1 /**
2 * (c) Copyright 1993, 1994, Silicon Graphics, Inc.
3 * ALL RIGHTS RESERVED
4 * Permission to use, copy, modify, and distribute this software for
5 * any purpose and without fee is hereby granted, provided that the above
6 * copyright notice appear in all copies and that both the copyright notice
7 * and this permission notice appear in supporting documentation, and that
8 * the name of Silicon Graphics, Inc. not be used in advertising
9 * or publicity pertaining to distribution of the software without specific,
10 * written prior permission.
11 *
12 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
13 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
14 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
15 * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
16 * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
17 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
18 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
19 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
20 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
21 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
22 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
23 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
24 *
25 * US Government Users Restricted Rights
26 * Use, duplication, or disclosure by the Government is subject to
27 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
28 * (c)(1)(ii) of the Rights in Technical Data and Computer Software
29 * clause at DFARS 252.227-7013 and/or in similar or successor
30 * clauses in the FAR or the DOD or NASA FAR Supplement.
31 * Unpublished-- rights reserved under the copyright laws of the
32 * United States. Contractor/manufacturer is Silicon Graphics,
33 * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
34 *
35 * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
36 */
37 #include <math.h>
38 #include <stdlib.h> /* For rand(). */
39 #include <GLUT/glut.h>
40 #include "atlantis.h"
41
42 void
FishTransform(fishRec * fish)43 FishTransform(fishRec * fish)
44 {
45
46 glTranslatef(fish->y, fish->z, -fish->x);
47 glRotatef(-fish->psi, 0.0, 1.0, 0.0);
48 glRotatef(fish->theta, 1.0, 0.0, 0.0);
49 glRotatef(-fish->phi, 0.0, 0.0, 1.0);
50 }
51
52 void
WhalePilot(fishRec * fish)53 WhalePilot(fishRec * fish)
54 {
55
56 fish->phi = -20.0;
57 fish->theta = 0.0;
58 fish->psi -= 0.5;
59
60 fish->x += WHALESPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
61 fish->y += WHALESPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
62 fish->z += WHALESPEED * fish->v * sin(fish->theta / RAD);
63 }
64
65 void
SharkPilot(fishRec * fish)66 SharkPilot(fishRec * fish)
67 {
68 static int sign = 1;
69 float X, Y, Z, tpsi, ttheta, thetal;
70
71 fish->xt = 60000.0;
72 fish->yt = 0.0;
73 fish->zt = 0.0;
74
75 X = fish->xt - fish->x;
76 Y = fish->yt - fish->y;
77 Z = fish->zt - fish->z;
78
79 thetal = fish->theta;
80
81 ttheta = RAD * atan(Z / (sqrt(X * X + Y * Y)));
82
83 if (ttheta > fish->theta + 0.25) {
84 fish->theta += 0.5;
85 } else if (ttheta < fish->theta - 0.25) {
86 fish->theta -= 0.5;
87 }
88 if (fish->theta > 90.0) {
89 fish->theta = 90.0;
90 }
91 if (fish->theta < -90.0) {
92 fish->theta = -90.0;
93 }
94 fish->dtheta = fish->theta - thetal;
95
96 tpsi = RAD * atan2(Y, X);
97
98 fish->attack = 0;
99
100 if (fabs(tpsi - fish->psi) < 10.0) {
101 fish->attack = 1;
102 } else if (fabs(tpsi - fish->psi) < 45.0) {
103 if (fish->psi > tpsi) {
104 fish->psi -= 0.5;
105 if (fish->psi < -180.0) {
106 fish->psi += 360.0;
107 }
108 } else if (fish->psi < tpsi) {
109 fish->psi += 0.5;
110 if (fish->psi > 180.0) {
111 fish->psi -= 360.0;
112 }
113 }
114 } else {
115 if (rand() % 100 > 98) {
116 sign = 1 - sign;
117 }
118 fish->psi += sign;
119 if (fish->psi > 180.0) {
120 fish->psi -= 360.0;
121 }
122 if (fish->psi < -180.0) {
123 fish->psi += 360.0;
124 }
125 }
126
127 if (fish->attack) {
128 if (fish->v < 1.1) {
129 fish->spurt = 1;
130 }
131 if (fish->spurt) {
132 fish->v += 0.2;
133 }
134 if (fish->v > 5.0) {
135 fish->spurt = 0;
136 }
137 if ((fish->v > 1.0) && (!fish->spurt)) {
138 fish->v -= 0.2;
139 }
140 } else {
141 if (!(rand() % 400) && (!fish->spurt)) {
142 fish->spurt = 1;
143 }
144 if (fish->spurt) {
145 fish->v += 0.05;
146 }
147 if (fish->v > 3.0) {
148 fish->spurt = 0;
149 }
150 if ((fish->v > 1.0) && (!fish->spurt)) {
151 fish->v -= 0.05;
152 }
153 }
154
155 fish->x += SHARKSPEED * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD);
156 fish->y += SHARKSPEED * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD);
157 fish->z += SHARKSPEED * fish->v * sin(fish->theta / RAD);
158 }
159
160 void
SharkMiss(int i)161 SharkMiss(int i)
162 {
163 int j;
164 float avoid, thetal;
165 float X, Y, Z, R;
166
167 for (j = 0; j < NUM_SHARKS; j++) {
168 if (j != i) {
169 X = sharks[j].x - sharks[i].x;
170 Y = sharks[j].y - sharks[i].y;
171 Z = sharks[j].z - sharks[i].z;
172
173 R = sqrt(X * X + Y * Y + Z * Z);
174
175 avoid = 1.0;
176 thetal = sharks[i].theta;
177
178 if (R < SHARKSIZE) {
179 if (Z > 0.0) {
180 sharks[i].theta -= avoid;
181 } else {
182 sharks[i].theta += avoid;
183 }
184 }
185 sharks[i].dtheta += (sharks[i].theta - thetal);
186 }
187 }
188 }
189