]> git.pond.sub.org Git - empserver/blobdiff - src/lib/update/ship.c
Remove budget priorities:
[empserver] / src / lib / update / ship.c
index 02ff1ef4658d4b0b2461e844bb2b40dce6f65784..8bfe670f878d2c2b32575ce939bd3e1006aba611 100644 (file)
@@ -1,6 +1,6 @@
 /*
  *  Empire - A multi-player, client/server Internet based war game.
- *  Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ *  Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
  *                           Ken Stevens, Steve McClure
  *
  *  This program is free software; you can redistribute it and/or modify
@@ -19,9 +19,9 @@
  *
  *  ---
  *
- *  See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- *  related information and legal notices. It is expected that any future
- *  projects/authors will amend these files as needed.
+ *  See files README, COPYING and CREDITS in the root of the source
+ *  tree for related information and legal notices.  It is expected
+ *  that future projects/authors will amend these files as needed.
  *
  *  ---
  *
  *  Known contributors to this file:
  *     Dave Pare, 1986
  *     Steve McClure, 1996
+ *     Ron Koenderink, 2004
+ *     Markus Armbruster, 2006
  */
 
+#include <config.h>
+
+#include <math.h>
 #include "misc.h"
-#include "var.h"
+#include "plague.h"
 #include "sect.h"
 #include "nat.h"
 #include "ship.h"
-#include "var.h"
 #include "news.h"
 #include "file.h"
 #include "product.h"
 #include "subs.h"
 #include "gen.h"
 #include "lost.h"
+#include "budg.h"
 
-#ifndef MIN
-#define MIN(x,y)        ((x) > (y) ? (y) : (x))
-#endif
+static void shiprepair(struct shpstr *, struct natstr *, int *, int);
+static void upd_ship(struct shpstr *, int, struct natstr *, int *, int);
+static int feed_ship(struct shpstr *, int);
 
 int
 prod_ship(int etus, int natnum, int *bp, int build)
-               /* build = 1, maintain = 0 */
+               /* build = 1, maintain = 0 */
 {
-       register struct shpstr *sp;
-       struct  natstr *np;
-       int     n, k=0;
-       extern  long sea_money[MAXNOC];
-       int     start_money;
-       int     lastx = 9999, lasty = 9999;
-
-       bp_enable_cachepath();
-       for (n=0; NULL != (sp = getshipp(n)); n++) {
-               if (sp->shp_own == 0)
-                       continue;
-               if (sp->shp_own != natnum)
-                       continue;
-               np = getnatp(sp->shp_own);
-               start_money = np->nat_money;
-               if (lastx == 9999 || lasty == 9999) {
-                 lastx = sp->shp_x;
-                 lasty = sp->shp_y;
-               }
-               if (lastx != sp->shp_x || lasty != sp->shp_y) {
-                 /* Reset the cache */
-                 bp_disable_cachepath();
-                 bp_clear_cachepath();
-                 bp_enable_cachepath();
-               }
-               upd_ship(sp, n, etus, np, bp, build);
-               if (build && !player->simulation) /* make sure to only autonav once */
-                       nav_ship(sp);           /* autonav the ship */
-               sea_money[sp->shp_own] += np->nat_money - start_money;
-               if ((build && (np->nat_money != start_money)) || (!build))
-                 k++;
-               if (player->simulation)
-                 np->nat_money = start_money;     
+    struct shpstr *sp;
+    struct natstr *np;
+    int n, k = 0;
+    int start_money;
+    int lastx = 9999, lasty = 9999;
+
+    bp_enable_cachepath();
+    for (n = 0; NULL != (sp = getshipp(n)); n++) {
+       if (sp->shp_own == 0)
+           continue;
+       if (sp->shp_own != natnum)
+           continue;
+       if (sp->shp_effic < SHIP_MINEFF) {
+           makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
+                    sp->shp_x, sp->shp_y);
+           sp->shp_own = 0;
+           continue;
        }
-       bp_disable_cachepath();
-       bp_clear_cachepath();
 
-       if (opt_SAIL) {
-           if (build && !player->simulation) /* make sure to only sail once */
-               sail_ship(natnum);
+       np = getnatp(sp->shp_own);
+       if (lastx == 9999 || lasty == 9999) {
+           lastx = sp->shp_x;
+           lasty = sp->shp_y;
+       }
+       if (lastx != sp->shp_x || lasty != sp->shp_y) {
+           /* Reset the cache */
+           bp_disable_cachepath();
+           bp_clear_cachepath();
+           bp_enable_cachepath();
        }
-       return k;
+       start_money = np->nat_money;
+       upd_ship(sp, etus, np, bp, build);
+       if (build && !player->simulation)       /* make sure to only autonav once */
+           nav_ship(sp);       /* autonav the ship */
+       sea_money[sp->shp_own] += np->nat_money - start_money;
+       if (!build || np->nat_money != start_money)
+           k++;
+       if (player->simulation)
+           np->nat_money = start_money;
+    }
+    bp_disable_cachepath();
+    bp_clear_cachepath();
+
+    if (opt_SAIL) {
+       if (build && !player->simulation)       /* make sure to only sail once */
+           sail_ship(natnum);
+    }
+    return k;
 }
 
-void
-upd_ship(register struct shpstr *sp, int shipno, register int etus, struct natstr *np, int *bp, int build)
-              /* build = 1, maintain = 0 */
+static void
+upd_ship(struct shpstr *sp, int etus,
+        struct natstr *np, int *bp, int build)
+              /* build = 1, maintain = 0 */
 {
-       extern  long pops[];
-       struct  sctstr *sectp;
-       struct  mchrstr *mp;
-       int     vec[I_MAX+1];
-       int     cvec[I_MAX+1];
-       int     oil_gained;
-       int     max_oil;
-       int     max_food;
-       struct  pchrstr *product;
-       s_char  *resource;
-       int     n;
-       int     mult;
-       extern  double money_ship;
-       int     needed;
-       int     cost;
-       int     eff;
-
-       mp = &mchr[(int)sp->shp_type];
-       getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
-       if (build == 1){
-               if (np->nat_priorities[PRI_SBUILD] == 0 ||
-                   np->nat_money < 0)
-                       return;
-               if (sp->shp_effic < SHIP_MINEFF ||
-                       !shiprepair(sp, vec, np, bp, etus)) {
-                       makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x, sp->shp_y);
-                       sp->shp_own = 0;
-                       return;
-               }
-       }else{
-               mult = 1;
-               if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
-                       mult = 2;
-               cost = -(mult * etus * dmin(0.0, money_ship * mp->m_cost));
-               if ((np->nat_priorities[PRI_SMAINT] == 0 ||
-                   np->nat_money < cost) && !player->simulation){
-                       if ((eff = sp->shp_effic - etus/5) < SHIP_MINEFF) {
-                               wu(0, sp->shp_own,
-                                  "%s lost to lack of maintenance\n",
-                                  prship(sp));
-                               makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x, sp->shp_y);
-                               sp->shp_own = 0;
-                               return;
-                       }
-                       wu(0, sp->shp_own,
-                          "%s lost %d%% to lack of maintenance\n",
-                          prship(sp), sp->shp_effic - eff);
-                       sp->shp_effic = eff;
-               } else {
-                       np->nat_money -= cost;
-               }
+    struct sctstr *sectp;
+    struct mchrstr *mp;
+    int pstage, ptime;
+    int oil_gained;
+    int max_oil;
+    int max_food;
+    struct pchrstr *product;
+    unsigned char *resource;
+    int dep;
+    int n;
+    int mult;
+    int cost;
+    int eff;
+
+    mp = &mchr[(int)sp->shp_type];
+    if (build == 1) {
+       if (np->nat_money >= 0)
+           shiprepair(sp, np, bp, etus);
+    } else {
+       mult = 1;
+       if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
+           mult = 2;
+       cost = -(mult * etus * MIN(0.0, money_ship * mp->m_cost));
+       if (np->nat_money < cost && !player->simulation) {
+           if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
+               wu(0, sp->shp_own,
+                  "%s lost to lack of maintenance\n", prship(sp));
+               makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
+                        sp->shp_x, sp->shp_y);
+               sp->shp_own = 0;
+               return;
+           }
+           wu(0, sp->shp_own,
+              "%s lost %d%% to lack of maintenance\n",
+              prship(sp), sp->shp_effic - eff);
+           sp->shp_effic = eff;
+       } else {
+           np->nat_money -= cost;
+       }
 
-               sectp = getsectp(sp->shp_x, sp->shp_y);
-               if (((mp->m_flags & M_OIL) && (sectp->sct_type == SCT_WATER))
-                        && !player->simulation){
-                       /*
-                        * take care of oil production
-                        */
-                       oil_gained = roundavg((vec[I_CIVIL] * etus / 10000.0)
-                               * sectp->sct_oil);
-                       vec[I_OIL] += oil_gained;
-                       max_oil = vl_find(V_OIL,mp->m_vtype,mp->m_vamt,mp->m_nv);
-                       if (vec[I_OIL] > max_oil)
-                               vec[I_OIL] = max_oil;
-                       product = &pchr[P_OIL];
-                       if (product->p_nrdep != 0 && oil_gained > 0) {
-                               resource = ((s_char *)sectp) + product->p_nrndx;
-                               *resource -= roundavg(oil_gained *
-                                       product->p_nrdep / 100.0);
-                       }
-               } else if (((mp->m_flags&M_FOOD)&&(sectp->sct_type==SCT_WATER)) && !player->simulation){
-                       sectp = getsectp(sp->shp_x, sp->shp_y);
-                       vec[I_FOOD] += ((vec[I_CIVIL] * etus) / 1000.0)
-                               * sectp->sct_fertil;
+       if (!player->simulation) {
+           sectp = getsectp(sp->shp_x, sp->shp_y);
+
+           /* produce oil */
+           if ((mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
+               product = &pchr[P_OIL];
+               oil_gained = roundavg(total_work(100, etus,
+                                                sp->shp_item[I_CIVIL],
+                                                sp->shp_item[I_MILIT],
+                                                sp->shp_item[I_UW],
+                                                ITEM_MAX)
+                                     * sp->shp_effic / 100.0
+                                     * sectp->sct_oil / 100.0
+                                     * prod_eff(product, sp->shp_tech));
+               max_oil = mp->m_item[I_OIL];
+               if (sp->shp_item[I_OIL] + oil_gained > max_oil)
+                   oil_gained = max_oil - sp->shp_item[I_OIL];
+               if (product->p_nrdep != 0 && oil_gained > 0) {
+                   resource = (unsigned char *)sectp + product->p_nrndx;
+                   if (*resource * 100 < product->p_nrdep * oil_gained)
+                       oil_gained = *resource * 100 / product->p_nrdep;
+                   dep = roundavg(oil_gained * product->p_nrdep / 100.0);
+                   if (CANT_HAPPEN(dep > *resource))
+                       dep = *resource;
+                   *resource -= dep;
                }
-/* Military costs are now part of regular military costs, not ship costs */
-/*             np->nat_money += (int) (etus * vec[I_MILIT] * money_mil);*/
-               if (!player->simulation){
-                       if ((n = feed_ship(sp,vec,etus, &needed, 1)) > 0) {
-                               wu(0, sp->shp_own, "%d starved on %s\n",
-                                  n, prship(sp));
-                               if (n > 10)
-                                       nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
+               sp->shp_item[I_OIL] += oil_gained;
+           }
+           /* produce fish */
+           if ((mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
+               product = &pchr[P_FOOD];
+               sp->shp_item[I_FOOD]
+                   += roundavg(total_work(100, etus,
+                                          sp->shp_item[I_CIVIL],
+                                          sp->shp_item[I_MILIT],
+                                          sp->shp_item[I_UW],
+                                          ITEM_MAX)
+                               * sp->shp_effic / 100.0
+                               * sectp->sct_fertil / 100.0
+                               * prod_eff(product, sp->shp_tech));
+           }
+           /* feed */
+           if ((n = feed_ship(sp, etus)) > 0) {
+               wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
+               if (n > 10)
+                   nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
+           }
+           max_food = mp->m_item[I_FOOD];
+           if (sp->shp_item[I_FOOD] > max_food)
+               sp->shp_item[I_FOOD] = max_food;
+           /*
+            * do plague stuff.  plague can't break out on ships,
+            * but it can still kill people.
+            */
+           pstage = sp->shp_pstage;
+           ptime = sp->shp_ptime;
+           if (pstage != PLG_HEALTHY) {
+               n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
+               switch (n) {
+               case PLG_DYING:
+                   wu(0, sp->shp_own,
+                      "PLAGUE deaths reported on %s\n", prship(sp));
+                   nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
+                   break;
+               case PLG_INFECT:
+                   wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
+                   break;
+               case PLG_INCUBATE:
+                   /* Are we still incubating? */
+                   if (n == pstage) {
+                       /* Yes. Will it turn "infectious" next time? */
+                       if (ptime <= etus) {
+                           /* Yes.  Report an outbreak. */
+                           wu(0, sp->shp_own,
+                              "Outbreak of PLAGUE on %s!\n", prship(sp));
+                           nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
                        }
-                       max_food = vl_find(V_FOOD, mp->m_vtype, mp->m_vamt, mp->m_nv);
-                       if (vec[I_FOOD] > max_food)
-                               vec[I_FOOD] = max_food;
-                       /*
-                        * do plague stuff.  plague can't break out on ships,
-                        * but it can still kill people.
-                        */
-                       getvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
-                       if (cvec[C_PSTAGE] > 0) {
-                           n = plague_people(np, vec, cvec, etus);
-                           switch (n) {
-                           case PLG_DYING:
-                               wu(0, sp->shp_own,
-                                  "PLAGUE deaths reported on %s\n",
-                                  prship(sp));
-                               nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
-                               break;
-                           case PLG_INFECT:
-                               wu(0, sp->shp_own, "%s battling PLAGUE\n",
-                                  prship(sp));
-                               break;
-                           case PLG_INCUBATE:
-                               /* Are we still incubating? */
-                               if (n == cvec[C_PSTAGE]) {
-                                   /* Yes. Will it turn "infectious" next time? */
-                                   if (cvec[C_PTIME] <= etus) {
-                                       /* Yes.  Report an outbreak. */
-                                       wu(0, sp->shp_own,
-                                          "Outbreak of PLAGUE on %s!\n",
-                                          prship(sp));
-                                       nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
-                                   }
-                               } else {
-                                   /* It has already moved on to "infectious" */
-                                   wu(0, sp->shp_own,
-                                      "%s battling PLAGUE\n", prship(sp));
-                               }
-                               break;
-                           case PLG_EXPOSED:
-                               /* Has the plague moved to "incubation" yet? */
-                               if (n != cvec[C_PSTAGE]) {
-                                   /* Yes. Will it turn "infectious" next time? */
-                                   if (cvec[C_PTIME] <= etus) {
-                                       /* Yes.  Report an outbreak. */
-                                       wu(0, sp->shp_own,
-                                          "Outbreak of PLAGUE on %s!\n",
-                                          prship(sp));
-                                       nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
-                                   }
-                               }
-                               break;
-                           default:
-                               break;
-                           }
-                           
-                           putvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
+                   } else {
+                       /* It has already moved on to "infectious" */
+                       wu(0, sp->shp_own,
+                          "%s battling PLAGUE\n", prship(sp));
+                   }
+                   break;
+               case PLG_EXPOSED:
+                   /* Has the plague moved to "incubation" yet? */
+                   if (n != pstage) {
+                       /* Yes. Will it turn "infectious" next time? */
+                       if (ptime <= etus) {
+                           /* Yes.  Report an outbreak. */
+                           wu(0, sp->shp_own,
+                              "Outbreak of PLAGUE on %s!\n", prship(sp));
+                           nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
                        }
-                       putvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
-                       pops[sp->shp_own] += vec[I_CIVIL];
+                   }
+                   break;
+               default:
+                   break;
                }
+
+               sp->shp_pstage = pstage;
+               sp->shp_ptime = ptime;
+           }
+           pops[sp->shp_own] += sp->shp_item[I_CIVIL];
        }
+    }
 }
 
 /*
@@ -260,270 +272,162 @@ upd_ship(register struct shpstr *sp, int shipno, register int etus, struct natst
  * battleships +8 % eff each etu.  This will cost around
  * 8 * 8 * $40 = $2560!
  */
-int
-shiprepair(register struct shpstr *ship, int *vec, struct natstr *np, int *bp, int etus)
+static void
+shiprepair(struct shpstr *ship, struct natstr *np, int *bp, int etus)
 {
-       extern  int ship_grow_scale;
-       register int delta;
-       struct  sctstr *sp;
-       struct  mchrstr *mp;
-       float   leftp, buildp;
-       int     left, build;
-       int     lcm_needed, hcm_needed;
-       int     wf;
-       int     avail;
-       int     w_p_eff;
-       int     mult;
-       int     svec[I_MAX+1];
-       int     mvec[I_MAX+1];
-       int     rel;
-
-       mp = &mchr[(int)ship->shp_type];
-       sp = getsectp(ship->shp_x, ship->shp_y);
-
-       if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
-               rel=getrel(getnatp(sp->sct_own),ship->shp_own);
-
-               if (rel < FRIENDLY)
-                       return 1;
-       }
-
-       wf = 0;
-       /* only military can work on a military boat */
-       if (ship->shp_glim > 0)
-               wf = etus * vec[I_MILIT]/2;
+    int delta;
+    struct sctstr *sp;
+    struct mchrstr *mp;
+    float leftp, buildp;
+    int left, build;
+    int lcm_needed, hcm_needed;
+    int wf;
+    int avail;
+    int w_p_eff;
+    int mult;
+    int mvec[I_MAX + 1];
+    int rel;
+
+    mp = &mchr[(int)ship->shp_type];
+    sp = getsectp(ship->shp_x, ship->shp_y);
+
+    if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
+       rel = getrel(getnatp(sp->sct_own), ship->shp_own);
+
+       if (rel < FRIENDLY)
+           return;
+    }
+
+    wf = 0;
+    /* only military can work on a military boat */
+    if (ship->shp_glim > 0)
+       wf = etus * ship->shp_item[I_MILIT] / 2;
+    else
+       wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
+
+    if (sp->sct_type != SCT_HARBR) {
+       wf /= 3;
+       avail = wf;
+    } else {
+       if (!player->simulation)
+           avail = wf + sp->sct_avail * 100;
        else
-               wf = etus * (vec[I_CIVIL]/2 + vec[I_MILIT]/5);
-           
-       if (sp->sct_type != SCT_HARBR){
-               wf /= 3;
-               avail = wf;
-       }else{
-               if (!player->simulation)
-                 avail = wf + sp->sct_avail * 100;
-               else
-                 avail = wf + gt_bg_nmbr(bp, sp, I_MAX+1) * 100;
-               }
-
-       w_p_eff = 20 + (mp->m_lcm + 2 * mp->m_hcm);
-
-       if (sp->sct_type != SCT_HARBR){
-               int     abs_max, amt;
-
-               if (ship->shp_glim > 0){
-                       abs_max = vl_find(V_MILIT, mp->m_vtype,
-                               mp->m_vamt, (int) mp->m_nv);
-                       amt = vec[I_MILIT];
-               }else{
-                       abs_max = vl_find(V_CIVIL, mp->m_vtype,
-                               mp->m_vamt, (int) mp->m_nv);
-                       amt = vec[I_CIVIL];
-                       if (abs_max==0) {
-                         abs_max = vl_find(V_MILIT, mp->m_vtype, mp->m_vamt, 
-                                           (int) mp->m_nv);
-                         amt = vec[I_MILIT];
-                       }
-               }
-               
-               if (abs_max == 0){
-                       logerror("Abs max of 0 for ship %d\n",ship->shp_uid);
-                       abs_max = 1;
-               }
-               avail -= (etus * (100-((amt*100)/abs_max)))/7;
-               /* think of it as entropy in action */
-       }
-
-       if (avail <= 0){
-         if (!player->simulation) {
-           if (opt_SHIP_DECAY)  {
-             ship->shp_effic += avail/w_p_eff;
-           }
-           return 1;
-         }
-       }
-
-       if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
-               return 1;
-
-       getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
-
-       mult = 1;
-       if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
-               mult = 2;
-
-       if (ship->shp_effic == 100) {
-               /* ship is ok; no repairs needed */
-               return 1;
+           avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
+    }
+
+    w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
+
+    if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
+       return;
+
+    mult = 1;
+    if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
+       mult = 2;
+
+    if (ship->shp_effic == 100) {
+       /* ship is ok; no repairs needed */
+       return;
+    }
+
+    left = 100 - ship->shp_effic;
+    delta = roundavg((double)avail / w_p_eff);
+    if (delta <= 0)
+       return;
+    if (delta > (int)((float)etus * ship_grow_scale))
+       delta = (int)((float)etus * ship_grow_scale);
+    if (delta > left)
+       delta = left;
+
+    /* delta is the max amount we can grow */
+
+    left = 100 - ship->shp_effic;
+    if (left > delta)
+       left = delta;
+
+    leftp = left / 100.0;
+    memset(mvec, 0, sizeof(mvec));
+    mvec[I_LCM] = lcm_needed = ldround(mp->m_lcm * leftp, 1);
+    mvec[I_HCM] = hcm_needed = ldround(mp->m_hcm * leftp, 1);
+    get_materials(sp, bp, mvec, 0);
+
+    buildp = leftp;
+    if (mvec[I_LCM] < lcm_needed)
+       buildp = MIN(buildp, (float)mvec[I_LCM] / (float)mp->m_lcm);
+    if (mvec[I_HCM] < hcm_needed)
+       buildp = MIN(buildp, (float)mvec[I_HCM] / (float)mp->m_hcm);
+
+    build = ldround(buildp * 100.0, 1);
+    memset(mvec, 0, sizeof(mvec));
+    mvec[I_LCM] = roundavg(mp->m_lcm * buildp);
+    mvec[I_HCM] = roundavg(mp->m_hcm * buildp);
+    get_materials(sp, bp, mvec, 1);
+
+    if (sp->sct_type != SCT_HARBR)
+       build = delta;
+    wf -= build * w_p_eff;
+    if (wf < 0) {
+       /*
+        * I didn't use roundavg here, because I want to penalize
+        * the player with a large number of ships.
+        */
+       if (!player->simulation)
+           avail = (sp->sct_avail * 100 + wf) / 100;
+       else
+           avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100;
+       if (avail < 0)
+           avail = 0;
+       if (!player->simulation)
+           sp->sct_avail = avail;
+       else
+           pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
+    }
+    if (sp->sct_type != SCT_HARBR)
+       if ((build + ship->shp_effic) > 80) {
+           build = 80 - ship->shp_effic;
+           if (build < 0)
+               build = 0;
        }
 
-       left = 100 - ship->shp_effic;
-       delta = roundavg((double)avail/w_p_eff);
-       if (delta <= 0)
-               return 1;
-       if (delta > etus*ship_grow_scale)
-               delta = etus*ship_grow_scale;
-       if (delta > left)
-               delta = left;
-
-       /* delta is the max amount we can grow */
-
-        left = 100 - ship->shp_effic;
-       if (left > delta)
-               left = delta;
-
-        leftp = ((float)left/100.0);
-       bzero((s_char *)mvec, sizeof(mvec));
-        mvec[I_LCM] = lcm_needed = ldround((double)(mp->m_lcm * leftp),1);
-        mvec[I_HCM] = hcm_needed = ldround((double)(mp->m_hcm * leftp),1);
-
-       get_materials(sp, bp, mvec, 0);
-
-        if (mvec[I_LCM]>=lcm_needed)
-                buildp=leftp;
-        else
-                buildp=((float)mvec[I_LCM]/(float)mp->m_lcm);
-        if (mvec[I_HCM] < hcm_needed)
-                buildp = MIN(buildp,((float)mvec[I_HCM]/(float)mp->m_hcm));
-
-       build=ldround((double)(buildp*100.0),1);
-       bzero((s_char *)mvec, sizeof(mvec));
-        mvec[I_LCM] = lcm_needed = roundavg((double)(mp->m_lcm * buildp));
-        mvec[I_HCM] = hcm_needed = roundavg((double)(mp->m_hcm * buildp));
-
-       get_materials(sp, bp, mvec, 1);
-
-       if (sp->sct_type != SCT_HARBR)
-               build = delta;
-       wf -= build * w_p_eff;
-       if (wf < 0) {
-               /*
-                * I didn't use roundavg here, because I want to penalize
-                * the player with a large number of ships.
-                */
-               if (!player->simulation)
-                 avail = (sp->sct_avail * 100 + wf) / 100;
-               else
-                 avail = (gt_bg_nmbr(bp,sp,I_MAX+1) * 100 + wf) / 100;
-               if (avail < 0)
-                       avail = 0;
-               if (!player->simulation)
-                 sp->sct_avail = avail;
-               else
-                 pt_bg_nmbr(bp, sp, I_MAX+1, avail);
-       }
-       if (sp->sct_type != SCT_HARBR)
-               if ((build+ship->shp_effic)>80){
-                       build = 80 - ship->shp_effic;
-                       if (build < 0)
-                               build = 0;
-               }
-   
-       np->nat_money -= mult * mp->m_cost * build / 100.0;
-       if (!player->simulation)
-         ship->shp_effic += (s_char)build;
-       return 1;
+    np->nat_money -= mult * mp->m_cost * build / 100.0;
+    if (!player->simulation)
+       ship->shp_effic += (signed char)build;
 }
 
 /*
  * returns the number who starved, if any.
  */
-int
-feed_ship(struct shpstr *sp, register int *vec, int etus, int *needed, int doit)
+static int
+feed_ship(struct shpstr *sp, int etus)
 {
-       extern  double eatrate;
-       double  food_eaten, land_eaten;
-       double  people_left;
-       int     ifood_eaten;
-       int     can_eat, need;
-       int     total_people;
-       int     to_starve;
-       int     starved, lvec[I_MAX+1];
-       struct  nstr_item ni;
-       struct  lndstr *lp;
-       s_char  *nxtitemp(struct nstr_item *np, int owner);
-
-       if (opt_NOFOOD) return 0; /* no food no work to do */
-
-       food_eaten = (etus * eatrate) * (vec[I_CIVIL]+vec[I_MILIT]+vec[I_UW]);
-       ifood_eaten = (int)food_eaten;
-       if ((food_eaten-ifood_eaten) > 0)
-               ifood_eaten++;
-       starved = 0;
-       *needed = 0;
-       if (!player->simulation &&
-           food_eaten > vec[I_FOOD])
-               vec[I_FOOD] += supply_commod(sp->shp_own,sp->shp_x,sp->shp_y,
-                               I_FOOD,(ifood_eaten-vec[I_FOOD]));
-
-       if (food_eaten > vec[I_FOOD]) {
-/* doit - only steal food from land units during the update */
-               if (sp->shp_nland > 0 && doit) {
-                       snxtitem_all(&ni,EF_LAND);
-                       while((lp=(struct lndstr *)nxtitemp(&ni, 0)) &&
-                               (food_eaten > vec[I_FOOD])){
-                               if (lp->lnd_ship != sp->shp_uid)
-                                       continue;
-                               need = ifood_eaten - vec[I_FOOD];
-                               getvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
-                               land_eaten = (etus * eatrate) *
-                                       (double)lnd_getmil(lp);
-                               if (lvec[I_FOOD]-need > land_eaten){
-                                       vec[I_FOOD] += need;
-                                       lvec[I_FOOD] -= need;
-                               }else if ((lvec[I_FOOD]-land_eaten) > 0){
-                                       vec[I_FOOD]+= (lvec[I_FOOD]-land_eaten);
-                                       lvec[I_FOOD]-=(lvec[I_FOOD]-land_eaten);
-                               }
-                               putvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
-                       }
-               }
+    int needed, take;
+    double give;
+    struct nstr_item ni;
+    struct lndstr *lp;
+
+    if (opt_NOFOOD)
+       return 0;
+
+    needed = (int)ceil(food_needed(sp->shp_item, etus));
+
+    /* scrounge */
+    if (needed > sp->shp_item[I_FOOD])
+       sp->shp_item[I_FOOD] += supply_commod(sp->shp_own,
+                                       sp->shp_x, sp->shp_y, I_FOOD,
+                                       needed - sp->shp_item[I_FOOD]);
+    if (needed > sp->shp_item[I_FOOD]) {
+       /* take from embarked land units, but don't starve them */
+       snxtitem_all(&ni, EF_LAND);
+       while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
+           if (lp->lnd_ship != sp->shp_uid)
+               continue;
+           give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
+           if (give < 1.0)
+               continue;
+           take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
+           sp->shp_item[I_FOOD] += take;
+           lp->lnd_item[I_FOOD] -= take;
        }
+    }
 
-       if (food_eaten > vec[I_FOOD]){
-               *needed = food_eaten - vec[I_FOOD];
-               if (*needed < (food_eaten - vec[I_FOOD]))
-                       (*needed)++;
-               if (opt_NEW_STARVE) {
-                       can_eat = (vec[I_FOOD] / (etus * eatrate));
-                       total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
-
-                       /* only want to starve off at most 1/2 the populace. */
-                       if (can_eat < (total_people/2))
-                               can_eat = total_people/2;
-
-                       to_starve = total_people - can_eat;     
-                       while(to_starve && vec[I_UW]){
-                               to_starve--;
-                               starved++;
-                               vec[I_UW]--;
-                       }
-                       while(to_starve && vec[I_CIVIL]){
-                               to_starve--;
-                               starved++;
-                               vec[I_CIVIL]--;
-                       }
-                       while(to_starve && vec[I_MILIT]){
-                               to_starve--;
-                               starved++;
-                               vec[I_MILIT]--;
-                       }
-               
-                       vec[I_FOOD] = 0;
-               }
-               else {          /* ! opt_NEW_STARVE */
-                       people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
-                       starved = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
-                       /* only want to starve off at most 1/2 the populace. */
-                       if (people_left < 0.5)
-                               people_left = 0.5;
-                       vec[I_CIVIL] = (int) (vec[I_CIVIL] * people_left);
-                       vec[I_MILIT] = (int) (vec[I_MILIT] * people_left);
-                       vec[I_UW] = (int) (vec[I_UW] * people_left);
-                       starved -= vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
-                       vec[I_FOOD] = 0;
-               }
-       } else {
-               vec[I_FOOD] -= (int)food_eaten;
-       }
-       return starved;
+    return feed_people(sp->shp_item, etus);
 }