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alien_fx_fiend

Direct2D 8-Ball Pool Using Vector Graphics: Ultimate Final Edition (Yahoo-Style ShotMeter TableFrame

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