]> git.lizzy.rs Git - minetest.git/blobdiff - src/inventorymanager.cpp
Refactor texture overrides and add new features (#9600)
[minetest.git] / src / inventorymanager.cpp
index 1a7f56f315534d1791e691997b1eabb20ac95aff..b6f4649014ae6c4635e4d3878cb0f7771df3d72e 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -18,16 +18,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "inventorymanager.h"
+#include "debug.h"
 #include "log.h"
-#include "environment.h"
-#include "scriptapi.h"
-#include "serverobject.h"
-#include "main.h"  // for g_settings
+#include "serverenvironment.h"
+#include "scripting_server.h"
+#include "server/serveractiveobject.h"
 #include "settings.h"
 #include "craftdef.h"
 #include "rollback_interface.h"
+#include "util/strfnd.h"
+#include "util/basic_macros.h"
 
-#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+#define PLAYER_TO_SA(p)   p->getEnv()->getScriptIface()
 
 /*
        InventoryLocation
@@ -42,7 +44,7 @@ std::string InventoryLocation::dump() const
 
 void InventoryLocation::serialize(std::ostream &os) const
 {
-       switch(type){
+       switch (type) {
        case InventoryLocation::UNDEFINED:
                os<<"undefined";
                break;
@@ -59,7 +61,7 @@ void InventoryLocation::serialize(std::ostream &os) const
                os<<"detached:"<<name;
                break;
        default:
-               assert(0);
+               FATAL_ERROR("Unhandled inventory location type");
        }
 }
 
@@ -67,21 +69,14 @@ void InventoryLocation::deSerialize(std::istream &is)
 {
        std::string tname;
        std::getline(is, tname, ':');
-       if(tname == "undefined")
-       {
+       if (tname == "undefined") {
                type = InventoryLocation::UNDEFINED;
-       }
-       else if(tname == "current_player")
-       {
+       } else if (tname == "current_player") {
                type = InventoryLocation::CURRENT_PLAYER;
-       }
-       else if(tname == "player")
-       {
+       } else if (tname == "player") {
                type = InventoryLocation::PLAYER;
                std::getline(is, name, '\n');
-       }
-       else if(tname == "nodemeta")
-       {
+       } else if (tname == "nodemeta") {
                type = InventoryLocation::NODEMETA;
                std::string pos;
                std::getline(is, pos, '\n');
@@ -89,20 +84,16 @@ void InventoryLocation::deSerialize(std::istream &is)
                p.X = stoi(fn.next(","));
                p.Y = stoi(fn.next(","));
                p.Z = stoi(fn.next(","));
-       }
-       else if(tname == "detached")
-       {
+       } else if (tname == "detached") {
                type = InventoryLocation::DETACHED;
                std::getline(is, name, '\n');
-       }
-       else
-       {
+       } else {
                infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
                throw SerializationError("Unknown InventoryLocation type");
        }
 }
 
-void InventoryLocation::deSerialize(std::string s)
+void InventoryLocation::deSerialize(const std::string &s)
 {
        std::istringstream is(s, std::ios::binary);
        deSerialize(is);
@@ -112,23 +103,20 @@ void InventoryLocation::deSerialize(std::string s)
        InventoryAction
 */
 
-InventoryAction * InventoryAction::deSerialize(std::istream &is)
+InventoryAction *InventoryAction::deSerialize(std::istream &is)
 {
        std::string type;
        std::getline(is, type, ' ');
 
-       InventoryAction *a = NULL;
+       InventoryAction *a = nullptr;
 
-       if(type == "Move")
-       {
-               a = new IMoveAction(is);
-       }
-       else if(type == "Drop")
-       {
+       if (type == "Move") {
+               a = new IMoveAction(is, false);
+       } else if (type == "MoveSomewhere") {
+               a = new IMoveAction(is, true);
+       } else if (type == "Drop") {
                a = new IDropAction(is);
-       }
-       else if(type == "Craft")
-       {
+       } else if (type == "Craft") {
                a = new ICraftAction(is);
        }
 
@@ -139,7 +127,8 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
        IMoveAction
 */
 
-IMoveAction::IMoveAction(std::istream &is)
+IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
+               move_somewhere(somewhere)
 {
        std::string ts;
 
@@ -159,25 +148,27 @@ IMoveAction::IMoveAction(std::istream &is)
 
        std::getline(is, to_list, ' ');
 
-       std::getline(is, ts, ' ');
-       to_i = stoi(ts);
+       if (!somewhere) {
+               std::getline(is, ts, ' ');
+               to_i = stoi(ts);
+       }
 }
 
 void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
 {
        Inventory *inv_from = mgr->getInventory(from_inv);
        Inventory *inv_to = mgr->getInventory(to_inv);
-       
-       if(!inv_from){
-               infostream<<"IMoveAction::apply(): FAIL: source inventory not found: "
-                               <<"from_inv=\""<<from_inv.dump()<<"\""
-                               <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
+
+       if (!inv_from) {
+               infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
+                       << "from_inv=\""<<from_inv.dump() << "\""
+                       << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
                return;
        }
-       if(!inv_to){
-               infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
-                               <<"from_inv=\""<<from_inv.dump()<<"\""
-                               <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
+       if (!inv_to) {
+               infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
+                       << "from_inv=\"" << from_inv.dump() << "\""
+                       << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
                return;
        }
 
@@ -187,70 +178,108 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        /*
                If a list doesn't exist or the source item doesn't exist
        */
-       if(!list_from){
-               infostream<<"IMoveAction::apply(): FAIL: source list not found: "
-                               <<"from_inv=\""<<from_inv.dump()<<"\""
-                               <<", from_list=\""<<from_list<<"\""<<std::endl;
+       if (!list_from) {
+               infostream << "IMoveAction::apply(): FAIL: source list not found: "
+                       << "from_inv=\"" << from_inv.dump() << "\""
+                       << ", from_list=\"" << from_list << "\"" << std::endl;
+               return;
+       }
+       if (!list_to) {
+               infostream << "IMoveAction::apply(): FAIL: destination list not found: "
+                       << "to_inv=\""<<to_inv.dump() << "\""
+                       << ", to_list=\"" << to_list << "\"" << std::endl;
                return;
        }
-       if(!list_to){
-               infostream<<"IMoveAction::apply(): FAIL: destination list not found: "
-                               <<"to_inv=\""<<to_inv.dump()<<"\""
-                               <<", to_list=\""<<to_list<<"\""<<std::endl;
+
+       if (move_somewhere) {
+               s16 old_to_i = to_i;
+               u16 old_count = count;
+               caused_by_move_somewhere = true;
+               move_somewhere = false;
+
+               infostream << "IMoveAction::apply(): moving item somewhere"
+                       << " msom=" << move_somewhere
+                       << " count=" << count
+                       << " from inv=\"" << from_inv.dump() << "\""
+                       << " list=\"" << from_list << "\""
+                       << " i=" << from_i
+                       << " to inv=\"" << to_inv.dump() << "\""
+                       << " list=\"" << to_list << "\""
+                       << std::endl;
+
+               // Try to add the item to destination list
+               s16 dest_size = list_to->getSize();
+               // First try all the non-empty slots
+               for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
+                       if (!list_to->getItem(dest_i).empty()) {
+                               to_i = dest_i;
+                               apply(mgr, player, gamedef);
+                               count -= move_count;
+                       }
+               }
+
+               // Then try all the empty ones
+               for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
+                       if (list_to->getItem(dest_i).empty()) {
+                               to_i = dest_i;
+                               apply(mgr, player, gamedef);
+                               count -= move_count;
+                       }
+               }
+
+               to_i = old_to_i;
+               count = old_count;
+               caused_by_move_somewhere = false;
+               move_somewhere = true;
                return;
        }
 
+       if ((u16)to_i > list_to->getSize()) {
+               infostream << "IMoveAction::apply(): FAIL: destination index out of bounds: "
+                       << "to_i=" << to_i
+                       << ", size=" << list_to->getSize() << std::endl;
+               return;
+       }
        /*
                Do not handle rollback if both inventories are that of the same player
        */
        bool ignore_rollback = (
                from_inv.type == InventoryLocation::PLAYER &&
-               to_inv.type == InventoryLocation::PLAYER &&
-               from_inv.name == to_inv.name);
+               from_inv == to_inv);
 
        /*
                Collect information of endpoints
        */
 
        int try_take_count = count;
-       if(try_take_count == 0)
+       if (try_take_count == 0)
                try_take_count = list_from->getItem(from_i).count;
 
        int src_can_take_count = 0xffff;
        int dst_can_put_count = 0xffff;
-       
+
        /* Query detached inventories */
 
        // Move occurs in the same detached inventory
-       if(from_inv.type == InventoryLocation::DETACHED &&
-                       to_inv.type == InventoryLocation::DETACHED &&
-                       from_inv.name == to_inv.name)
-       {
-               lua_State *L = player->getEnv()->getLua();
-               src_can_take_count = scriptapi_detached_inventory_allow_move(
-                               L, from_inv.name, from_list, from_i,
-                               to_list, to_i, try_take_count, player);
+       if (from_inv.type == InventoryLocation::DETACHED &&
+                       from_inv == to_inv) {
+               src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
+                       *this, try_take_count, player);
                dst_can_put_count = src_can_take_count;
-       }
-       else
-       {
+       } else {
                // Destination is detached
-               if(to_inv.type == InventoryLocation::DETACHED)
-               {
-                       lua_State *L = player->getEnv()->getLua();
+               if (to_inv.type == InventoryLocation::DETACHED) {
                        ItemStack src_item = list_from->getItem(from_i);
                        src_item.count = try_take_count;
-                       dst_can_put_count = scriptapi_detached_inventory_allow_put(
-                                       L, to_inv.name, to_list, to_i, src_item, player);
+                       dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
+                               *this, src_item, player);
                }
                // Source is detached
-               if(from_inv.type == InventoryLocation::DETACHED)
-               {
-                       lua_State *L = player->getEnv()->getLua();
+               if (from_inv.type == InventoryLocation::DETACHED) {
                        ItemStack src_item = list_from->getItem(from_i);
                        src_item.count = try_take_count;
-                       src_can_take_count = scriptapi_detached_inventory_allow_take(
-                                       L, from_inv.name, from_list, from_i, src_item, player);
+                       src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+                               *this, src_item, player);
                }
        }
 
@@ -258,53 +287,74 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
        // Both endpoints are nodemeta
        // Move occurs in the same nodemeta inventory
-       if(from_inv.type == InventoryLocation::NODEMETA &&
-                       to_inv.type == InventoryLocation::NODEMETA &&
-                       from_inv.p == to_inv.p)
-       {
-               lua_State *L = player->getEnv()->getLua();
-               src_can_take_count = scriptapi_nodemeta_inventory_allow_move(
-                               L, from_inv.p, from_list, from_i,
-                               to_list, to_i, try_take_count, player);
+       if (from_inv.type == InventoryLocation::NODEMETA &&
+                       from_inv == to_inv) {
+               src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
+                       *this, try_take_count, player);
                dst_can_put_count = src_can_take_count;
-       }
-       else
-       {
+       } else {
                // Destination is nodemeta
-               if(to_inv.type == InventoryLocation::NODEMETA)
-               {
-                       lua_State *L = player->getEnv()->getLua();
+               if (to_inv.type == InventoryLocation::NODEMETA) {
                        ItemStack src_item = list_from->getItem(from_i);
                        src_item.count = try_take_count;
-                       dst_can_put_count = scriptapi_nodemeta_inventory_allow_put(
-                                       L, to_inv.p, to_list, to_i, src_item, player);
+                       dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
+                               *this, src_item, player);
                }
                // Source is nodemeta
-               if(from_inv.type == InventoryLocation::NODEMETA)
-               {
-                       lua_State *L = player->getEnv()->getLua();
+               if (from_inv.type == InventoryLocation::NODEMETA) {
                        ItemStack src_item = list_from->getItem(from_i);
                        src_item.count = try_take_count;
-                       src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
-                                       L, from_inv.p, from_list, from_i, src_item, player);
+                       src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
+                               *this, src_item, player);
+               }
+       }
+
+       // Query player inventories
+
+       // Move occurs in the same player inventory
+       if (from_inv.type == InventoryLocation::PLAYER &&
+                       from_inv == to_inv) {
+               src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowMove(
+                       *this, try_take_count, player);
+               dst_can_put_count = src_can_take_count;
+       } else {
+               // Destination is a player
+               if (to_inv.type == InventoryLocation::PLAYER) {
+                       ItemStack src_item = list_from->getItem(from_i);
+                       src_item.count = try_take_count;
+                       dst_can_put_count = PLAYER_TO_SA(player)->player_inventory_AllowPut(
+                               *this, src_item, player);
+               }
+               // Source is a player
+               if (from_inv.type == InventoryLocation::PLAYER) {
+                       ItemStack src_item = list_from->getItem(from_i);
+                       src_item.count = try_take_count;
+                       src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
+                               *this, src_item, player);
                }
        }
 
        int old_count = count;
-       
+
        /* Modify count according to collected data */
        count = try_take_count;
-       if(src_can_take_count != -1 && count > src_can_take_count)
+       if (src_can_take_count != -1 && count > src_can_take_count)
                count = src_can_take_count;
-       if(dst_can_put_count != -1 && count > dst_can_put_count)
+       if (dst_can_put_count != -1 && count > dst_can_put_count)
                count = dst_can_put_count;
        /* Limit according to source item count */
-       if(count > list_from->getItem(from_i).count)
+       if (count > list_from->getItem(from_i).count)
                count = list_from->getItem(from_i).count;
-       
+
        /* If no items will be moved, don't go further */
-       if(count == 0)
-       {
+       if (count == 0) {
+               // Undo client prediction. See 'clientApply'
+               if (from_inv.type == InventoryLocation::PLAYER)
+                       list_from->setModified();
+
+               if (to_inv.type == InventoryLocation::PLAYER)
+                       list_to->setModified();
+
                infostream<<"IMoveAction::apply(): move was completely disallowed:"
                                <<" count="<<old_count
                                <<" from inv=\""<<from_inv.dump()<<"\""
@@ -328,51 +378,69 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                If something is wrong (source item is empty, destination is the
                same as source), nothing happens
        */
-       list_from->moveItem(from_i, list_to, to_i, count);
+       bool did_swap = false;
+       move_count = list_from->moveItem(from_i,
+               list_to, to_i, count, !caused_by_move_somewhere, &did_swap);
 
        // If source is infinite, reset it's stack
-       if(src_can_take_count == -1){
-               // If destination stack is of different type and there are leftover
-               // items, attempt to put the leftover items to a different place in the
-               // destination inventory.
-               // The client-side GUI will try to guess if this happens.
-               if(from_stack_was.name != to_stack_was.name){
-                       for(u32 i=0; i<list_to->getSize(); i++){
-                               if(list_to->getItem(i).empty()){
-                                       list_to->changeItem(i, to_stack_was);
-                                       break;
+       if (src_can_take_count == -1) {
+               // For the caused_by_move_somewhere == true case we didn't force-put the item,
+               // which guarantees there is no leftover, and code below would duplicate the
+               // (not replaced) to_stack_was item.
+               if (!caused_by_move_somewhere) {
+                       // If destination stack is of different type and there are leftover
+                       // items, attempt to put the leftover items to a different place in the
+                       // destination inventory.
+                       // The client-side GUI will try to guess if this happens.
+                       if (from_stack_was.name != to_stack_was.name) {
+                               for (u32 i = 0; i < list_to->getSize(); i++) {
+                                       if (list_to->getItem(i).empty()) {
+                                               list_to->changeItem(i, to_stack_was);
+                                               break;
+                                       }
                                }
                        }
                }
-               list_from->deleteItem(from_i);
-               list_from->addItem(from_i, from_stack_was);
+               if (move_count > 0 || did_swap) {
+                       list_from->deleteItem(from_i);
+                       list_from->addItem(from_i, from_stack_was);
+               }
        }
        // If destination is infinite, reset it's stack and take count from source
-       if(dst_can_put_count == -1){
+       if (dst_can_put_count == -1) {
                list_to->deleteItem(to_i);
                list_to->addItem(to_i, to_stack_was);
+               list_from->deleteItem(from_i);
+               list_from->addItem(from_i, from_stack_was);
                list_from->takeItem(from_i, count);
        }
 
-       infostream<<"IMoveAction::apply(): moved"
-                       <<" count="<<count
-                       <<" from inv=\""<<from_inv.dump()<<"\""
-                       <<" list=\""<<from_list<<"\""
-                       <<" i="<<from_i
-                       <<" to inv=\""<<to_inv.dump()<<"\""
-                       <<" list=\""<<to_list<<"\""
-                       <<" i="<<to_i
-                       <<std::endl;
+       infostream << "IMoveAction::apply(): moved"
+                       << " msom=" << move_somewhere
+                       << " caused=" << caused_by_move_somewhere
+                       << " count=" << count
+                       << " from inv=\"" << from_inv.dump() << "\""
+                       << " list=\"" << from_list << "\""
+                       << " i=" << from_i
+                       << " to inv=\"" << to_inv.dump() << "\""
+                       << " list=\"" << to_list << "\""
+                       << " i=" << to_i
+                       << std::endl;
+
+       // If we are inside the move somewhere loop, we don't need to report
+       // anything if nothing happened (perhaps we don't need to report
+       // anything for caused_by_move_somewhere == true, but this way its safer)
+       if (caused_by_move_somewhere && move_count == 0)
+               return;
 
        /*
                Record rollback information
        */
-       if(!ignore_rollback && gamedef->rollback())
-       {
-               IRollbackReportSink *rollback = gamedef->rollback();
+       if (!ignore_rollback && gamedef->rollback()) {
+               IRollbackManager *rollback = gamedef->rollback();
 
                // If source is not infinite, record item take
-               if(src_can_take_count != -1){
+               if (src_can_take_count != -1) {
                        RollbackAction action;
                        std::string loc;
                        {
@@ -381,11 +449,11 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                                loc = os.str();
                        }
                        action.setModifyInventoryStack(loc, from_list, from_i, false,
-                                       src_item.getItemString());
+                                       src_item);
                        rollback->reportAction(action);
                }
                // If destination is not infinite, record item put
-               if(dst_can_put_count != -1){
+               if (dst_can_put_count != -1) {
                        RollbackAction action;
                        std::string loc;
                        {
@@ -394,7 +462,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                                loc = os.str();
                        }
                        action.setModifyInventoryStack(loc, to_list, to_i, true,
-                                       src_item.getItemString());
+                                       src_item);
                        rollback->reportAction(action);
                }
        }
@@ -402,68 +470,69 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        /*
                Report move to endpoints
        */
-       
+
        /* Detached inventories */
 
        // Both endpoints are same detached
-       if(from_inv.type == InventoryLocation::DETACHED &&
-                       to_inv.type == InventoryLocation::DETACHED &&
-                       from_inv.name == to_inv.name)
-       {
-               lua_State *L = player->getEnv()->getLua();
-               scriptapi_detached_inventory_on_move(
-                               L, from_inv.name, from_list, from_i,
-                               to_list, to_i, count, player);
-       }
-       else
-       {
+       if (from_inv.type == InventoryLocation::DETACHED &&
+                       from_inv == to_inv) {
+               PLAYER_TO_SA(player)->detached_inventory_OnMove(
+                               *this, count, player);
+       } else {
                // Destination is detached
-               if(to_inv.type == InventoryLocation::DETACHED)
-               {
-                       lua_State *L = player->getEnv()->getLua();
-                       scriptapi_detached_inventory_on_put(
-                                       L, to_inv.name, to_list, to_i, src_item, player);
+               if (to_inv.type == InventoryLocation::DETACHED) {
+                       PLAYER_TO_SA(player)->detached_inventory_OnPut(
+                               *this, src_item, player);
                }
                // Source is detached
-               if(from_inv.type == InventoryLocation::DETACHED)
-               {
-                       lua_State *L = player->getEnv()->getLua();
-                       scriptapi_detached_inventory_on_take(
-                                       L, from_inv.name, from_list, from_i, src_item, player);
+               if (from_inv.type == InventoryLocation::DETACHED) {
+                       PLAYER_TO_SA(player)->detached_inventory_OnTake(
+                               *this, src_item, player);
                }
        }
 
        /* Node metadata inventories */
 
        // Both endpoints are same nodemeta
-       if(from_inv.type == InventoryLocation::NODEMETA &&
-                       to_inv.type == InventoryLocation::NODEMETA &&
-                       from_inv.p == to_inv.p)
-       {
-               lua_State *L = player->getEnv()->getLua();
-               scriptapi_nodemeta_inventory_on_move(
-                               L, from_inv.p, from_list, from_i,
-                               to_list, to_i, count, player);
-       }
-       else{
+       if (from_inv.type == InventoryLocation::NODEMETA &&
+                       from_inv == to_inv) {
+               PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
+                       *this, count, player);
+       } else {
                // Destination is nodemeta
-               if(to_inv.type == InventoryLocation::NODEMETA)
-               {
-                       lua_State *L = player->getEnv()->getLua();
-                       scriptapi_nodemeta_inventory_on_put(
-                                       L, to_inv.p, to_list, to_i, src_item, player);
+               if (to_inv.type == InventoryLocation::NODEMETA) {
+                       PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
+                               *this, src_item, player);
                }
                // Source is nodemeta
-               else if(from_inv.type == InventoryLocation::NODEMETA)
-               {
-                       lua_State *L = player->getEnv()->getLua();
-                       scriptapi_nodemeta_inventory_on_take(
-                                       L, from_inv.p, from_list, from_i, src_item, player);
+               if (from_inv.type == InventoryLocation::NODEMETA) {
+                       PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+                               *this, src_item, player);
                }
        }
-       
+
+       // Player inventories
+
+       // Both endpoints are same player inventory
+       if (from_inv.type == InventoryLocation::PLAYER &&
+                       from_inv == to_inv) {
+               PLAYER_TO_SA(player)->player_inventory_OnMove(
+                       *this, count, player);
+       } else {
+               // Destination is player inventory
+               if (to_inv.type == InventoryLocation::PLAYER) {
+                       PLAYER_TO_SA(player)->player_inventory_OnPut(
+                               *this, src_item, player);
+               }
+               // Source is player inventory
+               if (from_inv.type == InventoryLocation::PLAYER) {
+                       PLAYER_TO_SA(player)->player_inventory_OnTake(
+                               *this, src_item, player);
+               }
+       }
+
        mgr->setInventoryModified(from_inv);
-       if(inv_from != inv_to)
+       if (inv_from != inv_to)
                mgr->setInventoryModified(to_inv);
 }
 
@@ -474,24 +543,27 @@ void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
 
        Inventory *inv_from = mgr->getInventory(from_inv);
        Inventory *inv_to = mgr->getInventory(to_inv);
-       if(!inv_from || !inv_to)
+       if (!inv_from || !inv_to)
                return;
 
        InventoryLocation current_player;
        current_player.setCurrentPlayer();
        Inventory *inv_player = mgr->getInventory(current_player);
-       if(inv_from != inv_player || inv_to != inv_player)
+       if (inv_from != inv_player || inv_to != inv_player)
                return;
 
        InventoryList *list_from = inv_from->getList(from_list);
        InventoryList *list_to = inv_to->getList(to_list);
-       if(!list_from || !list_to)
+       if (!list_from || !list_to)
                return;
 
-       list_from->moveItem(from_i, list_to, to_i, count);
+       if (!move_somewhere)
+               list_from->moveItem(from_i, list_to, to_i, count);
+       else
+               list_from->moveItemSomewhere(from_i, list_to, count);
 
        mgr->setInventoryModified(from_inv);
-       if(inv_from != inv_to)
+       if (inv_from != inv_to)
                mgr->setInventoryModified(to_inv);
 }
 
@@ -518,8 +590,8 @@ IDropAction::IDropAction(std::istream &is)
 void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
 {
        Inventory *inv_from = mgr->getInventory(from_inv);
-       
-       if(!inv_from){
+
+       if (!inv_from) {
                infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
                                <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
                return;
@@ -530,13 +602,12 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        /*
                If a list doesn't exist or the source item doesn't exist
        */
-       if(!list_from){
+       if (!list_from) {
                infostream<<"IDropAction::apply(): FAIL: source list not found: "
                                <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
                return;
        }
-       if(list_from->getItem(from_i).empty())
-       {
+       if (list_from->getItem(from_i).empty()) {
                infostream<<"IDropAction::apply(): FAIL: source item not found: "
                                <<"from_inv=\""<<from_inv.dump()<<"\""
                                <<", from_list=\""<<from_list<<"\""
@@ -554,60 +625,64 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        */
 
        int take_count = list_from->getItem(from_i).count;
-       if(count != 0 && count < take_count)
+       if (count != 0 && count < take_count)
                take_count = count;
        int src_can_take_count = take_count;
 
-       // Source is detached
-       if(from_inv.type == InventoryLocation::DETACHED)
-       {
-               lua_State *L = player->getEnv()->getLua();
-               ItemStack src_item = list_from->getItem(from_i);
-               src_item.count = take_count;
-               src_can_take_count = scriptapi_detached_inventory_allow_take(
-                               L, from_inv.name, from_list, from_i, src_item, player);
-       }
+       ItemStack src_item = list_from->getItem(from_i);
+       src_item.count = take_count;
 
-       // Source is nodemeta
-       if(from_inv.type == InventoryLocation::NODEMETA)
-       {
-               lua_State *L = player->getEnv()->getLua();
-               ItemStack src_item = list_from->getItem(from_i);
-               src_item.count = take_count;
-               src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
-                               L, from_inv.p, from_list, from_i, src_item, player);
+       // Run callbacks depending on source inventory
+       switch (from_inv.type) {
+       case InventoryLocation::DETACHED:
+               src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+                       *this, src_item, player);
+               break;
+       case InventoryLocation::NODEMETA:
+               src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
+                       *this, src_item, player);
+               break;
+       case InventoryLocation::PLAYER:
+               src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
+                       *this, src_item, player);
+               break;
+       default:
+               break;
        }
 
-       if(src_can_take_count != -1 && src_can_take_count < take_count)
+       if (src_can_take_count != -1 && src_can_take_count < take_count)
                take_count = src_can_take_count;
-       
-       int actually_dropped_count = 0;
 
-       ItemStack src_item = list_from->getItem(from_i);
+       // Update item due executed callbacks
+       src_item = list_from->getItem(from_i);
 
        // Drop the item
        ItemStack item1 = list_from->getItem(from_i);
        item1.count = take_count;
-       if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
-                               player->getBasePosition() + v3f(0,1,0)))
-       {
-               actually_dropped_count = take_count - item1.count;
+       if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
+                               player->getBasePosition())) {
+               int actually_dropped_count = take_count - item1.count;
 
-               if(actually_dropped_count == 0){
+               if (actually_dropped_count == 0) {
                        infostream<<"Actually dropped no items"<<std::endl;
+
+                       // Revert client prediction. See 'clientApply'
+                       if (from_inv.type == InventoryLocation::PLAYER)
+                               list_from->setModified();
                        return;
                }
-               
+
                // If source isn't infinite
-               if(src_can_take_count != -1){
+               if (src_can_take_count != -1) {
                        // Take item from source list
                        ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
 
-                       if(item2.count != actually_dropped_count)
+                       if (item2.count != actually_dropped_count)
                                errorstream<<"Could not take dropped count of items"<<std::endl;
-
-                       mgr->setInventoryModified(from_inv);
                }
+
+               src_item.count = actually_dropped_count;
+               mgr->setInventoryModified(from_inv);
        }
 
        infostream<<"IDropAction::apply(): dropped "
@@ -615,38 +690,37 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        <<" list=\""<<from_list<<"\""
                        <<" i="<<from_i
                        <<std::endl;
-       
-       src_item.count = actually_dropped_count;
+
 
        /*
                Report drop to endpoints
        */
-       
-       // Source is detached
-       if(from_inv.type == InventoryLocation::DETACHED)
-       {
-               lua_State *L = player->getEnv()->getLua();
-               scriptapi_detached_inventory_on_take(
-                               L, from_inv.name, from_list, from_i, src_item, player);
-       }
 
-       // Source is nodemeta
-       if(from_inv.type == InventoryLocation::NODEMETA)
-       {
-               lua_State *L = player->getEnv()->getLua();
-               scriptapi_nodemeta_inventory_on_take(
-                               L, from_inv.p, from_list, from_i, src_item, player);
+       switch (from_inv.type) {
+       case InventoryLocation::DETACHED:
+               PLAYER_TO_SA(player)->detached_inventory_OnTake(
+                       *this, src_item, player);
+               break;
+       case InventoryLocation::NODEMETA:
+               PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+                       *this, src_item, player);
+               break;
+       case InventoryLocation::PLAYER:
+               PLAYER_TO_SA(player)->player_inventory_OnTake(
+                       *this, src_item, player);
+               break;
+       default:
+               break;
        }
 
        /*
                Record rollback information
        */
-       if(!ignore_src_rollback && gamedef->rollback())
-       {
-               IRollbackReportSink *rollback = gamedef->rollback();
+       if (!ignore_src_rollback && gamedef->rollback()) {
+               IRollbackManager *rollback = gamedef->rollback();
 
                // If source is not infinite, record item take
-               if(src_can_take_count != -1){
+               if (src_can_take_count != -1) {
                        RollbackAction action;
                        std::string loc;
                        {
@@ -655,7 +729,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                                loc = os.str();
                        }
                        action.setModifyInventoryStack(loc, from_list, from_i,
-                                       false, src_item.getItemString());
+                                       false, src_item);
                        rollback->reportAction(action);
                }
        }
@@ -667,20 +741,20 @@ void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
        // to make lag less apparent.
 
        Inventory *inv_from = mgr->getInventory(from_inv);
-       if(!inv_from)
+       if (!inv_from)
                return;
 
        InventoryLocation current_player;
        current_player.setCurrentPlayer();
        Inventory *inv_player = mgr->getInventory(current_player);
-       if(inv_from != inv_player)
+       if (inv_from != inv_player)
                return;
 
        InventoryList *list_from = inv_from->getList(from_list);
-       if(!list_from)
+       if (!list_from)
                return;
 
-       if(count == 0)
+       if (count == 0)
                list_from->changeItem(from_i, ItemStack());
        else
                list_from->takeItem(from_i, count);
@@ -703,62 +777,108 @@ ICraftAction::ICraftAction(std::istream &is)
        craft_inv.deSerialize(ts);
 }
 
-void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
+void ICraftAction::apply(InventoryManager *mgr,
+       ServerActiveObject *player, IGameDef *gamedef)
 {
        Inventory *inv_craft = mgr->getInventory(craft_inv);
-       
-       if(!inv_craft){
-               infostream<<"ICraftAction::apply(): FAIL: inventory not found: "
-                               <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+
+       if (!inv_craft) {
+               infostream << "ICraftAction::apply(): FAIL: inventory not found: "
+                               << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
                return;
        }
 
        InventoryList *list_craft = inv_craft->getList("craft");
        InventoryList *list_craftresult = inv_craft->getList("craftresult");
+       InventoryList *list_main = inv_craft->getList("main");
 
        /*
                If a list doesn't exist or the source item doesn't exist
        */
-       if(!list_craft){
-               infostream<<"ICraftAction::apply(): FAIL: craft list not found: "
-                               <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+       if (!list_craft) {
+               infostream << "ICraftAction::apply(): FAIL: craft list not found: "
+                               << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
                return;
        }
-       if(!list_craftresult){
-               infostream<<"ICraftAction::apply(): FAIL: craftresult list not found: "
-                               <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+       if (!list_craftresult) {
+               infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
+                               << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
                return;
        }
-       if(list_craftresult->getSize() < 1){
-               infostream<<"ICraftAction::apply(): FAIL: craftresult list too short: "
-                               <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+       if (list_craftresult->getSize() < 1) {
+               infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
+                               << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
                return;
        }
 
        ItemStack crafted;
+       ItemStack craftresultitem;
        int count_remaining = count;
-       bool found = getCraftingResult(inv_craft, crafted, false, gamedef);
+       std::vector<ItemStack> output_replacements;
+       getCraftingResult(inv_craft, crafted, output_replacements, false, gamedef);
+       PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
+       bool found = !crafted.empty();
+
+       while (found && list_craftresult->itemFits(0, crafted)) {
+               InventoryList saved_craft_list = *list_craft;
 
-       while(found && list_craftresult->itemFits(0, crafted))
-       {
+               std::vector<ItemStack> temp;
                // Decrement input and add crafting output
-               getCraftingResult(inv_craft, crafted, true, gamedef);
+               getCraftingResult(inv_craft, crafted, temp, true, gamedef);
+               PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
                list_craftresult->addItem(0, crafted);
                mgr->setInventoryModified(craft_inv);
 
-               actionstream<<player->getDescription()
-                               <<" crafts "
-                               <<crafted.getItemString()
-                               <<std::endl;
+               // Add the new replacements to the list
+               IItemDefManager *itemdef = gamedef->getItemDefManager();
+               for (auto &itemstack : temp) {
+                       for (auto &output_replacement : output_replacements) {
+                               if (itemstack.name == output_replacement.name) {
+                                       itemstack = output_replacement.addItem(itemstack, itemdef);
+                                       if (itemstack.empty())
+                                               continue;
+                               }
+                       }
+                       output_replacements.push_back(itemstack);
+               }
+
+               actionstream << player->getDescription()
+                               << " crafts "
+                               << crafted.getItemString()
+                               << std::endl;
 
                // Decrement counter
-               if(count_remaining == 1)
+               if (count_remaining == 1)
                        break;
-               else if(count_remaining > 1)
+
+               if (count_remaining > 1)
                        count_remaining--;
 
                // Get next crafting result
-               found = getCraftingResult(inv_craft, crafted, false, gamedef);
+               getCraftingResult(inv_craft, crafted, temp, false, gamedef);
+               PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
+               found = !crafted.empty();
+       }
+
+       // Put the replacements in the inventory or drop them on the floor, if
+       // the inventory is full
+       for (auto &output_replacement : output_replacements) {
+               if (list_main)
+                       output_replacement = list_main->addItem(output_replacement);
+               if (output_replacement.empty())
+                       continue;
+               u16 count = output_replacement.count;
+               do {
+                       PLAYER_TO_SA(player)->item_OnDrop(output_replacement, player,
+                               player->getBasePosition());
+                       if (count >= output_replacement.count) {
+                               errorstream << "Couldn't drop replacement stack " <<
+                                       output_replacement.getItemString() << " because drop loop didn't "
+                                       "decrease count." << std::endl;
+
+                               break;
+                       }
+               } while (!output_replacement.empty());
        }
 
        infostream<<"ICraftAction::apply(): crafted "
@@ -774,37 +894,34 @@ void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
 
 
 // Crafting helper
-bool getCraftingResult(Inventory *inv, ItemStack& result,
+bool getCraftingResult(Inventory *inv, ItemStack &result,
+               std::vector<ItemStack> &output_replacements,
                bool decrementInput, IGameDef *gamedef)
 {
-       DSTACK(__FUNCTION_NAME);
-       
        result.clear();
 
        // Get the InventoryList in which we will operate
        InventoryList *clist = inv->getList("craft");
-       if(!clist)
+       if (!clist)
                return false;
 
        // Mangle crafting grid to an another format
        CraftInput ci;
        ci.method = CRAFT_METHOD_NORMAL;
        ci.width = clist->getWidth() ? clist->getWidth() : 3;
-       for(u16 i=0; i<clist->getSize(); i++)
+       for (u16 i=0; i < clist->getSize(); i++)
                ci.items.push_back(clist->getItem(i));
 
        // Find out what is crafted and add it to result item slot
        CraftOutput co;
        bool found = gamedef->getCraftDefManager()->getCraftResult(
-                       ci, co, decrementInput, gamedef);
-       if(found)
+                       ci, co, output_replacements, decrementInput, gamedef);
+       if (found)
                result.deSerialize(co.item, gamedef->getItemDefManager());
 
-       if(found && decrementInput)
-       {
+       if (found && decrementInput) {
                // CraftInput has been changed, apply changes in clist
-               for(u16 i=0; i<clist->getSize(); i++)
-               {
+               for (u16 i=0; i < clist->getSize(); i++) {
                        clist->changeItem(i, ci.items[i]);
                }
        }