]> git.lizzy.rs Git - dragonfireclient.git/blob - src/inventorymanager.cpp
Handle particle spawners in env and delete expired ids
[dragonfireclient.git] / src / inventorymanager.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "inventorymanager.h"
21 #include "log.h"
22 #include "environment.h"
23 #include "scripting_game.h"
24 #include "serverobject.h"
25 #include "settings.h"
26 #include "craftdef.h"
27 #include "rollback_interface.h"
28 #include "util/strfnd.h"
29
30 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
31
32 #define PLAYER_TO_SA(p)   p->getEnv()->getScriptIface()
33
34 /*
35         InventoryLocation
36 */
37
38 std::string InventoryLocation::dump() const
39 {
40         std::ostringstream os(std::ios::binary);
41         serialize(os);
42         return os.str();
43 }
44
45 void InventoryLocation::serialize(std::ostream &os) const
46 {
47         switch(type){
48         case InventoryLocation::UNDEFINED:
49                 os<<"undefined";
50                 break;
51         case InventoryLocation::CURRENT_PLAYER:
52                 os<<"current_player";
53                 break;
54         case InventoryLocation::PLAYER:
55                 os<<"player:"<<name;
56                 break;
57         case InventoryLocation::NODEMETA:
58                 os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
59                 break;
60         case InventoryLocation::DETACHED:
61                 os<<"detached:"<<name;
62                 break;
63         default:
64                 FATAL_ERROR("Unhandled inventory location type");
65         }
66 }
67
68 void InventoryLocation::deSerialize(std::istream &is)
69 {
70         std::string tname;
71         std::getline(is, tname, ':');
72         if(tname == "undefined")
73         {
74                 type = InventoryLocation::UNDEFINED;
75         }
76         else if(tname == "current_player")
77         {
78                 type = InventoryLocation::CURRENT_PLAYER;
79         }
80         else if(tname == "player")
81         {
82                 type = InventoryLocation::PLAYER;
83                 std::getline(is, name, '\n');
84         }
85         else if(tname == "nodemeta")
86         {
87                 type = InventoryLocation::NODEMETA;
88                 std::string pos;
89                 std::getline(is, pos, '\n');
90                 Strfnd fn(pos);
91                 p.X = stoi(fn.next(","));
92                 p.Y = stoi(fn.next(","));
93                 p.Z = stoi(fn.next(","));
94         }
95         else if(tname == "detached")
96         {
97                 type = InventoryLocation::DETACHED;
98                 std::getline(is, name, '\n');
99         }
100         else
101         {
102                 infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
103                 throw SerializationError("Unknown InventoryLocation type");
104         }
105 }
106
107 void InventoryLocation::deSerialize(std::string s)
108 {
109         std::istringstream is(s, std::ios::binary);
110         deSerialize(is);
111 }
112
113 /*
114         InventoryAction
115 */
116
117 InventoryAction * InventoryAction::deSerialize(std::istream &is)
118 {
119         std::string type;
120         std::getline(is, type, ' ');
121
122         InventoryAction *a = NULL;
123
124         if (type == "Move") {
125                 a = new IMoveAction(is, false);
126         } else if (type == "MoveSomewhere") {
127                 a = new IMoveAction(is, true);
128         } else if (type == "Drop") {
129                 a = new IDropAction(is);
130         } else if(type == "Craft") {
131                 a = new ICraftAction(is);
132         }
133
134         return a;
135 }
136
137 /*
138         IMoveAction
139 */
140
141 IMoveAction::IMoveAction(std::istream &is, bool somewhere)
142 {
143         std::string ts;
144         move_somewhere = somewhere;
145         caused_by_move_somewhere = false;
146         move_count = 0;
147
148         std::getline(is, ts, ' ');
149         count = stoi(ts);
150
151         std::getline(is, ts, ' ');
152         from_inv.deSerialize(ts);
153
154         std::getline(is, from_list, ' ');
155
156         std::getline(is, ts, ' ');
157         from_i = stoi(ts);
158
159         std::getline(is, ts, ' ');
160         to_inv.deSerialize(ts);
161
162         std::getline(is, to_list, ' ');
163
164         if (!somewhere) {
165                 std::getline(is, ts, ' ');
166                 to_i = stoi(ts);
167         }
168 }
169
170 void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
171 {
172         Inventory *inv_from = mgr->getInventory(from_inv);
173         Inventory *inv_to = mgr->getInventory(to_inv);
174
175         if (!inv_from) {
176                 infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
177                         << "from_inv=\""<<from_inv.dump() << "\""
178                         << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
179                 return;
180         }
181         if (!inv_to) {
182                 infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
183                         << "from_inv=\"" << from_inv.dump() << "\""
184                         << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
185                 return;
186         }
187
188         InventoryList *list_from = inv_from->getList(from_list);
189         InventoryList *list_to = inv_to->getList(to_list);
190
191         /*
192                 If a list doesn't exist or the source item doesn't exist
193         */
194         if (!list_from) {
195                 infostream << "IMoveAction::apply(): FAIL: source list not found: "
196                         << "from_inv=\"" << from_inv.dump() << "\""
197                         << ", from_list=\"" << from_list << "\"" << std::endl;
198                 return;
199         }
200         if (!list_to) {
201                 infostream << "IMoveAction::apply(): FAIL: destination list not found: "
202                         << "to_inv=\""<<to_inv.dump() << "\""
203                         << ", to_list=\"" << to_list << "\"" << std::endl;
204                 return;
205         }
206
207         if (move_somewhere) {
208                 s16 old_to_i = to_i;
209                 u16 old_count = count;
210                 caused_by_move_somewhere = true;
211                 move_somewhere = false;
212
213                 infostream << "IMoveAction::apply(): moving item somewhere"
214                         << " msom=" << move_somewhere
215                         << " count=" << count
216                         << " from inv=\"" << from_inv.dump() << "\""
217                         << " list=\"" << from_list << "\""
218                         << " i=" << from_i
219                         << " to inv=\"" << to_inv.dump() << "\""
220                         << " list=\"" << to_list << "\""
221                         << std::endl;
222
223                 // Try to add the item to destination list
224                 s16 dest_size = list_to->getSize();
225                 // First try all the non-empty slots
226                 for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
227                         if (!list_to->getItem(dest_i).empty()) {
228                                 to_i = dest_i;
229                                 apply(mgr, player, gamedef);
230                                 count -= move_count;
231                         }
232                 }
233
234                 // Then try all the empty ones
235                 for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
236                         if (list_to->getItem(dest_i).empty()) {
237                                 to_i = dest_i;
238                                 apply(mgr, player, gamedef);
239                                 count -= move_count;
240                         }
241                 }
242
243                 to_i = old_to_i;
244                 count = old_count;
245                 caused_by_move_somewhere = false;
246                 move_somewhere = true;
247                 return;
248         }
249
250         if ((u16)to_i > list_to->getSize()) {
251                 infostream << "IMoveAction::apply(): FAIL: destination index out of bounds: "
252                         << "to_i=" << to_i
253                         << ", size=" << list_to->getSize() << std::endl;
254                 return;
255         }
256         /*
257                 Do not handle rollback if both inventories are that of the same player
258         */
259         bool ignore_rollback = (
260                 from_inv.type == InventoryLocation::PLAYER &&
261                 to_inv.type == InventoryLocation::PLAYER &&
262                 from_inv.name == to_inv.name);
263
264         /*
265                 Collect information of endpoints
266         */
267
268         int try_take_count = count;
269         if(try_take_count == 0)
270                 try_take_count = list_from->getItem(from_i).count;
271
272         int src_can_take_count = 0xffff;
273         int dst_can_put_count = 0xffff;
274
275         /* Query detached inventories */
276
277         // Move occurs in the same detached inventory
278         if(from_inv.type == InventoryLocation::DETACHED &&
279                         to_inv.type == InventoryLocation::DETACHED &&
280                         from_inv.name == to_inv.name)
281         {
282                 src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
283                                 from_inv.name, from_list, from_i,
284                                 to_list, to_i, try_take_count, player);
285                 dst_can_put_count = src_can_take_count;
286         }
287         else
288         {
289                 // Destination is detached
290                 if(to_inv.type == InventoryLocation::DETACHED)
291                 {
292                         ItemStack src_item = list_from->getItem(from_i);
293                         src_item.count = try_take_count;
294                         dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
295                                         to_inv.name, to_list, to_i, src_item, player);
296                 }
297                 // Source is detached
298                 if(from_inv.type == InventoryLocation::DETACHED)
299                 {
300                         ItemStack src_item = list_from->getItem(from_i);
301                         src_item.count = try_take_count;
302                         src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
303                                         from_inv.name, from_list, from_i, src_item, player);
304                 }
305         }
306
307         /* Query node metadata inventories */
308
309         // Both endpoints are nodemeta
310         // Move occurs in the same nodemeta inventory
311         if(from_inv.type == InventoryLocation::NODEMETA &&
312                         to_inv.type == InventoryLocation::NODEMETA &&
313                         from_inv.p == to_inv.p)
314         {
315                 src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
316                                 from_inv.p, from_list, from_i,
317                                 to_list, to_i, try_take_count, player);
318                 dst_can_put_count = src_can_take_count;
319         }
320         else
321         {
322                 // Destination is nodemeta
323                 if(to_inv.type == InventoryLocation::NODEMETA)
324                 {
325                         ItemStack src_item = list_from->getItem(from_i);
326                         src_item.count = try_take_count;
327                         dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
328                                         to_inv.p, to_list, to_i, src_item, player);
329                 }
330                 // Source is nodemeta
331                 if(from_inv.type == InventoryLocation::NODEMETA)
332                 {
333                         ItemStack src_item = list_from->getItem(from_i);
334                         src_item.count = try_take_count;
335                         src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
336                                         from_inv.p, from_list, from_i, src_item, player);
337                 }
338         }
339
340         int old_count = count;
341
342         /* Modify count according to collected data */
343         count = try_take_count;
344         if(src_can_take_count != -1 && count > src_can_take_count)
345                 count = src_can_take_count;
346         if(dst_can_put_count != -1 && count > dst_can_put_count)
347                 count = dst_can_put_count;
348         /* Limit according to source item count */
349         if(count > list_from->getItem(from_i).count)
350                 count = list_from->getItem(from_i).count;
351
352         /* If no items will be moved, don't go further */
353         if(count == 0)
354         {
355                 infostream<<"IMoveAction::apply(): move was completely disallowed:"
356                                 <<" count="<<old_count
357                                 <<" from inv=\""<<from_inv.dump()<<"\""
358                                 <<" list=\""<<from_list<<"\""
359                                 <<" i="<<from_i
360                                 <<" to inv=\""<<to_inv.dump()<<"\""
361                                 <<" list=\""<<to_list<<"\""
362                                 <<" i="<<to_i
363                                 <<std::endl;
364                 return;
365         }
366
367         ItemStack src_item = list_from->getItem(from_i);
368         src_item.count = count;
369         ItemStack from_stack_was = list_from->getItem(from_i);
370         ItemStack to_stack_was = list_to->getItem(to_i);
371
372         /*
373                 Perform actual move
374
375                 If something is wrong (source item is empty, destination is the
376                 same as source), nothing happens
377         */
378         bool did_swap = false;
379         move_count = list_from->moveItem(from_i,
380                 list_to, to_i, count, !caused_by_move_somewhere, &did_swap);
381
382         // If source is infinite, reset it's stack
383         if (src_can_take_count == -1) {
384                 // For the caused_by_move_somewhere == true case we didn't force-put the item,
385                 // which guarantees there is no leftover, and code below would duplicate the
386                 // (not replaced) to_stack_was item.
387                 if (!caused_by_move_somewhere) {
388                         // If destination stack is of different type and there are leftover
389                         // items, attempt to put the leftover items to a different place in the
390                         // destination inventory.
391                         // The client-side GUI will try to guess if this happens.
392                         if (from_stack_was.name != to_stack_was.name) {
393                                 for (u32 i = 0; i < list_to->getSize(); i++) {
394                                         if (list_to->getItem(i).empty()) {
395                                                 list_to->changeItem(i, to_stack_was);
396                                                 break;
397                                         }
398                                 }
399                         }
400                 }
401                 if (move_count > 0 || did_swap) {
402                         list_from->deleteItem(from_i);
403                         list_from->addItem(from_i, from_stack_was);
404                 }
405         }
406         // If destination is infinite, reset it's stack and take count from source
407         if(dst_can_put_count == -1){
408                 list_to->deleteItem(to_i);
409                 list_to->addItem(to_i, to_stack_was);
410                 list_from->deleteItem(from_i);
411                 list_from->addItem(from_i, from_stack_was);
412                 list_from->takeItem(from_i, count);
413         }
414
415         infostream << "IMoveAction::apply(): moved"
416                         << " msom=" << move_somewhere
417                         << " caused=" << caused_by_move_somewhere
418                         << " count=" << count
419                         << " from inv=\"" << from_inv.dump() << "\""
420                         << " list=\"" << from_list << "\""
421                         << " i=" << from_i
422                         << " to inv=\"" << to_inv.dump() << "\""
423                         << " list=\"" << to_list << "\""
424                         << " i=" << to_i
425                         << std::endl;
426
427         // If we are inside the move somewhere loop, we don't need to report
428         // anything if nothing happened (perhaps we don't need to report
429         // anything for caused_by_move_somewhere == true, but this way its safer)
430         if (caused_by_move_somewhere && move_count == 0) {
431                 return;
432         }
433
434         /*
435                 Record rollback information
436         */
437         if(!ignore_rollback && gamedef->rollback())
438         {
439                 IRollbackManager *rollback = gamedef->rollback();
440
441                 // If source is not infinite, record item take
442                 if(src_can_take_count != -1){
443                         RollbackAction action;
444                         std::string loc;
445                         {
446                                 std::ostringstream os(std::ios::binary);
447                                 from_inv.serialize(os);
448                                 loc = os.str();
449                         }
450                         action.setModifyInventoryStack(loc, from_list, from_i, false,
451                                         src_item);
452                         rollback->reportAction(action);
453                 }
454                 // If destination is not infinite, record item put
455                 if(dst_can_put_count != -1){
456                         RollbackAction action;
457                         std::string loc;
458                         {
459                                 std::ostringstream os(std::ios::binary);
460                                 to_inv.serialize(os);
461                                 loc = os.str();
462                         }
463                         action.setModifyInventoryStack(loc, to_list, to_i, true,
464                                         src_item);
465                         rollback->reportAction(action);
466                 }
467         }
468
469         /*
470                 Report move to endpoints
471         */
472
473         /* Detached inventories */
474
475         // Both endpoints are same detached
476         if(from_inv.type == InventoryLocation::DETACHED &&
477                         to_inv.type == InventoryLocation::DETACHED &&
478                         from_inv.name == to_inv.name)
479         {
480                 PLAYER_TO_SA(player)->detached_inventory_OnMove(
481                                 from_inv.name, from_list, from_i,
482                                 to_list, to_i, count, player);
483         }
484         else
485         {
486                 // Destination is detached
487                 if(to_inv.type == InventoryLocation::DETACHED)
488                 {
489                         PLAYER_TO_SA(player)->detached_inventory_OnPut(
490                                         to_inv.name, to_list, to_i, src_item, player);
491                 }
492                 // Source is detached
493                 if(from_inv.type == InventoryLocation::DETACHED)
494                 {
495                         PLAYER_TO_SA(player)->detached_inventory_OnTake(
496                                         from_inv.name, from_list, from_i, src_item, player);
497                 }
498         }
499
500         /* Node metadata inventories */
501
502         // Both endpoints are same nodemeta
503         if(from_inv.type == InventoryLocation::NODEMETA &&
504                         to_inv.type == InventoryLocation::NODEMETA &&
505                         from_inv.p == to_inv.p)
506         {
507                 PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
508                                 from_inv.p, from_list, from_i,
509                                 to_list, to_i, count, player);
510         }
511         else{
512                 // Destination is nodemeta
513                 if(to_inv.type == InventoryLocation::NODEMETA)
514                 {
515                         PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
516                                         to_inv.p, to_list, to_i, src_item, player);
517                 }
518                 // Source is nodemeta
519                 else if(from_inv.type == InventoryLocation::NODEMETA)
520                 {
521                         PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
522                                         from_inv.p, from_list, from_i, src_item, player);
523                 }
524         }
525
526         mgr->setInventoryModified(from_inv, false);
527         if(inv_from != inv_to)
528                 mgr->setInventoryModified(to_inv, false);
529 }
530
531 void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
532 {
533         // Optional InventoryAction operation that is run on the client
534         // to make lag less apparent.
535
536         Inventory *inv_from = mgr->getInventory(from_inv);
537         Inventory *inv_to = mgr->getInventory(to_inv);
538         if(!inv_from || !inv_to)
539                 return;
540
541         InventoryLocation current_player;
542         current_player.setCurrentPlayer();
543         Inventory *inv_player = mgr->getInventory(current_player);
544         if(inv_from != inv_player || inv_to != inv_player)
545                 return;
546
547         InventoryList *list_from = inv_from->getList(from_list);
548         InventoryList *list_to = inv_to->getList(to_list);
549         if(!list_from || !list_to)
550                 return;
551
552         if (!move_somewhere)
553                 list_from->moveItem(from_i, list_to, to_i, count);
554         else
555                 list_from->moveItemSomewhere(from_i, list_to, count);
556
557         mgr->setInventoryModified(from_inv);
558         if(inv_from != inv_to)
559                 mgr->setInventoryModified(to_inv);
560 }
561
562 /*
563         IDropAction
564 */
565
566 IDropAction::IDropAction(std::istream &is)
567 {
568         std::string ts;
569
570         std::getline(is, ts, ' ');
571         count = stoi(ts);
572
573         std::getline(is, ts, ' ');
574         from_inv.deSerialize(ts);
575
576         std::getline(is, from_list, ' ');
577
578         std::getline(is, ts, ' ');
579         from_i = stoi(ts);
580 }
581
582 void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
583 {
584         Inventory *inv_from = mgr->getInventory(from_inv);
585
586         if(!inv_from){
587                 infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
588                                 <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
589                 return;
590         }
591
592         InventoryList *list_from = inv_from->getList(from_list);
593
594         /*
595                 If a list doesn't exist or the source item doesn't exist
596         */
597         if(!list_from){
598                 infostream<<"IDropAction::apply(): FAIL: source list not found: "
599                                 <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
600                 return;
601         }
602         if(list_from->getItem(from_i).empty())
603         {
604                 infostream<<"IDropAction::apply(): FAIL: source item not found: "
605                                 <<"from_inv=\""<<from_inv.dump()<<"\""
606                                 <<", from_list=\""<<from_list<<"\""
607                                 <<" from_i="<<from_i<<std::endl;
608                 return;
609         }
610
611         /*
612                 Do not handle rollback if inventory is player's
613         */
614         bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
615
616         /*
617                 Collect information of endpoints
618         */
619
620         int take_count = list_from->getItem(from_i).count;
621         if(count != 0 && count < take_count)
622                 take_count = count;
623         int src_can_take_count = take_count;
624
625         // Source is detached
626         if(from_inv.type == InventoryLocation::DETACHED)
627         {
628                 ItemStack src_item = list_from->getItem(from_i);
629                 src_item.count = take_count;
630                 src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
631                                 from_inv.name, from_list, from_i, src_item, player);
632         }
633
634         // Source is nodemeta
635         if(from_inv.type == InventoryLocation::NODEMETA)
636         {
637                 ItemStack src_item = list_from->getItem(from_i);
638                 src_item.count = take_count;
639                 src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
640                                 from_inv.p, from_list, from_i, src_item, player);
641         }
642
643         if(src_can_take_count != -1 && src_can_take_count < take_count)
644                 take_count = src_can_take_count;
645
646         int actually_dropped_count = 0;
647
648         ItemStack src_item = list_from->getItem(from_i);
649
650         // Drop the item
651         ItemStack item1 = list_from->getItem(from_i);
652         item1.count = take_count;
653         if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
654                                 player->getBasePosition() + v3f(0,1,0)))
655         {
656                 actually_dropped_count = take_count - item1.count;
657
658                 if(actually_dropped_count == 0){
659                         infostream<<"Actually dropped no items"<<std::endl;
660                         return;
661                 }
662
663                 // If source isn't infinite
664                 if(src_can_take_count != -1){
665                         // Take item from source list
666                         ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
667
668                         if(item2.count != actually_dropped_count)
669                                 errorstream<<"Could not take dropped count of items"<<std::endl;
670
671                         mgr->setInventoryModified(from_inv, false);
672                 }
673         }
674
675         infostream<<"IDropAction::apply(): dropped "
676                         <<" from inv=\""<<from_inv.dump()<<"\""
677                         <<" list=\""<<from_list<<"\""
678                         <<" i="<<from_i
679                         <<std::endl;
680
681         src_item.count = actually_dropped_count;
682
683         /*
684                 Report drop to endpoints
685         */
686
687         // Source is detached
688         if(from_inv.type == InventoryLocation::DETACHED)
689         {
690                 PLAYER_TO_SA(player)->detached_inventory_OnTake(
691                                 from_inv.name, from_list, from_i, src_item, player);
692         }
693
694         // Source is nodemeta
695         if(from_inv.type == InventoryLocation::NODEMETA)
696         {
697                 PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
698                                 from_inv.p, from_list, from_i, src_item, player);
699         }
700
701         /*
702                 Record rollback information
703         */
704         if(!ignore_src_rollback && gamedef->rollback())
705         {
706                 IRollbackManager *rollback = gamedef->rollback();
707
708                 // If source is not infinite, record item take
709                 if(src_can_take_count != -1){
710                         RollbackAction action;
711                         std::string loc;
712                         {
713                                 std::ostringstream os(std::ios::binary);
714                                 from_inv.serialize(os);
715                                 loc = os.str();
716                         }
717                         action.setModifyInventoryStack(loc, from_list, from_i,
718                                         false, src_item);
719                         rollback->reportAction(action);
720                 }
721         }
722 }
723
724 void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
725 {
726         // Optional InventoryAction operation that is run on the client
727         // to make lag less apparent.
728
729         Inventory *inv_from = mgr->getInventory(from_inv);
730         if(!inv_from)
731                 return;
732
733         InventoryLocation current_player;
734         current_player.setCurrentPlayer();
735         Inventory *inv_player = mgr->getInventory(current_player);
736         if(inv_from != inv_player)
737                 return;
738
739         InventoryList *list_from = inv_from->getList(from_list);
740         if(!list_from)
741                 return;
742
743         if(count == 0)
744                 list_from->changeItem(from_i, ItemStack());
745         else
746                 list_from->takeItem(from_i, count);
747
748         mgr->setInventoryModified(from_inv);
749 }
750
751 /*
752         ICraftAction
753 */
754
755 ICraftAction::ICraftAction(std::istream &is)
756 {
757         std::string ts;
758
759         std::getline(is, ts, ' ');
760         count = stoi(ts);
761
762         std::getline(is, ts, ' ');
763         craft_inv.deSerialize(ts);
764 }
765
766 void ICraftAction::apply(InventoryManager *mgr,
767         ServerActiveObject *player, IGameDef *gamedef)
768 {
769         Inventory *inv_craft = mgr->getInventory(craft_inv);
770
771         if (!inv_craft) {
772                 infostream << "ICraftAction::apply(): FAIL: inventory not found: "
773                                 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
774                 return;
775         }
776
777         InventoryList *list_craft = inv_craft->getList("craft");
778         InventoryList *list_craftresult = inv_craft->getList("craftresult");
779         InventoryList *list_main = inv_craft->getList("main");
780
781         /*
782                 If a list doesn't exist or the source item doesn't exist
783         */
784         if (!list_craft) {
785                 infostream << "ICraftAction::apply(): FAIL: craft list not found: "
786                                 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
787                 return;
788         }
789         if (!list_craftresult) {
790                 infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
791                                 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
792                 return;
793         }
794         if (list_craftresult->getSize() < 1) {
795                 infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
796                                 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
797                 return;
798         }
799
800         ItemStack crafted;
801         ItemStack craftresultitem;
802         int count_remaining = count;
803         std::vector<ItemStack> output_replacements;
804         getCraftingResult(inv_craft, crafted, output_replacements, false, gamedef);
805         PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
806         bool found = !crafted.empty();
807
808         while (found && list_craftresult->itemFits(0, crafted)) {
809                 InventoryList saved_craft_list = *list_craft;
810
811                 std::vector<ItemStack> temp;
812                 // Decrement input and add crafting output
813                 getCraftingResult(inv_craft, crafted, temp, true, gamedef);
814                 PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
815                 list_craftresult->addItem(0, crafted);
816                 mgr->setInventoryModified(craft_inv);
817
818                 // Add the new replacements to the list
819                 IItemDefManager *itemdef = gamedef->getItemDefManager();
820                 for (std::vector<ItemStack>::iterator it = temp.begin();
821                                 it != temp.end(); ++it) {
822                         for (std::vector<ItemStack>::iterator jt = output_replacements.begin();
823                                         jt != output_replacements.end(); ++jt) {
824                                 if (it->name == jt->name) {
825                                         *it = jt->addItem(*it, itemdef);
826                                         if (it->empty())
827                                                 continue;
828                                 }
829                         }
830                         output_replacements.push_back(*it);
831                 }
832
833                 actionstream << player->getDescription()
834                                 << " crafts "
835                                 << crafted.getItemString()
836                                 << std::endl;
837
838                 // Decrement counter
839                 if (count_remaining == 1)
840                         break;
841                 else if (count_remaining > 1)
842                         count_remaining--;
843
844                 // Get next crafting result
845                 found = getCraftingResult(inv_craft, crafted, temp, false, gamedef);
846                 PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
847                 found = !crafted.empty();
848         }
849
850         // Put the replacements in the inventory or drop them on the floor, if
851         // the invenotry is full
852         for (std::vector<ItemStack>::iterator it = output_replacements.begin();
853                         it != output_replacements.end(); ++it) {
854                 if (list_main)
855                         *it = list_main->addItem(*it);
856                 if (it->empty())
857                         continue;
858                 u16 count = it->count;
859                 do {
860                         PLAYER_TO_SA(player)->item_OnDrop(*it, player,
861                                 player->getBasePosition() + v3f(0,1,0));
862                         if (count >= it->count) {
863                                 errorstream << "Couldn't drop replacement stack " <<
864                                         it->getItemString() << " because drop loop didn't "
865                                         "decrease count." << std::endl;
866
867                                 break;
868                         }
869                 } while (!it->empty());
870         }
871
872         infostream<<"ICraftAction::apply(): crafted "
873                         <<" craft_inv=\""<<craft_inv.dump()<<"\""
874                         <<std::endl;
875 }
876
877 void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
878 {
879         // Optional InventoryAction operation that is run on the client
880         // to make lag less apparent.
881 }
882
883
884 // Crafting helper
885 bool getCraftingResult(Inventory *inv, ItemStack& result,
886                 std::vector<ItemStack> &output_replacements,
887                 bool decrementInput, IGameDef *gamedef)
888 {
889         DSTACK(FUNCTION_NAME);
890
891         result.clear();
892
893         // Get the InventoryList in which we will operate
894         InventoryList *clist = inv->getList("craft");
895         if(!clist)
896                 return false;
897
898         // Mangle crafting grid to an another format
899         CraftInput ci;
900         ci.method = CRAFT_METHOD_NORMAL;
901         ci.width = clist->getWidth() ? clist->getWidth() : 3;
902         for(u16 i=0; i<clist->getSize(); i++)
903                 ci.items.push_back(clist->getItem(i));
904
905         // Find out what is crafted and add it to result item slot
906         CraftOutput co;
907         bool found = gamedef->getCraftDefManager()->getCraftResult(
908                         ci, co, output_replacements, decrementInput, gamedef);
909         if(found)
910                 result.deSerialize(co.item, gamedef->getItemDefManager());
911
912         if(found && decrementInput)
913         {
914                 // CraftInput has been changed, apply changes in clist
915                 for(u16 i=0; i<clist->getSize(); i++)
916                 {
917                         clist->changeItem(i, ci.items[i]);
918                 }
919         }
920
921         return found;
922 }
923