]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/inventorymanager.cpp
Edited .gitignore properly; fixed armor invulnarability in the server code.
[dragonfireclient.git] / src / inventorymanager.cpp
index 195438d266013415799ac99205b296b9f252f21e..b6f4649014ae6c4635e4d3878cb0f7771df3d72e 100644 (file)
 /*
-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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "inventorymanager.h"
-#include "serverremoteplayer.h"
+#include "debug.h"
 #include "log.h"
-#include "mapblock.h" // getNodeBlockPos
+#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 PLAYER_TO_SA(p)   p->getEnv()->getScriptIface()
 
 /*
-       InventoryManager
+       InventoryLocation
 */
 
-// Wrapper for old code
-Inventory* InventoryManager::getInventory(InventoryContext *c, std::string id)
+std::string InventoryLocation::dump() const
 {
-       if(id == "current_player")
-       {
-               assert(c->current_player);
-               InventoryLocation loc;
-               loc.setPlayer(c->current_player->getName());
-               return getInventory(loc);
-       }
-       
-       Strfnd fn(id);
-       std::string id0 = fn.next(":");
-
-       if(id0 == "nodemeta")
-       {
-               v3s16 p;
-               p.X = stoi(fn.next(","));
-               p.Y = stoi(fn.next(","));
-               p.Z = stoi(fn.next(","));
-
-               InventoryLocation loc;
-               loc.setNodeMeta(p);
-               return getInventory(loc);
-       }
-
-       errorstream<<__FUNCTION_NAME<<": unknown id "<<id<<std::endl;
-       return NULL;
+       std::ostringstream os(std::ios::binary);
+       serialize(os);
+       return os.str();
 }
-// Wrapper for old code
-void InventoryManager::inventoryModified(InventoryContext *c, std::string id)
+
+void InventoryLocation::serialize(std::ostream &os) const
 {
-       if(id == "current_player")
-       {
-               assert(c->current_player);
-               InventoryLocation loc;
-               loc.setPlayer(c->current_player->getName());
-               setInventoryModified(loc);
-               return;
+       switch (type) {
+       case InventoryLocation::UNDEFINED:
+               os<<"undefined";
+               break;
+       case InventoryLocation::CURRENT_PLAYER:
+               os<<"current_player";
+               break;
+       case InventoryLocation::PLAYER:
+               os<<"player:"<<name;
+               break;
+       case InventoryLocation::NODEMETA:
+               os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
+               break;
+       case InventoryLocation::DETACHED:
+               os<<"detached:"<<name;
+               break;
+       default:
+               FATAL_ERROR("Unhandled inventory location type");
        }
-       
-       Strfnd fn(id);
-       std::string id0 = fn.next(":");
+}
 
-       if(id0 == "nodemeta")
-       {
-               v3s16 p;
+void InventoryLocation::deSerialize(std::istream &is)
+{
+       std::string tname;
+       std::getline(is, tname, ':');
+       if (tname == "undefined") {
+               type = InventoryLocation::UNDEFINED;
+       } else if (tname == "current_player") {
+               type = InventoryLocation::CURRENT_PLAYER;
+       } else if (tname == "player") {
+               type = InventoryLocation::PLAYER;
+               std::getline(is, name, '\n');
+       } else if (tname == "nodemeta") {
+               type = InventoryLocation::NODEMETA;
+               std::string pos;
+               std::getline(is, pos, '\n');
+               Strfnd fn(pos);
                p.X = stoi(fn.next(","));
                p.Y = stoi(fn.next(","));
                p.Z = stoi(fn.next(","));
-               v3s16 blockpos = getNodeBlockPos(p);
-
-               InventoryLocation loc;
-               loc.setNodeMeta(p);
-               setInventoryModified(loc);
-               return;
+       } else if (tname == "detached") {
+               type = InventoryLocation::DETACHED;
+               std::getline(is, name, '\n');
+       } else {
+               infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
+               throw SerializationError("Unknown InventoryLocation type");
        }
+}
 
-       errorstream<<__FUNCTION_NAME<<": unknown id "<<id<<std::endl;
+void InventoryLocation::deSerialize(const std::string &s)
+{
+       std::istringstream is(s, std::ios::binary);
+       deSerialize(is);
 }
 
 /*
        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") {
+               a = new ICraftAction(is);
        }
 
        return a;
 }
 
-static std::string describeC(const struct InventoryContext *c)
-{
-       if(c->current_player == NULL)
-               return "current_player=NULL";
-       else
-               return std::string("current_player=") + c->current_player->getName();
-}
+/*
+       IMoveAction
+*/
 
-IMoveAction::IMoveAction(std::istream &is)
+IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
+               move_somewhere(somewhere)
 {
        std::string ts;
 
        std::getline(is, ts, ' ');
        count = stoi(ts);
 
-       std::getline(is, from_inv, ' ');
+       std::getline(is, ts, ' ');
+       from_inv.deSerialize(ts);
 
        std::getline(is, from_list, ' ');
 
        std::getline(is, ts, ' ');
        from_i = stoi(ts);
 
-       std::getline(is, to_inv, ' ');
+       std::getline(is, ts, ' ');
+       to_inv.deSerialize(ts);
 
        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(InventoryContext *c, InventoryManager *mgr,
-               ServerEnvironment *env)
+void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
 {
-       Inventory *inv_from = mgr->getInventory(c, from_inv);
-       Inventory *inv_to = mgr->getInventory(c, to_inv);
-       
-       if(!inv_from){
-               infostream<<"IMoveAction::apply(): FAIL: source inventory not found: "
-                               <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
-                               <<", to_inv=\""<<to_inv<<"\""<<std::endl;
+       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;
                return;
        }
-       if(!inv_to){
-               infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
-                               "context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
-                               <<", to_inv=\""<<to_inv<<"\""<<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;
        }
 
@@ -165,86 +178,399 @@ void IMoveAction::apply(InventoryContext *c, InventoryManager *mgr,
        /*
                If a list doesn't exist or the source item doesn't exist
        */
-       if(!list_from){
-               infostream<<"IMoveAction::apply(): FAIL: source list not found: "
-                               <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
-                               <<", 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: "
-                               <<"context=["<<describeC(c)<<"], to_inv=\""<<to_inv<<"\""
-                               <<", to_list=\""<<to_list<<"\""<<std::endl;
+       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_from->getItem(from_i) == NULL)
-       {
-               infostream<<"IMoveAction::apply(): FAIL: source item not found: "
-                               <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
-                               <<", from_list=\""<<from_list<<"\""
-                               <<" from_i="<<from_i<<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;
        }
        /*
-               If the source and the destination slots are the same
+               Do not handle rollback if both inventories are that of the same player
+       */
+       bool ignore_rollback = (
+               from_inv.type == InventoryLocation::PLAYER &&
+               from_inv == to_inv);
+
+       /*
+               Collect information of endpoints
        */
-       if(inv_from == inv_to && list_from == list_to && from_i == to_i)
-       {
-               infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
-                               <<"are the same: inv=\""<<from_inv<<"\" list=\""<<from_list
-                               <<"\" i="<<from_i<<std::endl;
+
+       int try_take_count = count;
+       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 &&
+                       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 {
+               // Destination is detached
+               if (to_inv.type == InventoryLocation::DETACHED) {
+                       ItemStack src_item = list_from->getItem(from_i);
+                       src_item.count = try_take_count;
+                       dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
+                               *this, src_item, player);
+               }
+               // Source is detached
+               if (from_inv.type == InventoryLocation::DETACHED) {
+                       ItemStack src_item = list_from->getItem(from_i);
+                       src_item.count = try_take_count;
+                       src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+                               *this, src_item, player);
+               }
+       }
+
+       /* Query node metadata inventories */
+
+       // Both endpoints are nodemeta
+       // Move occurs in the same nodemeta inventory
+       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 {
+               // Destination is nodemeta
+               if (to_inv.type == InventoryLocation::NODEMETA) {
+                       ItemStack src_item = list_from->getItem(from_i);
+                       src_item.count = try_take_count;
+                       dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
+                               *this, src_item, player);
+               }
+               // Source is nodemeta
+               if (from_inv.type == InventoryLocation::NODEMETA) {
+                       ItemStack src_item = list_from->getItem(from_i);
+                       src_item.count = try_take_count;
+                       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)
+               count = src_can_take_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)
+               count = list_from->getItem(from_i).count;
+
+       /* If no items will be moved, don't go further */
+       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()<<"\""
+                               <<" list=\""<<from_list<<"\""
+                               <<" i="<<from_i
+                               <<" to inv=\""<<to_inv.dump()<<"\""
+                               <<" list=\""<<to_list<<"\""
+                               <<" i="<<to_i
+                               <<std::endl;
                return;
        }
-       
-       // Take item from source list
-       InventoryItem *item1 = NULL;
-       if(count == 0)
-               item1 = list_from->changeItem(from_i, NULL);
-       else
-               item1 = list_from->takeItem(from_i, count);
-
-       // Try to add the item to destination list
-       InventoryItem *olditem = item1;
-       item1 = list_to->addItem(to_i, item1);
-
-       // If something is returned, the item was not fully added
-       if(item1 != NULL)
-       {
-               // If olditem is returned, nothing was added.
-               bool nothing_added = (item1 == olditem);
-               
-               // If something else is returned, part of the item was left unadded.
-               // Add the other part back to the source item
-               list_from->addItem(from_i, item1);
-
-               // If olditem is returned, nothing was added.
-               // Swap the items
-               if(nothing_added)
-               {
-                       // Take item from source list
-                       item1 = list_from->changeItem(from_i, NULL);
-                       // Adding was not possible, swap the items.
-                       InventoryItem *item2 = list_to->changeItem(to_i, item1);
-                       // Put item from destination list to the source list
-                       list_from->changeItem(from_i, item2);
+
+       ItemStack src_item = list_from->getItem(from_i);
+       src_item.count = count;
+       ItemStack from_stack_was = list_from->getItem(from_i);
+       ItemStack to_stack_was = list_to->getItem(to_i);
+
+       /*
+               Perform actual move
+
+               If something is wrong (source item is empty, destination is the
+               same as source), nothing happens
+       */
+       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) {
+               // 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;
+                                       }
+                               }
+                       }
+               }
+               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) {
+               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"
+                       << " 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()) {
+               IRollbackManager *rollback = gamedef->rollback();
+
+               // If source is not infinite, record item take
+               if (src_can_take_count != -1) {
+                       RollbackAction action;
+                       std::string loc;
+                       {
+                               std::ostringstream os(std::ios::binary);
+                               from_inv.serialize(os);
+                               loc = os.str();
+                       }
+                       action.setModifyInventoryStack(loc, from_list, from_i, false,
+                                       src_item);
+                       rollback->reportAction(action);
+               }
+               // If destination is not infinite, record item put
+               if (dst_can_put_count != -1) {
+                       RollbackAction action;
+                       std::string loc;
+                       {
+                               std::ostringstream os(std::ios::binary);
+                               to_inv.serialize(os);
+                               loc = os.str();
+                       }
+                       action.setModifyInventoryStack(loc, to_list, to_i, true,
+                                       src_item);
+                       rollback->reportAction(action);
                }
        }
 
-       mgr->inventoryModified(c, from_inv);
-       if(from_inv != to_inv)
-               mgr->inventoryModified(c, to_inv);
-       
-       infostream<<"IMoveAction::apply(): moved at "
-                       <<"["<<describeC(c)<<"]"
-                       <<" from inv=\""<<from_inv<<"\""
-                       <<" list=\""<<from_list<<"\""
-                       <<" i="<<from_i
-                       <<" to inv=\""<<to_inv<<"\""
-                       <<" list=\""<<to_list<<"\""
-                       <<" i="<<to_i
-                       <<std::endl;
+       /*
+               Report move to endpoints
+       */
+
+       /* Detached inventories */
+
+       // Both endpoints are same detached
+       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) {
+                       PLAYER_TO_SA(player)->detached_inventory_OnPut(
+                               *this, src_item, player);
+               }
+               // Source is detached
+               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 &&
+                       from_inv == to_inv) {
+               PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
+                       *this, count, player);
+       } else {
+               // Destination is nodemeta
+               if (to_inv.type == InventoryLocation::NODEMETA) {
+                       PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
+                               *this, src_item, player);
+               }
+               // Source is nodemeta
+               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)
+               mgr->setInventoryModified(to_inv);
+}
+
+void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+       // Optional InventoryAction operation that is run on the client
+       // to make lag less apparent.
+
+       Inventory *inv_from = mgr->getInventory(from_inv);
+       Inventory *inv_to = mgr->getInventory(to_inv);
+       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)
+               return;
+
+       InventoryList *list_from = inv_from->getList(from_list);
+       InventoryList *list_to = inv_to->getList(to_list);
+       if (!list_from || !list_to)
+               return;
+
+       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)
+               mgr->setInventoryModified(to_inv);
 }
 
+/*
+       IDropAction
+*/
+
 IDropAction::IDropAction(std::istream &is)
 {
        std::string ts;
@@ -252,7 +578,8 @@ IDropAction::IDropAction(std::istream &is)
        std::getline(is, ts, ' ');
        count = stoi(ts);
 
-       std::getline(is, from_inv, ' ');
+       std::getline(is, ts, ' ');
+       from_inv.deSerialize(ts);
 
        std::getline(is, from_list, ' ');
 
@@ -260,27 +587,13 @@ IDropAction::IDropAction(std::istream &is)
        from_i = stoi(ts);
 }
 
-void IDropAction::apply(InventoryContext *c, InventoryManager *mgr,
-               ServerEnvironment *env)
+void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
 {
-       if(c->current_player == NULL){
-               infostream<<"IDropAction::apply(): FAIL: current_player is NULL"<<std::endl;
-               return;
-       }
-
-       // Do NOT cast directly to ServerActiveObject*, it breaks
-       // because of multiple inheritance.
-       ServerActiveObject *dropper =
-               static_cast<ServerActiveObject*>(
-               static_cast<ServerRemotePlayer*>(
-                       c->current_player
-               ));
+       Inventory *inv_from = mgr->getInventory(from_inv);
 
-       Inventory *inv_from = mgr->getInventory(c, from_inv);
-       
-       if(!inv_from){
+       if (!inv_from) {
                infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
-                               <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""<<std::endl;
+                               <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
                return;
        }
 
@@ -289,256 +602,330 @@ void IDropAction::apply(InventoryContext *c, InventoryManager *mgr,
        /*
                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: "
-                               <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
-                               <<", from_list=\""<<from_list<<"\""<<std::endl;
+                               <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
                return;
        }
-       InventoryItem *item = list_from->getItem(from_i);
-       if(item == NULL)
-       {
+       if (list_from->getItem(from_i).empty()) {
                infostream<<"IDropAction::apply(): FAIL: source item not found: "
-                               <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
+                               <<"from_inv=\""<<from_inv.dump()<<"\""
                                <<", from_list=\""<<from_list<<"\""
                                <<" from_i="<<from_i<<std::endl;
                return;
        }
 
-       v3f pos = dropper->getBasePosition();
-       pos.Y += 0.5*BS;
-
-       s16 count2 = count;
-       if(count2 == 0)
-               count2 = -1;
+       /*
+               Do not handle rollback if inventory is player's
+       */
+       bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
 
        /*
-               Drop the item
+               Collect information of endpoints
        */
-       bool remove = item->dropOrPlace(env, dropper, pos, false, count2);
-       if(remove)
-               list_from->deleteItem(from_i);
 
-       mgr->inventoryModified(c, from_inv);
+       int take_count = list_from->getItem(from_i).count;
+       if (count != 0 && count < take_count)
+               take_count = count;
+       int src_can_take_count = take_count;
+
+       ItemStack src_item = list_from->getItem(from_i);
+       src_item.count = take_count;
+
+       // 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)
+               take_count = src_can_take_count;
+
+       // 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(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
+                               player->getBasePosition())) {
+               int actually_dropped_count = take_count - item1.count;
+
+               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) {
+                       // Take item from source list
+                       ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
+
+                       if (item2.count != actually_dropped_count)
+                               errorstream<<"Could not take dropped count of items"<<std::endl;
+               }
+
+               src_item.count = actually_dropped_count;
+               mgr->setInventoryModified(from_inv);
+       }
 
        infostream<<"IDropAction::apply(): dropped "
-                       <<"["<<describeC(c)<<"]"
-                       <<" from inv=\""<<from_inv<<"\""
+                       <<" from inv=\""<<from_inv.dump()<<"\""
                        <<" list=\""<<from_list<<"\""
                        <<" i="<<from_i
                        <<std::endl;
+
+
+       /*
+               Report drop to endpoints
+       */
+
+       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()) {
+               IRollbackManager *rollback = gamedef->rollback();
+
+               // If source is not infinite, record item take
+               if (src_can_take_count != -1) {
+                       RollbackAction action;
+                       std::string loc;
+                       {
+                               std::ostringstream os(std::ios::binary);
+                               from_inv.serialize(os);
+                               loc = os.str();
+                       }
+                       action.setModifyInventoryStack(loc, from_list, from_i,
+                                       false, src_item);
+                       rollback->reportAction(action);
+               }
+       }
+}
+
+void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+       // Optional InventoryAction operation that is run on the client
+       // to make lag less apparent.
+
+       Inventory *inv_from = mgr->getInventory(from_inv);
+       if (!inv_from)
+               return;
+
+       InventoryLocation current_player;
+       current_player.setCurrentPlayer();
+       Inventory *inv_player = mgr->getInventory(current_player);
+       if (inv_from != inv_player)
+               return;
+
+       InventoryList *list_from = inv_from->getList(from_list);
+       if (!list_from)
+               return;
+
+       if (count == 0)
+               list_from->changeItem(from_i, ItemStack());
+       else
+               list_from->takeItem(from_i, count);
+
+       mgr->setInventoryModified(from_inv);
 }
 
 /*
-       Craft checking system
+       ICraftAction
 */
 
-bool ItemSpec::checkItem(const InventoryItem *item) const
+ICraftAction::ICraftAction(std::istream &is)
 {
-       if(type == ITEM_NONE)
-       {
-               // Has to be no item
-               if(item != NULL)
-                       return false;
-               return true;
-       }
-       
-       // There should be an item
-       if(item == NULL)
-               return false;
+       std::string ts;
 
-       std::string itemname = item->getName();
-
-       if(type == ITEM_MATERIAL)
-       {
-               if(itemname != "MaterialItem")
-                       return false;
-               MaterialItem *mitem = (MaterialItem*)item;
-               if(num != 65535){
-                       if(mitem->getMaterial() != num)
-                               return false;
-               } else {
-                       if(mitem->getNodeName() != name)
-                               return false;
-               }
-       }
-       else if(type == ITEM_CRAFT)
-       {
-               if(itemname != "CraftItem")
-                       return false;
-               CraftItem *mitem = (CraftItem*)item;
-               if(mitem->getSubName() != name)
-                       return false;
+       std::getline(is, ts, ' ');
+       count = stoi(ts);
+
+       std::getline(is, ts, ' ');
+       craft_inv.deSerialize(ts);
+}
+
+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;
+               return;
        }
-       else if(type == ITEM_TOOL)
-       {
-               // Not supported yet
-               assert(0);
+
+       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;
+               return;
        }
-       else if(type == ITEM_MBO)
-       {
-               // Not supported yet
-               assert(0);
+       if (!list_craftresult) {
+               infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
+                               << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
+               return;
        }
-       else
-       {
-               // Not supported yet
-               assert(0);
+       if (list_craftresult->getSize() < 1) {
+               infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
+                               << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
+               return;
        }
-       return true;
-}
 
-bool checkItemCombination(InventoryItem const * const *items, const ItemSpec *specs)
-{
-       u16 items_min_x = 100;
-       u16 items_max_x = 100;
-       u16 items_min_y = 100;
-       u16 items_max_y = 100;
-       for(u16 y=0; y<3; y++)
-       for(u16 x=0; x<3; x++)
-       {
-               if(items[y*3 + x] == NULL)
-                       continue;
-               if(items_min_x == 100 || x < items_min_x)
-                       items_min_x = x;
-               if(items_min_y == 100 || y < items_min_y)
-                       items_min_y = y;
-               if(items_max_x == 100 || x > items_max_x)
-                       items_max_x = x;
-               if(items_max_y == 100 || y > items_max_y)
-                       items_max_y = y;
-       }
-       // No items at all, just return false
-       if(items_min_x == 100)
-               return false;
-       
-       u16 items_w = items_max_x - items_min_x + 1;
-       u16 items_h = items_max_y - items_min_y + 1;
-
-       u16 specs_min_x = 100;
-       u16 specs_max_x = 100;
-       u16 specs_min_y = 100;
-       u16 specs_max_y = 100;
-       for(u16 y=0; y<3; y++)
-       for(u16 x=0; x<3; x++)
-       {
-               if(specs[y*3 + x].type == ITEM_NONE)
-                       continue;
-               if(specs_min_x == 100 || x < specs_min_x)
-                       specs_min_x = x;
-               if(specs_min_y == 100 || y < specs_min_y)
-                       specs_min_y = y;
-               if(specs_max_x == 100 || x > specs_max_x)
-                       specs_max_x = x;
-               if(specs_max_y == 100 || y > specs_max_y)
-                       specs_max_y = y;
-       }
-       // No specs at all, just return false
-       if(specs_min_x == 100)
-               return false;
+       ItemStack crafted;
+       ItemStack craftresultitem;
+       int count_remaining = count;
+       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;
+
+               std::vector<ItemStack> temp;
+               // Decrement input and add crafting output
+               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);
+
+               // 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);
+               }
 
-       u16 specs_w = specs_max_x - specs_min_x + 1;
-       u16 specs_h = specs_max_y - specs_min_y + 1;
+               actionstream << player->getDescription()
+                               << " crafts "
+                               << crafted.getItemString()
+                               << std::endl;
 
-       // Different sizes
-       if(items_w != specs_w || items_h != specs_h)
-               return false;
+               // Decrement counter
+               if (count_remaining == 1)
+                       break;
+
+               if (count_remaining > 1)
+                       count_remaining--;
 
-       for(u16 y=0; y<specs_h; y++)
-       for(u16 x=0; x<specs_w; x++)
-       {
-               u16 items_x = items_min_x + x;
-               u16 items_y = items_min_y + y;
-               u16 specs_x = specs_min_x + x;
-               u16 specs_y = specs_min_y + y;
-               const InventoryItem *item = items[items_y * 3 + items_x];
-               const ItemSpec &spec = specs[specs_y * 3 + specs_x];
+               // Get next crafting result
+               getCraftingResult(inv_craft, crafted, temp, false, gamedef);
+               PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
+               found = !crafted.empty();
+       }
 
-               if(spec.checkItem(item) == false)
-                       return false;
+       // 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());
        }
 
-       return true;
+       infostream<<"ICraftAction::apply(): crafted "
+                       <<" craft_inv=\""<<craft_inv.dump()<<"\""
+                       <<std::endl;
 }
 
-bool checkItemCombination(const InventoryItem * const * items,
-               const InventoryItem * const * specs)
+void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
 {
-       u16 items_min_x = 100;
-       u16 items_max_x = 100;
-       u16 items_min_y = 100;
-       u16 items_max_y = 100;
-       for(u16 y=0; y<3; y++)
-       for(u16 x=0; x<3; x++)
-       {
-               if(items[y*3 + x] == NULL)
-                       continue;
-               if(items_min_x == 100 || x < items_min_x)
-                       items_min_x = x;
-               if(items_min_y == 100 || y < items_min_y)
-                       items_min_y = y;
-               if(items_max_x == 100 || x > items_max_x)
-                       items_max_x = x;
-               if(items_max_y == 100 || y > items_max_y)
-                       items_max_y = y;
-       }
-       // No items at all, just return false
-       if(items_min_x == 100)
-               return false;
-       
-       u16 items_w = items_max_x - items_min_x + 1;
-       u16 items_h = items_max_y - items_min_y + 1;
-
-       u16 specs_min_x = 100;
-       u16 specs_max_x = 100;
-       u16 specs_min_y = 100;
-       u16 specs_max_y = 100;
-       for(u16 y=0; y<3; y++)
-       for(u16 x=0; x<3; x++)
-       {
-               if(specs[y*3 + x] == NULL)
-                       continue;
-               if(specs_min_x == 100 || x < specs_min_x)
-                       specs_min_x = x;
-               if(specs_min_y == 100 || y < specs_min_y)
-                       specs_min_y = y;
-               if(specs_max_x == 100 || x > specs_max_x)
-                       specs_max_x = x;
-               if(specs_max_y == 100 || y > specs_max_y)
-                       specs_max_y = y;
-       }
-       // No specs at all, just return false
-       if(specs_min_x == 100)
-               return false;
+       // Optional InventoryAction operation that is run on the client
+       // to make lag less apparent.
+}
+
 
-       u16 specs_w = specs_max_x - specs_min_x + 1;
-       u16 specs_h = specs_max_y - specs_min_y + 1;
+// Crafting helper
+bool getCraftingResult(Inventory *inv, ItemStack &result,
+               std::vector<ItemStack> &output_replacements,
+               bool decrementInput, IGameDef *gamedef)
+{
+       result.clear();
 
-       // Different sizes
-       if(items_w != specs_w || items_h != specs_h)
+       // Get the InventoryList in which we will operate
+       InventoryList *clist = inv->getList("craft");
+       if (!clist)
                return false;
 
-       for(u16 y=0; y<specs_h; y++)
-       for(u16 x=0; x<specs_w; x++)
-       {
-               u16 items_x = items_min_x + x;
-               u16 items_y = items_min_y + y;
-               u16 specs_x = specs_min_x + x;
-               u16 specs_y = specs_min_y + y;
-               const InventoryItem *item = items[items_y * 3 + items_x];
-               const InventoryItem *spec = specs[specs_y * 3 + specs_x];
-               
-               if(item == NULL && spec == NULL)
-                       continue;
-               if(item == NULL && spec != NULL)
-                       return false;
-               if(item != NULL && spec == NULL)
-                       return false;
-               if(!spec->isSubsetOf(item))
-                       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++)
+               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, output_replacements, decrementInput, gamedef);
+       if (found)
+               result.deSerialize(co.item, gamedef->getItemDefManager());
+
+       if (found && decrementInput) {
+               // CraftInput has been changed, apply changes in clist
+               for (u16 i=0; i < clist->getSize(); i++) {
+                       clist->changeItem(i, ci.items[i]);
+               }
        }
 
-       return true;
+       return found;
 }
 
-