#include #include #include #include #include "atlantis.h" void FishTransform(fishRec *fish) { glTranslatef(fish->y, fish->z, -fish->x); glRotatef(-fish->psi, 0.0, 1.0, 0.0); glRotatef(fish->theta, 1.0, 0.0, 0.0); glRotatef(-fish->phi, 0.0, 0.0, 1.0); } void WhalePilot(fishRec *fish) { fish->phi = -20.0; fish->theta = 0.0; fish->psi -= 0.5; fish->x += WHALESPEED * fish->v * cos(fish->psi/RAD) * cos(fish->theta/RAD); fish->y += WHALESPEED * fish->v * sin(fish->psi/RAD) * cos(fish->theta/RAD); fish->z += WHALESPEED * fish->v * sin(fish->theta/RAD); } void SharkPilot(fishRec *fish) { static int sign = 1; float X, Y, Z, tpsi, ttheta, thetal; fish->xt = 60000.0; fish->yt = 0.0; fish->zt = 0.0; X = fish->xt - fish->x; Y = fish->yt - fish->y; Z = fish->zt - fish->z; thetal = fish->theta; ttheta = RAD * atan(Z/(sqrt(X*X+Y*Y))); if (ttheta > fish->theta+0.25) { fish->theta += 0.5; } else if (ttheta < fish->theta-0.25) { fish->theta -= 0.5; } if (fish->theta > 90.0) { fish->theta = 90.0; } if (fish->theta < -90.0) { fish->theta = -90.0; } fish->dtheta = fish->theta - thetal; tpsi = RAD * atan2(Y, X); fish->attack = 0; if (fabs(tpsi-fish->psi) < 10.0) { fish->attack = 1; } else if (fabs(tpsi-fish->psi) < 45.0) { if (fish->psi > tpsi) { fish->psi -= 0.5; if (fish->psi < -180.0) { fish->psi += 360.0; } } else if (fish->psi < tpsi) { fish->psi += 0.5; if (fish->psi > 180.0) { fish->psi -= 360.0; } } } else { if (rand()%100 > 98) { sign = 1 - sign; } fish->psi += sign; if (fish->psi > 180.0) { fish->psi -= 360.0; } if (fish->psi < -180.0) { fish->psi += 360.0; } } if (fish->attack) { if (fish->v < 1.1) { fish->spurt = 1; } if (fish->spurt) { fish->v += 0.2; } if (fish->v > 5.0) { fish->spurt = 0; } if ((fish->v > 1.0) && (!fish->spurt)) { fish->v -= 0.2; } } else { if (!(rand()%400) && (!fish->spurt)) { fish->spurt = 1; } if (fish->spurt) { fish->v += 0.05; } if (fish->v > 3.0) { fish->spurt = 0; } if ((fish->v > 1.0) && (!fish->spurt)) { fish->v -= 0.05; } } fish->x += SHARKSPEED * fish->v * cos(fish->psi/RAD) * cos(fish->theta/RAD); fish->y += SHARKSPEED * fish->v * sin(fish->psi/RAD) * cos(fish->theta/RAD); fish->z += SHARKSPEED * fish->v * sin(fish->theta/RAD); } void SharkMiss(int i) { int j; float avoid, thetal; float X, Y, Z, R; for (j = 0; j < NUM_SHARKS; j++) { if (j != i) { X = sharks[j].x - sharks[i].x; Y = sharks[j].y - sharks[i].y; Z = sharks[j].z - sharks[i].z; R = sqrt(X*X+Y*Y+Z*Z); avoid = 1.0; thetal = sharks[i].theta; if (R < SHARKSIZE) { if (Z > 0.0) { sharks[i].theta -= avoid; } else { sharks[i].theta += avoid; } } sharks[i].dtheta += (sharks[i].theta - thetal); } } }