angleScoreFactor = (1.0f + dotProduct) / 2.0f; // Map [-1, 1] to [0, 1]
  2764.     }
  2765.     angleScoreFactor = std::max(0.1f, angleScoreFactor); // Ensure some minimum score factor
  2766.  
  2767.     shotInfo.score = distanceScore * angleScoreFactor;
  2768.  
  2769.     // Bonus for pocketing 8-ball legally
  2770.     if (mustTarget8Ball && targetBall->id == 8) {
  2771.         shotInfo.score *= 10.0; // Strongly prefer the winning shot
  2772.     }
  2773.  
  2774.     // Penalty for difficult cuts? Already partially handled by angleScoreFactor.
  2775.  
  2776.     // 7. Calculate Power
  2777.     shotInfo.power = CalculateShotPower(cueToGhostDist, targetToPocketDist);
  2778.  
  2779.     // 8. Add Inaccuracy based on Difficulty (same as before)
  2780.     float angleError = 0.0f;
  2781.     float powerErrorFactor = 1.0f;
  2782.  
  2783.     switch (aiDifficulty) {
  2784.     case EASY:
  2785.         angleError = (float)(rand() % 100 - 50) / 1000.0f; // +/- ~3 deg
  2786.         powerErrorFactor = 0.8f + (float)(rand() % 40) / 100.0f; // 80-120%
  2787.         shotInfo.power *= 0.8f;
  2788.         break;
  2789.     case MEDIUM:
  2790.         angleError = (float)(rand() % 60 - 30) / 1000.0f; // +/- ~1.7 deg
  2791.         powerErrorFactor = 0.9f + (float)(rand() % 20) / 100.0f; // 90-110%
  2792.         break;
  2793.     case HARD:
  2794.         angleError = (float)(rand() % 10 - 5) / 1000.0f; // +/- ~0.3 deg
  2795.         powerErrorFactor = 0.98f + (float)(rand() % 4) / 100.0f; // 98-102%
  2796.         break;
  2797.     }
  2798.     shotInfo.angle += angleError;
  2799.     shotInfo.power *= powerErrorFactor;
  2800.     shotInfo.power = std::max(1.0f, std::min(shotInfo.power, MAX_SHOT_POWER)); // Clamp power
  2801.  
  2802.     return shotInfo;
  2803. }
  2804.  
  2805.  
  2806. // Calculates required power (simplified)
  2807. float CalculateShotPower(float cueToGhostDist, float targetToPocketDist) {
  2808.     // Basic model: Power needed increases with total distance the balls need to travel.
  2809.     // Need enough power for cue ball to reach target AND target to reach pocket.
  2810.     float totalDist = cueToGhostDist + targetToPocketDist;
  2811.  
  2812.     // Map distance to power (needs tuning)
  2813.     // Let's say max power is needed for longest possible shot (e.g., corner to corner ~ 1000 units)
  2814.     float powerRatio = std::min(1.0f, totalDist / 800.0f); // Normalize based on estimated max distance
  2815.  
  2816.     float basePower = MAX_SHOT_POWER * 0.2f; // Minimum power to move balls reliably
  2817.     float variablePower = (MAX_SHOT_POWER * 0.8f) * powerRatio; // Scale remaining power range
  2818.  
  2819.     // Harder AI could adjust based on desired cue ball travel (more power for draw/follow)
  2820.     return std::min(MAX_SHOT_POWER, basePower + variablePower);
  2821. }
  2822.  
  2823. // Calculate the position the cue ball needs to hit for the target ball to go towards the pocket
  2824. D2D1_POINT_2F CalculateGhostBallPos(Ball* targetBall, int pocketIndex) {
  2825.     float targetToPocketX = pocketPositions[pocketIndex].x - targetBall->x;
  2826.     float targetToPocketY = pocketPositions[pocketIndex].y - targetBall->y;
  2827.     float dist = sqrtf(targetToPocketX * targetToPocketX + targetToPocketY * targetToPocketY);
  2828.  
  2829.     if (dist < 1.0f) { // Target is basically in the pocket
  2830.         // Aim slightly off-center to avoid weird physics? Or directly at center?
  2831.         // For simplicity, return a point slightly behind center along the reverse line.
  2832.         return D2D1::Point2F(targetBall->x - targetToPocketX * 0.1f, targetBall->y - targetToPocketY * 0.1f);
  2833.     }
  2834.  
  2835.     // Normalize direction vector from target to pocket
  2836.     float nx = targetToPocketX / dist;
  2837.     float ny = targetToPocketY / dist;
  2838.  
  2839.     // Ghost ball position is diameter distance *behind* the target ball along this line
  2840.     float ghostX = targetBall->x - nx * (BALL_RADIUS * 2.0f);
  2841.     float ghostY = targetBall->y - ny * (BALL_RADIUS * 2.0f);
  2842.  
  2843.     return D2D1::Point2F(ghostX, ghostY);
  2844. }
  2845.  
  2846. // Checks if line segment is clear of obstructing balls
  2847. bool IsPathClear(D2D1_POINT_2F start, D2D1_POINT_2F end, int ignoredBallId1, int ignoredBallId2) {
  2848.     float dx = end.x - start.x;
  2849.     float dy = end.y - start.y;
  2850.     float segmentLenSq = dx * dx + dy * dy;
  2851.  
  2852.     if (segmentLenSq < 0.01f) return true; // Start and end are same point
  2853.  
  2854.     for (const auto& ball : balls) {
  2855.         if (ball.isPocketed) continue;
  2856.         if (ball.id == ignoredBallId1) continue;
  2857.         if (ball.id == ignoredBallId2) continue;
  2858.  
  2859.         // Check distance from ball center to the line segment
  2860.         float ballToStartX = ball.x - start.x;
  2861.         float ballToStartY = ball.y - start.y;
  2862.  
  2863.         // Project ball center onto the line defined by the segment
  2864.         float dot = (ballToStartX * dx + ballToStartY * dy) / segmentLenSq;
  2865.  
  2866.         D2D1_POINT_2F closestPointOnLine;
  2867.         if (dot < 0) { // Closest point is start point
  2868.             closestPointOnLine = start;
  2869.         }
  2870.         else if (dot > 1) { // Closest point is end point
  2871.             closestPointOnLine = end;
  2872.         }
  2873.         else { // Closest point is along the segment
  2874.             closestPointOnLine = D2D1::Point2F(start.x + dot * dx, start.y + dot * dy);
  2875.         }
  2876.  
  2877.         // Check if the closest point is within collision distance (ball radius + path radius)
  2878.         if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * BALL_RADIUS)) {
  2879.             // Consider slightly wider path check? Maybe BALL_RADIUS * 1.1f?
  2880.             // if (GetDistanceSq(ball.x, ball.y, closestPointOnLine.x, closestPointOnLine.y) < (BALL_RADIUS * 1.1f)*(BALL_RADIUS*1.1f)) {
  2881.             return false; // Path is blocked
  2882.         }
  2883.     }
  2884.     return true; // No obstructions found
  2885. }
  2886.  
  2887. // Finds the first ball hit along a path (simplified)
  2888. Ball* FindFirstHitBall(D2D1_POINT_2F start, float angle, float& hitDistSq) {
  2889.     Ball* hitBall = nullptr;
  2890.     hitDistSq = -1.0f; // Initialize hit distance squared
  2891.     float minCollisionDistSq = -1.0f;
  2892.  
  2893.     float cosA = cosf(angle);
  2894.     float sinA = sinf(angle);
  2895.  
  2896.     for (auto& ball : balls) {
  2897.         if (ball.isPocketed || ball.id == 0) continue; // Skip cue ball and pocketed
  2898.  
  2899.         float dx = ball.x - start.x;
  2900.         float dy = ball.y - start.y;
  2901.  
  2902.         // Project vector from start->ball onto the aim direction vector
  2903.         float dot = dx * cosA + dy * sinA;
  2904.  
  2905.         if (dot > 0) { // Ball is generally in front
  2906.             // Find closest point on aim line to the ball's center
  2907.             float closestPointX = start.x + dot * cosA;
  2908.             float closestPointY = start.y + dot * sinA;
  2909.             float distSq = GetDistanceSq(ball.x, ball.y, closestPointX, closestPointY);
  2910.  
  2911.             // Check if the aim line passes within the ball's radius
  2912.             if (distSq < (BALL_RADIUS * BALL_RADIUS)) {
  2913.                 // Calculate distance from start to the collision point on the ball's circumference
  2914.                 float backDist = sqrtf(std::max(0.f, BALL_RADIUS * BALL_RADIUS - distSq));
  2915.                 float collisionDist = dot - backDist; // Distance along aim line to collision
  2916.  
  2917.                 if (collisionDist > 0) { // Ensure collision is in front
  2918.                     float collisionDistSq = collisionDist * collisionDist;
  2919.                     if (hitBall == nullptr || collisionDistSq < minCollisionDistSq) {
  2920.                         minCollisionDistSq = collisionDistSq;
  2921.                         hitBall = &ball; // Found a closer hit ball
  2922.                     }
  2923.                 }
  2924.             }
  2925.         }
  2926.     }
  2927.     hitDistSq = minCollisionDistSq; // Return distance squared to the first hit
  2928.     return hitBall;
  2929. }
  2930.  
  2931. // Basic check for reasonable AI aim angles (optional)
  2932. bool IsValidAIAimAngle(float angle) {
  2933.     // Placeholder - could check for NaN or infinity if calculations go wrong
  2934.     return isfinite(angle);
  2935. }
  2936.  
  2937. //midi func = start
  2938. void PlayMidiInBackground(HWND hwnd, const TCHAR* midiPath) {
  2939.     while (isMusicPlaying) {
  2940.         MCI_OPEN_PARMS mciOpen = { 0 };
  2941.         mciOpen.lpstrDeviceType = TEXT("sequencer");
  2942.         mciOpen.lpstrElementName = midiPath;
  2943.  
  2944.         if (mciSendCommand(0, MCI_OPEN, MCI_OPEN_TYPE | MCI_OPEN_ELEMENT, (DWORD_PTR)&mciOpen) == 0) {
  2945.             midiDeviceID = mciOpen.wDeviceID;
  2946.  
  2947.             MCI_PLAY_PARMS mciPlay = { 0 };
  2948.             mciSendCommand(midiDeviceID, MCI_PLAY, 0, (DWORD_PTR)&mciPlay);
  2949.  
  2950.             // Wait for playback to complete
  2951.             MCI_STATUS_PARMS mciStatus = { 0 };
  2952.             mciStatus.dwItem = MCI_STATUS_MODE;
  2953.  
  2954.             do {
  2955.                 mciSendCommand(midiDeviceID, MCI_STATUS, MCI_STATUS_ITEM, (DWORD_PTR)&mciStatus);
  2956.                 Sleep(100); // adjust as needed
  2957.             } while (mciStatus.dwReturn == MCI_MODE_PLAY && isMusicPlaying);
  2958.  
  2959.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  2960.             midiDeviceID = 0;
  2961.         }
  2962.     }
  2963. }
  2964.  
  2965. void StartMidi(HWND hwnd, const TCHAR* midiPath) {
  2966.     if (isMusicPlaying) {
  2967.         StopMidi();
  2968.     }
  2969.     isMusicPlaying = true;
  2970.     musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
  2971. }
  2972.  
  2973. void StopMidi() {
  2974.     if (isMusicPlaying) {
  2975.         isMusicPlaying = false;
  2976.         if (musicThread.joinable()) musicThread.join();
  2977.         if (midiDeviceID != 0) {
  2978.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  2979.             midiDeviceID = 0;
  2980.         }
  2981.     }
  2982. }
  2983.  
  2984. /*void PlayGameMusic(HWND hwnd) {
  2985.     // Stop any existing playback
  2986.     if (isMusicPlaying) {
  2987.         isMusicPlaying = false;
  2988.         if (musicThread.joinable()) {
  2989.             musicThread.join();
  2990.         }
  2991.         if (midiDeviceID != 0) {
  2992.             mciSendCommand(midiDeviceID, MCI_CLOSE, 0, NULL);
  2993.             midiDeviceID = 0;
  2994.         }
  2995.     }
  2996.  
  2997.     // Get the path of the executable
  2998.     TCHAR exePath[MAX_PATH];
  2999.     GetModuleFileName(NULL, exePath, MAX_PATH);
  3000.  
  3001.     // Extract the directory path
  3002.     TCHAR* lastBackslash = _tcsrchr(exePath, '\\');
  3003.     if (lastBackslash != NULL) {
  3004.         *(lastBackslash + 1) = '\0';
  3005.     }
  3006.  
  3007.     // Construct the full path to the MIDI file
  3008.     static TCHAR midiPath[MAX_PATH];
  3009.     _tcscpy_s(midiPath, MAX_PATH, exePath);
  3010.     _tcscat_s(midiPath, MAX_PATH, TEXT("BSQ.MID"));
  3011.  
  3012.     // Start the background playback
  3013.     isMusicPlaying = true;
  3014.     musicThread = std::thread(PlayMidiInBackground, hwnd, midiPath);
  3015. }*/
  3016. //midi func = end
  3017.  
  3018. // --- Drawing Functions ---
  3019.  
  3020. void OnPaint() {
  3021.     HRESULT hr = CreateDeviceResources(); // Ensure resources are valid
  3022.  
  3023.     if (SUCCEEDED(hr)) {
  3024.         pRenderTarget->BeginDraw();
  3025.         DrawScene(pRenderTarget); // Pass render target
  3026.         hr = pRenderTarget->EndDraw();
  3027.  
  3028.         if (hr == D2DERR_RECREATE_TARGET) {
  3029.             DiscardDeviceResources();
  3030.             // Optionally request another paint message: InvalidateRect(hwndMain, NULL, FALSE);
  3031.             // But the timer loop will trigger redraw anyway.
  3032.         }
  3033.     }
  3034.     // If CreateDeviceResources failed, EndDraw might not be called.
  3035.     // Consider handling this more robustly if needed.
  3036. }
  3037.  
  3038. void DrawScene(ID2D1RenderTarget* pRT) {
  3039.     if (!pRT) return;
  3040.  
  3041.     //pRT->Clear(D2D1::ColorF(D2D1::ColorF::LightGray)); // Background color
  3042.     // Set background color to #ffffcd (RGB: 255, 255, 205)
  3043.     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)
  3044.     //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)
  3045.  
  3046.     DrawTable(pRT, pFactory);
  3047.     DrawBalls(pRT);
  3048.     DrawAimingAids(pRT); // Includes cue stick if aiming
  3049.     DrawUI(pRT);
  3050.     DrawPowerMeter(pRT);
  3051.     DrawSpinIndicator(pRT);
  3052.     DrawPocketedBallsIndicator(pRT);
  3053.     DrawBallInHandIndicator(pRT); // Draw cue ball ghost if placing
  3054.  
  3055.      // Draw Game Over Message
  3056.     if (currentGameState == GAME_OVER && pTextFormat) {
  3057.         ID2D1SolidColorBrush* pBrush = nullptr;
  3058.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pBrush);
  3059.         if (pBrush) {
  3060.             D2D1_RECT_F layoutRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP + TABLE_HEIGHT / 2 - 30, TABLE_RIGHT, TABLE_TOP + TABLE_HEIGHT / 2 + 30);
  3061.             pRT->DrawText(
  3062.                 gameOverMessage.c_str(),
  3063.                 (UINT32)gameOverMessage.length(),
  3064.                 pTextFormat, // Use large format maybe?
  3065.                 &layoutRect,
  3066.                 pBrush
  3067.             );
  3068.             SafeRelease(&pBrush);
  3069.         }
  3070.     }
  3071.  
  3072. }
  3073.  
  3074. void DrawTable(ID2D1RenderTarget* pRT, ID2D1Factory* pFactory) {
  3075.     ID2D1SolidColorBrush* pBrush = nullptr;
  3076.  
  3077.     // === Draw Full Orange Frame (Table Border) ===
  3078.     ID2D1SolidColorBrush* pFrameBrush = nullptr;
  3079.     pRT->CreateSolidColorBrush(D2D1::ColorF(0.9157f, 0.6157f, 0.2000f), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
  3080.     //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pFrameBrush); //NEWCOLOR ::Orange (no brackets) => (0.9157, 0.6157, 0.2000)
  3081.     if (pFrameBrush) {
  3082.         D2D1_RECT_F outerRect = D2D1::RectF(
  3083.             TABLE_LEFT - CUSHION_THICKNESS,
  3084.             TABLE_TOP - CUSHION_THICKNESS,
  3085.             TABLE_RIGHT + CUSHION_THICKNESS,
  3086.             TABLE_BOTTOM + CUSHION_THICKNESS
  3087.         );
  3088.         pRT->FillRectangle(&outerRect, pFrameBrush);
  3089.         SafeRelease(&pFrameBrush);
  3090.     }
  3091.  
  3092.     // Draw Table Bed (Green Felt)
  3093.     pRT->CreateSolidColorBrush(TABLE_COLOR, &pBrush);
  3094.     if (!pBrush) return;
  3095.     D2D1_RECT_F tableRect = D2D1::RectF(TABLE_LEFT, TABLE_TOP, TABLE_RIGHT, TABLE_BOTTOM);
  3096.     pRT->FillRectangle(&tableRect, pBrush);
  3097.     SafeRelease(&pBrush);
  3098.  
  3099.     // Draw Cushions (Red Border)
  3100.     pRT->CreateSolidColorBrush(CUSHION_COLOR, &pBrush);
  3101.     if (!pBrush) return;
  3102.     // Top Cushion (split by middle pocket)
  3103.     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);
  3104.     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);
  3105.     // Bottom Cushion (split by middle pocket)
  3106.     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);
  3107.     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);
  3108.     // Left Cushion
  3109.     pRT->FillRectangle(D2D1::RectF(TABLE_LEFT - CUSHION_THICKNESS, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_LEFT, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
  3110.     // Right Cushion
  3111.     pRT->FillRectangle(D2D1::RectF(TABLE_RIGHT, TABLE_TOP + HOLE_VISUAL_RADIUS, TABLE_RIGHT + CUSHION_THICKNESS, TABLE_BOTTOM - HOLE_VISUAL_RADIUS), pBrush);
  3112.     SafeRelease(&pBrush);
  3113.  
  3114.  
  3115.     // Draw Pockets (Black Circles)
  3116.     pRT->CreateSolidColorBrush(POCKET_COLOR, &pBrush);
  3117.     if (!pBrush) return;
  3118.     for (int i = 0; i < 6; ++i) {
  3119.         D2D1_ELLIPSE ellipse = D2D1::Ellipse(pocketPositions[i], HOLE_VISUAL_RADIUS, HOLE_VISUAL_RADIUS);
  3120.         pRT->FillEllipse(&ellipse, pBrush);
  3121.     }
  3122.     SafeRelease(&pBrush);
  3123.  
  3124.     // Draw Headstring Line (White)
  3125.     pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
  3126.     //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pBrush); // NEWCOLOR ::White => (0.2784, 0.4549, 0.1843)
  3127.     if (!pBrush) return;
  3128.     pRT->DrawLine(
  3129.         D2D1::Point2F(HEADSTRING_X, TABLE_TOP),
  3130.         D2D1::Point2F(HEADSTRING_X, TABLE_BOTTOM),
  3131.         pBrush,
  3132.         1.0f // Line thickness
  3133.     );
  3134.     SafeRelease(&pBrush);
  3135.  
  3136.     // Draw Semicircle facing West (flat side East)
  3137.     // Draw Semicircle facing East (curved side on the East, flat side on the West)
  3138.     ID2D1PathGeometry* pGeometry = nullptr;
  3139.     HRESULT hr = pFactory->CreatePathGeometry(&pGeometry);
  3140.     if (SUCCEEDED(hr) && pGeometry)
  3141.     {
  3142.         ID2D1GeometrySink* pSink = nullptr;
  3143.         hr = pGeometry->Open(&pSink);
  3144.         if (SUCCEEDED(hr) && pSink)
  3145.         {
  3146.             float radius = 60.0f; // Radius for the semicircle
  3147.             D2D1_POINT_2F center = D2D1::Point2F(HEADSTRING_X, (TABLE_TOP + TABLE_BOTTOM) / 2.0f);
  3148.  
  3149.             // For a semicircle facing East (curved side on the East), use the top and bottom points.
  3150.             D2D1_POINT_2F startPoint = D2D1::Point2F(center.x, center.y - radius); // Top point
  3151.  
  3152.             pSink->BeginFigure(startPoint, D2D1_FIGURE_BEGIN_HOLLOW);
  3153.  
  3154.             D2D1_ARC_SEGMENT arc = {};
  3155.             arc.point = D2D1::Point2F(center.x, center.y + radius); // Bottom point
  3156.             arc.size = D2D1::SizeF(radius, radius);
  3157.             arc.rotationAngle = 0.0f;
  3158.             // Use the correct identifier with the extra underscore:
  3159.             arc.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
  3160.             arc.arcSize = D2D1_ARC_SIZE_SMALL;
  3161.  
  3162.             pSink->AddArc(&arc);
  3163.             pSink->EndFigure(D2D1_FIGURE_END_OPEN);
  3164.             pSink->Close();
  3165.             SafeRelease(&pSink);
  3166.  
  3167.             ID2D1SolidColorBrush* pArcBrush = nullptr;
  3168.             //pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.3f), &pArcBrush);
  3169.             pRT->CreateSolidColorBrush(D2D1::ColorF(0.4235f, 0.5647f, 0.1765f, 1.0f), &pArcBrush);
  3170.             if (pArcBrush)
  3171.             {
  3172.                 pRT->DrawGeometry(pGeometry, pArcBrush, 1.5f);
  3173.                 SafeRelease(&pArcBrush);
  3174.             }
  3175.         }
  3176.         SafeRelease(&pGeometry);
  3177.     }
  3178.  
  3179.  
  3180.  
  3181.  
  3182. }
  3183.  
  3184.  
  3185. void DrawBalls(ID2D1RenderTarget* pRT) {
  3186.     ID2D1SolidColorBrush* pBrush = nullptr;
  3187.     ID2D1SolidColorBrush* pStripeBrush = nullptr; // For stripe pattern
  3188.  
  3189.     pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBrush); // Placeholder
  3190.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  3191.  
  3192.     if (!pBrush || !pStripeBrush) {
  3193.         SafeRelease(&pBrush);
  3194.         SafeRelease(&pStripeBrush);
  3195.         return;
  3196.     }
  3197.  
  3198.  
  3199.     for (size_t i = 0; i < balls.size(); ++i) {
  3200.         const Ball& b = balls[i];
  3201.         if (!b.isPocketed) {
  3202.             D2D1_ELLIPSE ellipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS, BALL_RADIUS);
  3203.  
  3204.             // Set main ball color
  3205.             pBrush->SetColor(b.color);
  3206.             pRT->FillEllipse(&ellipse, pBrush);
  3207.  
  3208.             // Draw Stripe if applicable
  3209.             if (b.type == BallType::STRIPE) {
  3210.                 // Draw a white band across the middle (simplified stripe)
  3211.                 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);
  3212.                 // Need to clip this rectangle to the ellipse bounds - complex!
  3213.                 // Alternative: Draw two colored arcs leaving a white band.
  3214.                 // Simplest: Draw a white circle inside, slightly smaller.
  3215.                 D2D1_ELLIPSE innerEllipse = D2D1::Ellipse(D2D1::Point2F(b.x, b.y), BALL_RADIUS * 0.6f, BALL_RADIUS * 0.6f);
  3216.                 pRT->FillEllipse(innerEllipse, pStripeBrush); // White center part
  3217.                 pBrush->SetColor(b.color); // Set back to stripe color
  3218.                 pRT->FillEllipse(innerEllipse, pBrush); // Fill again, leaving a ring - No, this isn't right.
  3219.  
  3220.                 // Let's try drawing a thick white line across
  3221.                 // This doesn't look great. Just drawing solid red for stripes for now.
  3222.             }
  3223.  
  3224.             // Draw Number (Optional - requires more complex text layout or pre-rendered textures)
  3225.             // if (b.id != 0 && pTextFormat) {
  3226.             //     std::wstring numStr = std::to_wstring(b.id);
  3227.             //     D2D1_RECT_F textRect = D2D1::RectF(b.x - BALL_RADIUS, b.y - BALL_RADIUS, b.x + BALL_RADIUS, b.y + BALL_RADIUS);
  3228.             //     ID2D1SolidColorBrush* pNumBrush = nullptr;
  3229.             //     D2D1_COLOR_F numCol = (b.type == BallType::SOLID || b.id == 8) ? D2D1::ColorF(D2D1::ColorF::Black) : D2D1::ColorF(D2D1::ColorF::White);
  3230.             //     pRT->CreateSolidColorBrush(numCol, &pNumBrush);
  3231.             //     // Create a smaller text format...
  3232.             //     // pRT->DrawText(numStr.c_str(), numStr.length(), pSmallTextFormat, &textRect, pNumBrush);
  3233.             //     SafeRelease(&pNumBrush);
  3234.             // }
  3235.         }
  3236.     }
  3237.  
  3238.     SafeRelease(&pBrush);
  3239.     SafeRelease(&pStripeBrush);
  3240. }
  3241.  
  3242.  
  3243. void DrawAimingAids(ID2D1RenderTarget* pRT) {
  3244.     // Condition check at start (Unchanged)
  3245.     //if (currentGameState != PLAYER1_TURN && currentGameState != PLAYER2_TURN &&
  3246.         //currentGameState != BREAKING && currentGameState != AIMING)
  3247.     //{
  3248.         //return;
  3249.     //}
  3250.         // NEW Condition: Allow drawing if it's a human player's active turn/aiming/breaking,
  3251.     // OR if it's AI's turn and it's in AI_THINKING state (calculating) or BREAKING (aiming break).
  3252.     bool isHumanInteracting = (!isPlayer2AI || currentPlayer == 1) &&
  3253.         (currentGameState == PLAYER1_TURN || currentGameState == PLAYER2_TURN ||
  3254.             currentGameState == BREAKING || currentGameState == AIMING);
  3255.     // AI_THINKING state is when AI calculates shot. AIMakeDecision sets cueAngle/shotPower.
  3256.     // Also include BREAKING state if it's AI's turn and isOpeningBreakShot for break aim visualization.
  3257.         // NEW Condition: AI is displaying its aim
  3258.     bool isAiVisualizingShot = (isPlayer2AI && currentPlayer == 2 &&
  3259.         currentGameState == AI_THINKING && aiIsDisplayingAim);
  3260.  
  3261.     if (!isHumanInteracting && !(isAiVisualizingShot || (currentGameState == AI_THINKING && aiIsDisplayingAim))) {
  3262.         return;
  3263.     }
  3264.  
  3265.     Ball* cueBall = GetCueBall();
  3266.     if (!cueBall || cueBall->isPocketed) return; // Don't draw if cue ball is gone
  3267.  
  3268.     ID2D1SolidColorBrush* pBrush = nullptr;
  3269.     ID2D1SolidColorBrush* pGhostBrush = nullptr;
  3270.     ID2D1StrokeStyle* pDashedStyle = nullptr;
  3271.     ID2D1SolidColorBrush* pCueBrush = nullptr;
  3272.     ID2D1SolidColorBrush* pReflectBrush = nullptr; // Brush for reflection line
  3273.  
  3274.     // Ensure render target is valid
  3275.     if (!pRT) return;
  3276.  
  3277.     // Create Brushes and Styles (check for failures)
  3278.     HRESULT hr;
  3279.     hr = pRT->CreateSolidColorBrush(AIM_LINE_COLOR, &pBrush);
  3280.     if FAILED(hr) { SafeRelease(&pBrush); return; }
  3281.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.5f), &pGhostBrush);
  3282.     if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); return; }
  3283.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0.6f, 0.4f, 0.2f), &pCueBrush);
  3284.     if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); return; }
  3285.     // Create reflection brush (e.g., lighter shade or different color)
  3286.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::LightCyan, 0.6f), &pReflectBrush);
  3287.     if FAILED(hr) { SafeRelease(&pBrush); SafeRelease(&pGhostBrush); SafeRelease(&pCueBrush); SafeRelease(&pReflectBrush); return; }
  3288.     // Create a Cyan brush for primary and secondary lines //orig(75.0f / 255.0f, 0.0f, 130.0f / 255.0f);indigoColor
  3289.     D2D1::ColorF cyanColor(0.0, 255.0, 255.0, 255.0f);
  3290.     ID2D1SolidColorBrush* pCyanBrush = nullptr;
  3291.     hr = pRT->CreateSolidColorBrush(cyanColor, &pCyanBrush);
  3292.     if (FAILED(hr)) {
  3293.         SafeRelease(&pCyanBrush);
  3294.         // handle error if needed
  3295.     }
  3296.     // Create a Purple brush for primary and secondary lines
  3297.     D2D1::ColorF purpleColor(255.0f, 0.0f, 255.0f, 255.0f);
  3298.     ID2D1SolidColorBrush* pPurpleBrush = nullptr;
  3299.     hr = pRT->CreateSolidColorBrush(purpleColor, &pPurpleBrush);
  3300.     if (FAILED(hr)) {
  3301.         SafeRelease(&pPurpleBrush);
  3302.         // handle error if needed
  3303.     }
  3304.  
  3305.     if (pFactory) {
  3306.         D2D1_STROKE_STYLE_PROPERTIES strokeProps = D2D1::StrokeStyleProperties();
  3307.         strokeProps.dashStyle = D2D1_DASH_STYLE_DASH;
  3308.         hr = pFactory->CreateStrokeStyle(&strokeProps, nullptr, 0, &pDashedStyle);
  3309.         if FAILED(hr) { pDashedStyle = nullptr; }
  3310.     }
  3311.  
  3312.  
  3313.     // --- Cue Stick Drawing (Unchanged from previous fix) ---
  3314.     const float baseStickLength = 150.0f;
  3315.     const float baseStickThickness = 4.0f;
  3316.     float stickLength = baseStickLength * 1.4f;
  3317.     float stickThickness = baseStickThickness * 1.5f;
  3318.     float stickAngle = cueAngle + PI;
  3319.     float powerOffset = 0.0f;
  3320.     //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
  3321.         // Show power offset if human is aiming/dragging, or if AI is preparing its shot (AI_THINKING or AI Break)
  3322.     if ((isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) || isAiVisualizingShot) { // Use the new condition
  3323.         powerOffset = shotPower * 5.0f;
  3324.     }
  3325.     D2D1_POINT_2F cueStickEnd = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (stickLength + powerOffset), cueBall->y + sinf(stickAngle) * (stickLength + powerOffset));
  3326.     D2D1_POINT_2F cueStickTip = D2D1::Point2F(cueBall->x + cosf(stickAngle) * (powerOffset + 5.0f), cueBall->y + sinf(stickAngle) * (powerOffset + 5.0f));
  3327.     pRT->DrawLine(cueStickTip, cueStickEnd, pCueBrush, stickThickness);
  3328.  
  3329.  
  3330.     // --- Projection Line Calculation ---
  3331.     float cosA = cosf(cueAngle);
  3332.     float sinA = sinf(cueAngle);
  3333.     float rayLength = TABLE_WIDTH + TABLE_HEIGHT; // Ensure ray is long enough
  3334.     D2D1_POINT_2F rayStart = D2D1::Point2F(cueBall->x, cueBall->y);
  3335.     D2D1_POINT_2F rayEnd = D2D1::Point2F(rayStart.x + cosA * rayLength, rayStart.y + sinA * rayLength);
  3336.  
  3337.     // Find the first ball hit by the aiming ray
  3338.     Ball* hitBall = nullptr;
  3339.     float firstHitDistSq = -1.0f;
  3340.     D2D1_POINT_2F ballCollisionPoint = { 0, 0 }; // Point on target ball circumference
  3341.     D2D1_POINT_2F ghostBallPosForHit = { 0, 0 }; // Ghost ball pos for the hit ball
  3342.  
  3343.     hitBall = FindFirstHitBall(rayStart, cueAngle, firstHitDistSq);
  3344.     if (hitBall) {
  3345.         // Calculate the point on the target ball's circumference
  3346.         float collisionDist = sqrtf(firstHitDistSq);
  3347.         ballCollisionPoint = D2D1::Point2F(rayStart.x + cosA * collisionDist, rayStart.y + sinA * collisionDist);
  3348.         // Calculate ghost ball position for this specific hit (used for projection consistency)
  3349.         ghostBallPosForHit = D2D1::Point2F(hitBall->x - cosA * BALL_RADIUS, hitBall->y - sinA * BALL_RADIUS); // Approx.
  3350.     }
  3351.  
  3352.     // Find the first rail hit by the aiming ray
  3353.     D2D1_POINT_2F railHitPoint = rayEnd; // Default to far end if no rail hit
  3354.     float minRailDistSq = rayLength * rayLength;
  3355.     int hitRailIndex = -1; // 0:Left, 1:Right, 2:Top, 3:Bottom
  3356.  
  3357.     // Define table edge segments for intersection checks
  3358.     D2D1_POINT_2F topLeft = D2D1::Point2F(TABLE_LEFT, TABLE_TOP);
  3359.     D2D1_POINT_2F topRight = D2D1::Point2F(TABLE_RIGHT, TABLE_TOP);
  3360.     D2D1_POINT_2F bottomLeft = D2D1::Point2F(TABLE_LEFT, TABLE_BOTTOM);
  3361.     D2D1_POINT_2F bottomRight = D2D1::Point2F(TABLE_RIGHT, TABLE_BOTTOM);
  3362.  
  3363.     D2D1_POINT_2F currentIntersection;
  3364.  
  3365.     // Check Left Rail
  3366.     if (LineSegmentIntersection(rayStart, rayEnd, topLeft, bottomLeft, currentIntersection)) {
  3367.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3368.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 0; }
  3369.     }
  3370.     // Check Right Rail
  3371.     if (LineSegmentIntersection(rayStart, rayEnd, topRight, bottomRight, currentIntersection)) {
  3372.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3373.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 1; }
  3374.     }
  3375.     // Check Top Rail
  3376.     if (LineSegmentIntersection(rayStart, rayEnd, topLeft, topRight, currentIntersection)) {
  3377.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3378.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 2; }
  3379.     }
  3380.     // Check Bottom Rail
  3381.     if (LineSegmentIntersection(rayStart, rayEnd, bottomLeft, bottomRight, currentIntersection)) {
  3382.         float distSq = GetDistanceSq(rayStart.x, rayStart.y, currentIntersection.x, currentIntersection.y);
  3383.         if (distSq < minRailDistSq) { minRailDistSq = distSq; railHitPoint = currentIntersection; hitRailIndex = 3; }
  3384.     }
  3385.  
  3386.  
  3387.     // --- Determine final aim line end point ---
  3388.     D2D1_POINT_2F finalLineEnd = railHitPoint; // Assume rail hit first
  3389.     bool aimingAtRail = true;
  3390.  
  3391.     if (hitBall && firstHitDistSq < minRailDistSq) {
  3392.         // Ball collision is closer than rail collision
  3393.         finalLineEnd = ballCollisionPoint; // End line at the point of contact on the ball
  3394.         aimingAtRail = false;
  3395.     }
  3396.  
  3397.     // --- Draw Primary Aiming Line ---
  3398.     pRT->DrawLine(rayStart, finalLineEnd, pBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3399.  
  3400.     // --- Draw Target Circle/Indicator ---
  3401.     D2D1_ELLIPSE targetCircle = D2D1::Ellipse(finalLineEnd, BALL_RADIUS / 2.0f, BALL_RADIUS / 2.0f);
  3402.     pRT->DrawEllipse(&targetCircle, pBrush, 1.0f);
  3403.  
  3404.     // --- Draw Projection/Reflection Lines ---
  3405.     if (!aimingAtRail && hitBall) {
  3406.         // Aiming at a ball: Draw Ghost Cue Ball and Target Ball Projection
  3407.         D2D1_ELLIPSE ghostCue = D2D1::Ellipse(ballCollisionPoint, BALL_RADIUS, BALL_RADIUS); // Ghost ball at contact point
  3408.         pRT->DrawEllipse(ghostCue, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3409.  
  3410.         // Calculate target ball projection based on impact line (cue collision point -> target center)
  3411.         float targetProjectionAngle = atan2f(hitBall->y - ballCollisionPoint.y, hitBall->x - ballCollisionPoint.x);
  3412.         // Clamp angle calculation if distance is tiny
  3413.         if (GetDistanceSq(hitBall->x, hitBall->y, ballCollisionPoint.x, ballCollisionPoint.y) < 1.0f) {
  3414.             targetProjectionAngle = cueAngle; // Fallback if overlapping
  3415.         }
  3416.  
  3417.         D2D1_POINT_2F targetStartPoint = D2D1::Point2F(hitBall->x, hitBall->y);
  3418.         D2D1_POINT_2F targetProjectionEnd = D2D1::Point2F(
  3419.             hitBall->x + cosf(targetProjectionAngle) * 50.0f, // Projection length 50 units
  3420.             hitBall->y + sinf(targetProjectionAngle) * 50.0f
  3421.         );
  3422.         // Draw solid line for target projection
  3423.         //pRT->DrawLine(targetStartPoint, targetProjectionEnd, pBrush, 1.0f);
  3424.  
  3425.     //new code start
  3426.  
  3427.                 // Dual trajectory with edge-aware contact simulation
  3428.         D2D1_POINT_2F dir = {
  3429.             targetProjectionEnd.x - targetStartPoint.x,
  3430.             targetProjectionEnd.y - targetStartPoint.y
  3431.         };
  3432.         float dirLen = sqrtf(dir.x * dir.x + dir.y * dir.y);
  3433.         dir.x /= dirLen;
  3434.         dir.y /= dirLen;
  3435.  
  3436.         D2D1_POINT_2F perp = { -dir.y, dir.x };
  3437.  
  3438.         // Approximate cue ball center by reversing from tip
  3439.         D2D1_POINT_2F cueBallCenterForGhostHit = { // Renamed for clarity if you use it elsewhere
  3440.             targetStartPoint.x - dir.x * BALL_RADIUS,
  3441.             targetStartPoint.y - dir.y * BALL_RADIUS
  3442.         };
  3443.  
  3444.         // REAL contact-ball center - use your physics object's center:
  3445.         // (replace 'objectBallPos' with whatever you actually call it)
  3446.         // (targetStartPoint is already hitBall->x, hitBall->y)
  3447.         D2D1_POINT_2F contactBallCenter = targetStartPoint; // Corrected: Use the object ball's actual center
  3448.         //D2D1_POINT_2F contactBallCenter = D2D1::Point2F(hitBall->x, hitBall->y);
  3449.  
  3450.        // The 'offset' calculation below uses 'cueBallCenterForGhostHit' (originally 'cueBallCenter').
  3451.        // This will result in 'offset' being 0 because 'cueBallCenterForGhostHit' is defined
  3452.        // such that (targetStartPoint - cueBallCenterForGhostHit) is parallel to 'dir',
  3453.        // and 'perp' is perpendicular to 'dir'.
  3454.        // Consider Change 2 if this 'offset' is not behaving as intended for the secondary line.
  3455.         /*float offset = ((targetStartPoint.x - cueBallCenterForGhostHit.x) * perp.x +
  3456.             (targetStartPoint.y - cueBallCenterForGhostHit.y) * perp.y);*/
  3457.             /*float offset = ((targetStartPoint.x - cueBallCenter.x) * perp.x +
  3458.                 (targetStartPoint.y - cueBallCenter.y) * perp.y);
  3459.             float absOffset = fabsf(offset);
  3460.             float side = (offset >= 0 ? 1.0f : -1.0f);*/
  3461.  
  3462.             // Use actual cue ball center for offset calculation if 'offset' is meant to quantify the cut
  3463.         D2D1_POINT_2F actualCueBallPhysicalCenter = D2D1::Point2F(cueBall->x, cueBall->y); // This is also rayStart
  3464.  
  3465.         // Offset calculation based on actual cue ball position relative to the 'dir' line through targetStartPoint
  3466.         float offset = ((targetStartPoint.x - actualCueBallPhysicalCenter.x) * perp.x +
  3467.             (targetStartPoint.y - actualCueBallPhysicalCenter.y) * perp.y);
  3468.         float absOffset = fabsf(offset);
  3469.         float side = (offset >= 0 ? 1.0f : -1.0f);
  3470.  
  3471.  
  3472.         // Actual contact point on target ball edge
  3473.         D2D1_POINT_2F contactPoint = {
  3474.         contactBallCenter.x + perp.x * BALL_RADIUS * side,
  3475.         contactBallCenter.y + perp.y * BALL_RADIUS * side
  3476.         };
  3477.  
  3478.         // Tangent (cut shot) path from contact point
  3479.             // Tangent (cut shot) path: from contact point to contact ball center
  3480.         D2D1_POINT_2F objectBallDir = {
  3481.             contactBallCenter.x - contactPoint.x,
  3482.             contactBallCenter.y - contactPoint.y
  3483.         };
  3484.         float oLen = sqrtf(objectBallDir.x * objectBallDir.x + objectBallDir.y * objectBallDir.y);
  3485.         if (oLen != 0.0f) {
  3486.             objectBallDir.x /= oLen;
  3487.             objectBallDir.y /= oLen;
  3488.         }
  3489.  
  3490.         const float PRIMARY_LEN = 150.0f; //default=150.0f
  3491.         const float SECONDARY_LEN = 150.0f; //default=150.0f
  3492.         const float STRAIGHT_EPSILON = BALL_RADIUS * 0.05f;
  3493.  
  3494.         D2D1_POINT_2F primaryEnd = {
  3495.             targetStartPoint.x + dir.x * PRIMARY_LEN,
  3496.             targetStartPoint.y + dir.y * PRIMARY_LEN
  3497.         };
  3498.  
  3499.         // Secondary line starts from the contact ball's center
  3500.         D2D1_POINT_2F secondaryStart = contactBallCenter;
  3501.         D2D1_POINT_2F secondaryEnd = {
  3502.             secondaryStart.x + objectBallDir.x * SECONDARY_LEN,
  3503.             secondaryStart.y + objectBallDir.y * SECONDARY_LEN
  3504.         };
  3505.  
  3506.         if (absOffset < STRAIGHT_EPSILON)  // straight shot?
  3507.         {
  3508.             // Straight: secondary behind primary
  3509.                     // secondary behind primary {pDashedStyle param at end}
  3510.             pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
  3511.             //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
  3512.             pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
  3513.             //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
  3514.         }
  3515.         else
  3516.         {
  3517.             // Cut shot: both visible
  3518.                     // both visible for cut shot
  3519.             pRT->DrawLine(secondaryStart, secondaryEnd, pPurpleBrush, 2.0f);
  3520.             //pRT->DrawLine(secondaryStart, secondaryEnd, pGhostBrush, 1.0f);
  3521.             pRT->DrawLine(targetStartPoint, primaryEnd, pCyanBrush, 2.0f);
  3522.             //pRT->DrawLine(targetStartPoint, primaryEnd, pBrush, 1.0f);
  3523.         }
  3524.         // End improved trajectory logic
  3525.  
  3526.     //new code end
  3527.  
  3528.         // -- Cue Ball Path after collision (Optional, requires physics) --
  3529.         // Very simplified: Assume cue deflects, angle depends on cut angle.
  3530.         // float cutAngle = acosf(cosf(cueAngle - targetProjectionAngle)); // Angle between paths
  3531.         // float cueDeflectionAngle = ? // Depends on cutAngle, spin, etc. Hard to predict accurately.
  3532.         // D2D1_POINT_2F cueProjectionEnd = ...
  3533.         // pRT->DrawLine(ballCollisionPoint, cueProjectionEnd, pGhostBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3534.  
  3535.         // --- Accuracy Comment ---
  3536.         // Note: The visual accuracy of this projection, especially for cut shots (hitting the ball off-center)
  3537.         // or shots with spin, is limited by the simplified physics model. Real pool physics involves
  3538.         // collision-induced throw, spin transfer, and cue ball deflection not fully simulated here.
  3539.         // The ghost ball method shows the *ideal* line for a center-cue hit without spin.
  3540.  
  3541.     }
  3542.     else if (aimingAtRail && hitRailIndex != -1) {
  3543.         // Aiming at a rail: Draw reflection line
  3544.         float reflectAngle = cueAngle;
  3545.         // Reflect angle based on which rail was hit
  3546.         if (hitRailIndex == 0 || hitRailIndex == 1) { // Left or Right rail
  3547.             reflectAngle = PI - cueAngle; // Reflect horizontal component
  3548.         }
  3549.         else { // Top or Bottom rail
  3550.             reflectAngle = -cueAngle; // Reflect vertical component
  3551.         }
  3552.         // Normalize angle if needed (atan2 usually handles this)
  3553.         while (reflectAngle > PI) reflectAngle -= 2 * PI;
  3554.         while (reflectAngle <= -PI) reflectAngle += 2 * PI;
  3555.  
  3556.  
  3557.         float reflectionLength = 60.0f; // Length of the reflection line
  3558.         D2D1_POINT_2F reflectionEnd = D2D1::Point2F(
  3559.             finalLineEnd.x + cosf(reflectAngle) * reflectionLength,
  3560.             finalLineEnd.y + sinf(reflectAngle) * reflectionLength
  3561.         );
  3562.  
  3563.         // Draw the reflection line (e.g., using a different color/style)
  3564.         pRT->DrawLine(finalLineEnd, reflectionEnd, pReflectBrush, 1.0f, pDashedStyle ? pDashedStyle : NULL);
  3565.     }
  3566.  
  3567.     // Release resources
  3568.     SafeRelease(&pBrush);
  3569.     SafeRelease(&pGhostBrush);
  3570.     SafeRelease(&pCueBrush);
  3571.     SafeRelease(&pReflectBrush); // Release new brush
  3572.     SafeRelease(&pCyanBrush);
  3573.     SafeRelease(&pPurpleBrush);
  3574.     SafeRelease(&pDashedStyle);
  3575. }
  3576.  
  3577.  
  3578. void DrawUI(ID2D1RenderTarget* pRT) {
  3579.     if (!pTextFormat || !pLargeTextFormat) return;
  3580.  
  3581.     ID2D1SolidColorBrush* pBrush = nullptr;
  3582.     pRT->CreateSolidColorBrush(UI_TEXT_COLOR, &pBrush);
  3583.     if (!pBrush) return;
  3584.  
  3585.     // --- Player Info Area (Top Left/Right) --- (Unchanged)
  3586.     float uiTop = TABLE_TOP - 80;
  3587.     float uiHeight = 60;
  3588.     float p1Left = TABLE_LEFT;
  3589.     float p1Width = 150;
  3590.     float p2Left = TABLE_RIGHT - p1Width;
  3591.     D2D1_RECT_F p1Rect = D2D1::RectF(p1Left, uiTop, p1Left + p1Width, uiTop + uiHeight);
  3592.     D2D1_RECT_F p2Rect = D2D1::RectF(p2Left, uiTop, p2Left + p1Width, uiTop + uiHeight);
  3593.  
  3594.     // Player 1 Info Text (Unchanged)
  3595.     std::wostringstream oss1;
  3596.     oss1 << player1Info.name.c_str() << L"\n";
  3597.     if (player1Info.assignedType != BallType::NONE) {
  3598.         oss1 << ((player1Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
  3599.         oss1 << L" [" << player1Info.ballsPocketedCount << L"/7]";
  3600.     }
  3601.     else {
  3602.         oss1 << L"(Undecided)";
  3603.     }
  3604.     pRT->DrawText(oss1.str().c_str(), (UINT32)oss1.str().length(), pTextFormat, &p1Rect, pBrush);
  3605.     // Draw Player 1 Side Ball
  3606.     if (player1Info.assignedType != BallType::NONE)
  3607.     {
  3608.         ID2D1SolidColorBrush* pBallBrush = nullptr;
  3609.         D2D1_COLOR_F ballColor = (player1Info.assignedType == BallType::SOLID) ?
  3610.             D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
  3611.         pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
  3612.         if (pBallBrush)
  3613.         {
  3614.             D2D1_POINT_2F ballCenter = D2D1::Point2F(p1Rect.right + 10.0f, p1Rect.top + 20.0f);
  3615.             float radius = 10.0f;
  3616.             D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
  3617.             pRT->FillEllipse(&ball, pBallBrush);
  3618.             SafeRelease(&pBallBrush);
  3619.             // Draw border around the ball
  3620.             ID2D1SolidColorBrush* pBorderBrush = nullptr;
  3621.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  3622.             if (pBorderBrush)
  3623.             {
  3624.                 pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
  3625.                 SafeRelease(&pBorderBrush);
  3626.             }
  3627.  
  3628.             // If stripes, draw a stripe band
  3629.             if (player1Info.assignedType == BallType::STRIPE)
  3630.             {
  3631.                 ID2D1SolidColorBrush* pStripeBrush = nullptr;
  3632.                 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  3633.                 if (pStripeBrush)
  3634.                 {
  3635.                     D2D1_RECT_F stripeRect = D2D1::RectF(
  3636.                         ballCenter.x - radius,
  3637.                         ballCenter.y - 3.0f,
  3638.                         ballCenter.x + radius,
  3639.                         ballCenter.y + 3.0f
  3640.                     );
  3641.                     pRT->FillRectangle(&stripeRect, pStripeBrush);
  3642.                     SafeRelease(&pStripeBrush);
  3643.                 }
  3644.             }
  3645.         }
  3646.     }
  3647.  
  3648.  
  3649.     // Player 2 Info Text (Unchanged)
  3650.     std::wostringstream oss2;
  3651.     oss2 << player2Info.name.c_str() << L"\n";
  3652.     if (player2Info.assignedType != BallType::NONE) {
  3653.         oss2 << ((player2Info.assignedType == BallType::SOLID) ? L"Solids (Yellow)" : L"Stripes (Red)");
  3654.         oss2 << L" [" << player2Info.ballsPocketedCount << L"/7]";
  3655.     }
  3656.     else {
  3657.         oss2 << L"(Undecided)";
  3658.     }
  3659.     pRT->DrawText(oss2.str().c_str(), (UINT32)oss2.str().length(), pTextFormat, &p2Rect, pBrush);
  3660.     // Draw Player 2 Side Ball
  3661.     if (player2Info.assignedType != BallType::NONE)
  3662.     {
  3663.         ID2D1SolidColorBrush* pBallBrush = nullptr;
  3664.         D2D1_COLOR_F ballColor = (player2Info.assignedType == BallType::SOLID) ?
  3665.             D2D1::ColorF(1.0f, 1.0f, 0.0f) : D2D1::ColorF(1.0f, 0.0f, 0.0f);
  3666.         pRT->CreateSolidColorBrush(ballColor, &pBallBrush);
  3667.         if (pBallBrush)
  3668.         {
  3669.             D2D1_POINT_2F ballCenter = D2D1::Point2F(p2Rect.right + 10.0f, p2Rect.top + 20.0f);
  3670.             float radius = 10.0f;
  3671.             D2D1_ELLIPSE ball = D2D1::Ellipse(ballCenter, radius, radius);
  3672.             pRT->FillEllipse(&ball, pBallBrush);
  3673.             SafeRelease(&pBallBrush);
  3674.             // Draw border around the ball
  3675.             ID2D1SolidColorBrush* pBorderBrush = nullptr;
  3676.             pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  3677.             if (pBorderBrush)
  3678.             {
  3679.                 pRT->DrawEllipse(&ball, pBorderBrush, 1.5f); // thin border
  3680.                 SafeRelease(&pBorderBrush);
  3681.             }
  3682.  
  3683.             // If stripes, draw a stripe band
  3684.             if (player2Info.assignedType == BallType::STRIPE)
  3685.             {
  3686.                 ID2D1SolidColorBrush* pStripeBrush = nullptr;
  3687.                 pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &pStripeBrush);
  3688.                 if (pStripeBrush)
  3689.                 {
  3690.                     D2D1_RECT_F stripeRect = D2D1::RectF(
  3691.                         ballCenter.x - radius,
  3692.                         ballCenter.y - 3.0f,
  3693.                         ballCenter.x + radius,
  3694.                         ballCenter.y + 3.0f
  3695.                     );
  3696.                     pRT->FillRectangle(&stripeRect, pStripeBrush);
  3697.                     SafeRelease(&pStripeBrush);
  3698.                 }
  3699.             }
  3700.         }
  3701.     }
  3702.  
  3703.  
  3704.     // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
  3705.     ID2D1SolidColorBrush* pArrowBrush = nullptr;
  3706.     pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  3707.     if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  3708.         float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
  3709.         float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
  3710.         float arrowTipX, arrowBackX;
  3711.  
  3712.         D2D1_RECT_F playerBox = (currentPlayer == 1) ? p1Rect : p2Rect;
  3713.         arrowBackX = playerBox.left - 25.0f;
  3714.         arrowTipX = arrowBackX + arrowSizeBase * 0.75f;
  3715.  
  3716.         float notchDepth = 12.0f;  // Increased from 6.0f to make the rectangle longer
  3717.         float notchWidth = 10.0f;
  3718.  
  3719.         float cx = arrowBackX;
  3720.         float cy = arrowCenterY;
  3721.  
  3722.         // Define triangle + rectangle tail shape
  3723.         D2D1_POINT_2F tip = D2D1::Point2F(arrowTipX, cy);                           // tip
  3724.         D2D1_POINT_2F baseTop = D2D1::Point2F(cx, cy - arrowSizeBase / 2.0f);          // triangle top
  3725.         D2D1_POINT_2F baseBot = D2D1::Point2F(cx, cy + arrowSizeBase / 2.0f);          // triangle bottom
  3726.  
  3727.         // Rectangle coordinates for the tail portion:
  3728.         D2D1_POINT_2F r1 = D2D1::Point2F(cx - notchDepth, cy - notchWidth / 2.0f);   // rect top-left
  3729.         D2D1_POINT_2F r2 = D2D1::Point2F(cx, cy - notchWidth / 2.0f);                 // rect top-right
  3730.         D2D1_POINT_2F r3 = D2D1::Point2F(cx, cy + notchWidth / 2.0f);                 // rect bottom-right
  3731.         D2D1_POINT_2F r4 = D2D1::Point2F(cx - notchDepth, cy + notchWidth / 2.0f);    // rect bottom-left
  3732.  
  3733.         ID2D1PathGeometry* pPath = nullptr;
  3734.         if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  3735.             ID2D1GeometrySink* pSink = nullptr;
  3736.             if (SUCCEEDED(pPath->Open(&pSink))) {
  3737.                 pSink->BeginFigure(tip, D2D1_FIGURE_BEGIN_FILLED);
  3738.                 pSink->AddLine(baseTop);
  3739.                 pSink->AddLine(r2); // transition from triangle into rectangle
  3740.                 pSink->AddLine(r1);
  3741.                 pSink->AddLine(r4);
  3742.                 pSink->AddLine(r3);
  3743.                 pSink->AddLine(baseBot);
  3744.                 pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  3745.                 pSink->Close();
  3746.                 SafeRelease(&pSink);
  3747.                 pRT->FillGeometry(pPath, pArrowBrush);
  3748.             }
  3749.             SafeRelease(&pPath);
  3750.         }
  3751.  
  3752.  
  3753.         SafeRelease(&pArrowBrush);
  3754.     }
  3755.  
  3756.     //original
  3757. /*
  3758.     // --- MODIFIED: Current Turn Arrow (Blue, Bigger, Beside Name) ---
  3759.     ID2D1SolidColorBrush* pArrowBrush = nullptr;
  3760.     pRT->CreateSolidColorBrush(TURN_ARROW_COLOR, &pArrowBrush);
  3761.     if (pArrowBrush && currentGameState != GAME_OVER && currentGameState != SHOT_IN_PROGRESS && currentGameState != AI_THINKING) {
  3762.         float arrowSizeBase = 32.0f; // Base size for width/height offsets (4x original ~8)
  3763.         float arrowCenterY = p1Rect.top + uiHeight / 2.0f; // Center vertically with text box
  3764.         float arrowTipX, arrowBackX;
  3765.  
  3766.         if (currentPlayer == 1) {
  3767. arrowBackX = p1Rect.left - 25.0f; // Position left of the box
  3768.             arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
  3769.             // Define points for right-pointing arrow
  3770.             //D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  3771.             //D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  3772.             //D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  3773.             // Enhanced arrow with base rectangle intersection
  3774.     float notchDepth = 6.0f; // Depth of square base "stem"
  3775.     float notchWidth = 4.0f; // Thickness of square part
  3776.  
  3777.     D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  3778.     D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  3779.     D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY - notchWidth / 2.0f); // Square Left-Top
  3780.     D2D1_POINT_2F pt4 = D2D1::Point2F(arrowBackX - notchDepth, arrowCenterY + notchWidth / 2.0f); // Square Left-Bottom
  3781.     D2D1_POINT_2F pt5 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  3782.  
  3783.  
  3784.     ID2D1PathGeometry* pPath = nullptr;
  3785.     if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  3786.         ID2D1GeometrySink* pSink = nullptr;
  3787.         if (SUCCEEDED(pPath->Open(&pSink))) {
  3788.             pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
  3789.             pSink->AddLine(pt2);
  3790.             pSink->AddLine(pt3);
  3791.             pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  3792.             pSink->Close();
  3793.             SafeRelease(&pSink);
  3794.             pRT->FillGeometry(pPath, pArrowBrush);
  3795.         }
  3796.         SafeRelease(&pPath);
  3797.     }
  3798.         }
  3799.  
  3800.  
  3801.         //==================else player 2
  3802.         else { // Player 2
  3803.          // Player 2: Arrow left of P2 box, pointing right (or right of P2 box pointing left?)
  3804.          // Let's keep it consistent: Arrow left of the active player's box, pointing right.
  3805. // Let's keep it consistent: Arrow left of the active player's box, pointing right.
  3806. arrowBackX = p2Rect.left - 25.0f; // Position left of the box
  3807. arrowTipX = arrowBackX + arrowSizeBase * 0.75f; // Pointy end extends right
  3808. // Define points for right-pointing arrow
  3809. D2D1_POINT_2F pt1 = D2D1::Point2F(arrowTipX, arrowCenterY); // Tip
  3810. D2D1_POINT_2F pt2 = D2D1::Point2F(arrowBackX, arrowCenterY - arrowSizeBase / 2.0f); // Top-Back
  3811. D2D1_POINT_2F pt3 = D2D1::Point2F(arrowBackX, arrowCenterY + arrowSizeBase / 2.0f); // Bottom-Back
  3812.  
  3813. ID2D1PathGeometry* pPath = nullptr;
  3814. if (SUCCEEDED(pFactory->CreatePathGeometry(&pPath))) {
  3815.     ID2D1GeometrySink* pSink = nullptr;
  3816.     if (SUCCEEDED(pPath->Open(&pSink))) {
  3817.         pSink->BeginFigure(pt1, D2D1_FIGURE_BEGIN_FILLED);
  3818.         pSink->AddLine(pt2);
  3819.         pSink->AddLine(pt3);
  3820.         pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
  3821.         pSink->Close();
  3822.         SafeRelease(&pSink);
  3823.         pRT->FillGeometry(pPath, pArrowBrush);
  3824.     }
  3825.     SafeRelease(&pPath);
  3826. }
  3827.         }
  3828.         */
  3829.  
  3830.         // --- MODIFIED: Foul Text (Large Red, Bottom Center) ---
  3831.     if (foulCommitted && currentGameState != SHOT_IN_PROGRESS) {
  3832.         ID2D1SolidColorBrush* pFoulBrush = nullptr;
  3833.         pRT->CreateSolidColorBrush(FOUL_TEXT_COLOR, &pFoulBrush);
  3834.         if (pFoulBrush && pLargeTextFormat) {
  3835.             // Calculate Rect for bottom-middle area
  3836.             float foulWidth = 200.0f; // Adjust width as needed
  3837.             float foulHeight = 60.0f;
  3838.             float foulLeft = TABLE_LEFT + (TABLE_WIDTH / 2.0f) - (foulWidth / 2.0f);
  3839.             // Position below the pocketed balls bar
  3840.             float foulTop = pocketedBallsBarRect.bottom + 10.0f;
  3841.             D2D1_RECT_F foulRect = D2D1::RectF(foulLeft, foulTop, foulLeft + foulWidth, foulTop + foulHeight);
  3842.  
  3843.             // --- Set text alignment to center for foul text ---
  3844.             pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  3845.             pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  3846.  
  3847.             pRT->DrawText(L"FOUL!", 5, pLargeTextFormat, &foulRect, pFoulBrush);
  3848.  
  3849.             // --- Restore default alignment for large text if needed elsewhere ---
  3850.             // pLargeTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
  3851.             // pLargeTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  3852.  
  3853.             SafeRelease(&pFoulBrush);
  3854.         }
  3855.     }
  3856.  
  3857.     // Show AI Thinking State (Unchanged from previous step)
  3858.     if (currentGameState == AI_THINKING && pTextFormat) {
  3859.         ID2D1SolidColorBrush* pThinkingBrush = nullptr;
  3860.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Orange), &pThinkingBrush);
  3861.         if (pThinkingBrush) {
  3862.             D2D1_RECT_F thinkingRect = p2Rect;
  3863.             thinkingRect.top += 20; // Offset within P2 box
  3864.             // Ensure default text alignment for this
  3865.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  3866.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
  3867.             pRT->DrawText(L"Thinking...", 11, pTextFormat, &thinkingRect, pThinkingBrush);
  3868.             SafeRelease(&pThinkingBrush);
  3869.         }
  3870.     }
  3871.  
  3872.     SafeRelease(&pBrush);
  3873.  
  3874.     // --- Draw CHEAT MODE label if active ---
  3875.     if (cheatModeEnabled) {
  3876.         ID2D1SolidColorBrush* pCheatBrush = nullptr;
  3877.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red), &pCheatBrush);
  3878.         if (pCheatBrush && pTextFormat) {
  3879.             D2D1_RECT_F cheatTextRect = D2D1::RectF(
  3880.                 TABLE_LEFT + 10.0f,
  3881.                 TABLE_TOP + 10.0f,
  3882.                 TABLE_LEFT + 200.0f,
  3883.                 TABLE_TOP + 40.0f
  3884.             );
  3885.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
  3886.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
  3887.             pRT->DrawText(L"CHEAT MODE ON", wcslen(L"CHEAT MODE ON"), pTextFormat, &cheatTextRect, pCheatBrush);
  3888.         }
  3889.         SafeRelease(&pCheatBrush);
  3890.     }
  3891. }
  3892.  
  3893. void DrawPowerMeter(ID2D1RenderTarget* pRT) {
  3894.     // Draw Border
  3895.     ID2D1SolidColorBrush* pBorderBrush = nullptr;
  3896.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pBorderBrush);
  3897.     if (!pBorderBrush) return;
  3898.     pRT->DrawRectangle(&powerMeterRect, pBorderBrush, 2.0f);
  3899.     SafeRelease(&pBorderBrush);
  3900.  
  3901.     // Create Gradient Fill
  3902.     ID2D1GradientStopCollection* pGradientStops = nullptr;
  3903.     ID2D1LinearGradientBrush* pGradientBrush = nullptr;
  3904.     D2D1_GRADIENT_STOP gradientStops[4];
  3905.     gradientStops[0].position = 0.0f;
  3906.     gradientStops[0].color = D2D1::ColorF(D2D1::ColorF::Green);
  3907.     gradientStops[1].position = 0.45f;
  3908.     gradientStops[1].color = D2D1::ColorF(D2D1::ColorF::Yellow);
  3909.     gradientStops[2].position = 0.7f;
  3910.     gradientStops[2].color = D2D1::ColorF(D2D1::ColorF::Orange);
  3911.     gradientStops[3].position = 1.0f;
  3912.     gradientStops[3].color = D2D1::ColorF(D2D1::ColorF::Red);
  3913.  
  3914.     pRT->CreateGradientStopCollection(gradientStops, 4, &pGradientStops);
  3915.     if (pGradientStops) {
  3916.         D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES props = {};
  3917.         props.startPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.bottom);
  3918.         props.endPoint = D2D1::Point2F(powerMeterRect.left, powerMeterRect.top);
  3919.         pRT->CreateLinearGradientBrush(props, pGradientStops, &pGradientBrush);
  3920.         SafeRelease(&pGradientStops);
  3921.     }
  3922.  
  3923.     // Calculate Fill Height
  3924.     float fillRatio = 0;
  3925.     //if (isAiming && (currentGameState == AIMING || currentGameState == BREAKING)) {
  3926.         // Determine if power meter should reflect shot power (human aiming or AI preparing)
  3927.     bool humanIsAimingPower = isAiming && (currentGameState == AIMING || currentGameState == BREAKING);
  3928.     // NEW Condition: AI is displaying its aim, so show its chosen power
  3929.     bool aiIsVisualizingPower = (isPlayer2AI && currentPlayer == 2 &&
  3930.         currentGameState == AI_THINKING && aiIsDisplayingAim);
  3931.  
  3932.     if (humanIsAimingPower || aiIsVisualizingPower) { // Use the new condition
  3933.         fillRatio = shotPower / MAX_SHOT_POWER;
  3934.     }
  3935.     float fillHeight = (powerMeterRect.bottom - powerMeterRect.top) * fillRatio;
  3936.     D2D1_RECT_F fillRect = D2D1::RectF(
  3937.         powerMeterRect.left,
  3938.         powerMeterRect.bottom - fillHeight,
  3939.         powerMeterRect.right,
  3940.         powerMeterRect.bottom
  3941.     );
  3942.  
  3943.     if (pGradientBrush) {
  3944.         pRT->FillRectangle(&fillRect, pGradientBrush);
  3945.         SafeRelease(&pGradientBrush);
  3946.     }
  3947.  
  3948.     // Draw scale notches
  3949.     ID2D1SolidColorBrush* pNotchBrush = nullptr;
  3950.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pNotchBrush);
  3951.     if (pNotchBrush) {
  3952.         for (int i = 0; i <= 8; ++i) {
  3953.             float y = powerMeterRect.top + (powerMeterRect.bottom - powerMeterRect.top) * (i / 8.0f);
  3954.             pRT->DrawLine(
  3955.                 D2D1::Point2F(powerMeterRect.right + 2.0f, y),
  3956.                 D2D1::Point2F(powerMeterRect.right + 8.0f, y),
  3957.                 pNotchBrush,
  3958.                 1.5f
  3959.             );
  3960.         }
  3961.         SafeRelease(&pNotchBrush);
  3962.     }
  3963.  
  3964.     // Draw "Power" Label Below Meter
  3965.     if (pTextFormat) {
  3966.         ID2D1SolidColorBrush* pTextBrush = nullptr;
  3967.         pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pTextBrush);
  3968.         if (pTextBrush) {
  3969.             D2D1_RECT_F textRect = D2D1::RectF(
  3970.                 powerMeterRect.left - 20.0f,
  3971.                 powerMeterRect.bottom + 8.0f,
  3972.                 powerMeterRect.right + 20.0f,
  3973.                 powerMeterRect.bottom + 38.0f
  3974.             );
  3975.             pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
  3976.             pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
  3977.             pRT->DrawText(L"Power", 5, pTextFormat, &textRect, pTextBrush);
  3978.             SafeRelease(&pTextBrush);
  3979.         }
  3980.     }
  3981.  
  3982.     // Draw Glow Effect if fully charged or fading out
  3983.     static float glowPulse = 0.0f;
  3984.     static bool glowIncreasing = true;
  3985.     static float glowFadeOut = 0.0f; // NEW: tracks fading out
  3986.  
  3987.     if (shotPower >= MAX_SHOT_POWER * 0.99f) {
  3988.         // While fully charged, keep pulsing normally
  3989.         if (glowIncreasing) {
  3990.             glowPulse += 0.02f;
  3991.             if (glowPulse >= 1.0f) glowIncreasing = false;
  3992.         }
  3993.         else {
  3994.             glowPulse -= 0.02f;
  3995.             if (glowPulse <= 0.0f) glowIncreasing = true;
  3996.         }
  3997.         glowFadeOut = 1.0f; // Reset fade out to full
  3998.     }
  3999.     else if (glowFadeOut > 0.0f) {
  4000.         // If shot fired, gradually fade out
  4001.         glowFadeOut -= 0.02f;
  4002.         if (glowFadeOut < 0.0f) glowFadeOut = 0.0f;
  4003.     }
  4004.  
  4005.     if (glowFadeOut > 0.0f) {
  4006.         ID2D1SolidColorBrush* pGlowBrush = nullptr;
  4007.         float effectiveOpacity = (0.3f + 0.7f * glowPulse) * glowFadeOut;
  4008.         pRT->CreateSolidColorBrush(
  4009.             D2D1::ColorF(D2D1::ColorF::Red, effectiveOpacity),
  4010.             &pGlowBrush
  4011.         );
  4012.         if (pGlowBrush) {
  4013.             float glowCenterX = (powerMeterRect.left + powerMeterRect.right) / 2.0f;
  4014.             float glowCenterY = powerMeterRect.top;
  4015.             D2D1_ELLIPSE glowEllipse = D2D1::Ellipse(
  4016.                 D2D1::Point2F(glowCenterX, glowCenterY - 10.0f),
  4017.                 12.0f + 3.0f * glowPulse,
  4018.                 6.0f + 2.0f * glowPulse
  4019.             );
  4020.             pRT->FillEllipse(&glowEllipse, pGlowBrush);
  4021.             SafeRelease(&pGlowBrush);
  4022.         }
  4023.     }
  4024. }
  4025.  
  4026. void DrawSpinIndicator(ID2D1RenderTarget* pRT) {
  4027.     ID2D1SolidColorBrush* pWhiteBrush = nullptr;
  4028.     ID2D1SolidColorBrush* pRedBrush = nullptr;
  4029.  
  4030.     pRT->CreateSolidColorBrush(CUE_BALL_COLOR, &pWhiteBrush);
  4031.     pRT->CreateSolidColorBrush(ENGLISH_DOT_COLOR, &pRedBrush);
  4032.  
  4033.     if (!pWhiteBrush || !pRedBrush) {
  4034.         SafeRelease(&pWhiteBrush);
  4035.         SafeRelease(&pRedBrush);
  4036.         return;
  4037.     }
  4038.  
  4039.     // Draw White Ball Background
  4040.     D2D1_ELLIPSE bgEllipse = D2D1::Ellipse(spinIndicatorCenter, spinIndicatorRadius, spinIndicatorRadius);
  4041.     pRT->FillEllipse(&bgEllipse, pWhiteBrush);
  4042.     pRT->DrawEllipse(&bgEllipse, pRedBrush, 0.5f); // Thin red border
  4043.  
  4044.  
  4045.     // Draw Red Dot for Spin Position
  4046.     float dotRadius = 4.0f;
  4047.     float dotX = spinIndicatorCenter.x + cueSpinX * (spinIndicatorRadius - dotRadius); // Keep dot inside edge
  4048.     float dotY = spinIndicatorCenter.y + cueSpinY * (spinIndicatorRadius - dotRadius);
  4049.     D2D1_ELLIPSE dotEllipse = D2D1::Ellipse(D2D1::Point2F(dotX, dotY), dotRadius, dotRadius);
  4050.     pRT->FillEllipse(&dotEllipse, pRedBrush);
  4051.  
  4052.     SafeRelease(&pWhiteBrush);
  4053.     SafeRelease(&pRedBrush);
  4054. }
  4055.  
  4056.  
  4057. void DrawPocketedBallsIndicator(ID2D1RenderTarget* pRT) {
  4058.     ID2D1SolidColorBrush* pBgBrush = nullptr;
  4059.     ID2D1SolidColorBrush* pBallBrush = nullptr;
  4060.  
  4061.     // Ensure render target is valid before proceeding
  4062.     if (!pRT) return;
  4063.  
  4064.     HRESULT hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, 0.8f), &pBgBrush); // Semi-transparent black
  4065.     if (FAILED(hr)) { SafeRelease(&pBgBrush); return; } // Exit if brush creation fails
  4066.  
  4067.     hr = pRT->CreateSolidColorBrush(D2D1::ColorF(0, 0, 0), &pBallBrush); // Placeholder, color will be set per ball
  4068.     if (FAILED(hr)) {
  4069.         SafeRelease(&pBgBrush);
  4070.         SafeRelease(&pBallBrush);
  4071.         return; // Exit if brush creation fails
  4072.     }
  4073.  
  4074.     // Draw the background bar (rounded rect)
  4075.     D2D1_ROUNDED_RECT roundedRect = D2D1::RoundedRect(pocketedBallsBarRect, 10.0f, 10.0f); // Corner radius 10
  4076.     float baseAlpha = 0.8f;
  4077.     float flashBoost = pocketFlashTimer * 0.5f; // Make flash effect boost alpha slightly
  4078.     float finalAlpha = std::min(1.0f, baseAlpha + flashBoost);
  4079.     pBgBrush->SetOpacity(finalAlpha);
  4080.     pRT->FillRoundedRectangle(&roundedRect, pBgBrush);
  4081.     pBgBrush->SetOpacity(1.0f); // Reset opacity after drawing
  4082.  
  4083.     // --- Draw small circles for pocketed balls inside the bar ---
  4084.  
  4085.     // Calculate dimensions based on the bar's height for better scaling
  4086.     float barHeight = pocketedBallsBarRect.bottom - pocketedBallsBarRect.top;
  4087.     float ballDisplayRadius = barHeight * 0.30f; // Make balls slightly smaller relative to bar height
  4088.     float spacing = ballDisplayRadius * 2.2f; // Adjust spacing slightly
  4089.     float padding = spacing * 0.75f; // Add padding from the edges
  4090.     float center_Y = pocketedBallsBarRect.top + barHeight / 2.0f; // Vertical center
  4091.  
  4092.     // Starting X positions with padding
  4093.     float currentX_P1 = pocketedBallsBarRect.left + padding;
  4094.     float currentX_P2 = pocketedBallsBarRect.right - padding; // Start from right edge minus padding
  4095.  
  4096.     int p1DrawnCount = 0;
  4097.     int p2DrawnCount = 0;
  4098.     const int maxBallsToShow = 7; // Max balls per player in the bar
  4099.  
  4100.     for (const auto& b : balls) {
  4101.         if (b.isPocketed) {
  4102.             // Skip cue ball and 8-ball in this indicator
  4103.             if (b.id == 0 || b.id == 8) continue;
  4104.  
  4105.             bool isPlayer1Ball = (player1Info.assignedType != BallType::NONE && b.type == player1Info.assignedType);
  4106.             bool isPlayer2Ball = (player2Info.assignedType != BallType::NONE && b.type == player2Info.assignedType);
  4107.  
  4108.             if (isPlayer1Ball && p1DrawnCount < maxBallsToShow) {
  4109.                 pBallBrush->SetColor(b.color);
  4110.                 // Draw P1 balls from left to right
  4111.                 D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P1 + p1DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
  4112.                 pRT->FillEllipse(&ballEllipse, pBallBrush);
  4113.                 p1DrawnCount++;
  4114.             }
  4115.             else if (isPlayer2Ball && p2DrawnCount < maxBallsToShow) {
  4116.                 pBallBrush->SetColor(b.color);
  4117.                 // Draw P2 balls from right to left
  4118.                 D2D1_ELLIPSE ballEllipse = D2D1::Ellipse(D2D1::Point2F(currentX_P2 - p2DrawnCount * spacing, center_Y), ballDisplayRadius, ballDisplayRadius);
  4119.                 pRT->FillEllipse(&ballEllipse, pBallBrush);
  4120.                 p2DrawnCount++;
  4121.             }
  4122.             // Note: Balls pocketed before assignment or opponent balls are intentionally not shown here.
  4123.             // You could add logic here to display them differently if needed (e.g., smaller, grayed out).
  4124.         }
  4125.     }
  4126.  
  4127.     SafeRelease(&pBgBrush);
  4128.     SafeRelease(&pBallBrush);
  4129. }
  4130.  
  4131. void DrawBallInHandIndicator(ID2D1RenderTarget* pRT) {
  4132.     if (!isDraggingCueBall && (currentGameState != BALL_IN_HAND_P1 && currentGameState != BALL_IN_HAND_P2 && currentGameState != PRE_BREAK_PLACEMENT)) {
  4133.         return; // Only show when placing/dragging
  4134.     }
  4135.  
  4136.     Ball* cueBall = GetCueBall();
  4137.     if (!cueBall) return;
  4138.  
  4139.     ID2D1SolidColorBrush* pGhostBrush = nullptr;
  4140.     pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White, 0.6f), &pGhostBrush); // Semi-transparent white
  4141.  
  4142.     if (pGhostBrush) {
  4143.         D2D1_POINT_2F drawPos;
  4144.         if (isDraggingCueBall) {
  4145.             drawPos = D2D1::Point2F((float)ptMouse.x, (float)ptMouse.y);
  4146.         }
  4147.         else {
  4148.             // If not dragging but in placement state, show at current ball pos
  4149.             drawPos = D2D1::Point2F(cueBall->x, cueBall->y);
  4150.         }
  4151.  
  4152.         // Check if the placement is valid before drawing differently?
  4153.         bool behindHeadstring = (currentGameState == PRE_BREAK_PLACEMENT);
  4154.         bool isValid = IsValidCueBallPosition(drawPos.x, drawPos.y, behindHeadstring);
  4155.  
  4156.         if (!isValid) {
  4157.             // Maybe draw red outline if invalid placement?
  4158.             pGhostBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
  4159.         }
  4160.  
  4161.  
  4162.         D2D1_ELLIPSE ghostEllipse = D2D1::Ellipse(drawPos, BALL_RADIUS, BALL_RADIUS);
  4163.         pRT->FillEllipse(&ghostEllipse, pGhostBrush);
  4164.         pRT->DrawEllipse(&ghostEllipse, pGhostBrush, 1.0f); // Outline
  4165.  
  4166.         SafeRelease(&pGhostBrush);
  4167.     }
  4168. }
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