]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/inventorymanager.cpp
Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenu
[dragonfireclient.git] / src / inventorymanager.cpp
index 0149fd9abe758c154bf799659b384bd0d71104be..c81f7a19e6515e1e71a8a10fb2a50f9c781cbe5d 100644 (file)
@@ -1,18 +1,18 @@
 /*
-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.
 */
@@ -20,11 +20,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "inventorymanager.h"
 #include "log.h"
 #include "environment.h"
-#include "scriptapi.h"
+#include "scripting_game.h"
 #include "serverobject.h"
 #include "main.h"  // for g_settings
 #include "settings.h"
-#include "utility.h"
+#include "craftdef.h"
+#include "rollback_interface.h"
+
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+
+#define PLAYER_TO_SA(p)   p->getEnv()->getScriptIface()
 
 /*
        InventoryLocation
@@ -39,30 +44,25 @@ std::string InventoryLocation::dump() const
 
 void InventoryLocation::serialize(std::ostream &os) const
 {
-        switch(type){
-        case InventoryLocation::UNDEFINED:
-        {
+       switch(type){
+       case InventoryLocation::UNDEFINED:
                os<<"undefined";
-       }
-        break;
-        case InventoryLocation::CURRENT_PLAYER:
-        {
+               break;
+       case InventoryLocation::CURRENT_PLAYER:
                os<<"current_player";
-        }
-        break;
-        case InventoryLocation::PLAYER:
-        {
+               break;
+       case InventoryLocation::PLAYER:
                os<<"player:"<<name;
-        }
-        break;
-        case InventoryLocation::NODEMETA:
-        {
+               break;
+       case InventoryLocation::NODEMETA:
                os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
-        }
-        break;
-        default:
-                assert(0);
-        }
+               break;
+       case InventoryLocation::DETACHED:
+               os<<"detached:"<<name;
+               break;
+       default:
+               assert(0);
+       }
 }
 
 void InventoryLocation::deSerialize(std::istream &is)
@@ -92,6 +92,11 @@ void InventoryLocation::deSerialize(std::istream &is)
                p.Y = stoi(fn.next(","));
                p.Z = stoi(fn.next(","));
        }
+       else if(tname == "detached")
+       {
+               type = InventoryLocation::DETACHED;
+               std::getline(is, name, '\n');
+       }
        else
        {
                infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
@@ -124,10 +129,18 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
        {
                a = new IDropAction(is);
        }
+       else if(type == "Craft")
+       {
+               a = new ICraftAction(is);
+       }
 
        return a;
 }
 
+/*
+       IMoveAction
+*/
+
 IMoveAction::IMoveAction(std::istream &is)
 {
        std::string ts;
@@ -152,7 +165,7 @@ IMoveAction::IMoveAction(std::istream &is)
        to_i = stoi(ts);
 }
 
-void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player)
+void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
 {
        Inventory *inv_from = mgr->getInventory(from_inv);
        Inventory *inv_to = mgr->getInventory(to_inv);
@@ -188,66 +201,159 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player)
                                <<", to_list=\""<<to_list<<"\""<<std::endl;
                return;
        }
-       if(list_from->getItem(from_i).empty())
-       {
-               infostream<<"IMoveAction::apply(): FAIL: source item not found: "
-                               <<"from_inv=\""<<from_inv.dump()<<"\""
-                               <<", from_list=\""<<from_list<<"\""
-                               <<" from_i="<<from_i<<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);
+
        /*
-               If the source and the destination slots are the same
+               Collect information of endpoints
        */
-       if(inv_from == inv_to && list_from == list_to && from_i == to_i)
+
+       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 &&
+                       to_inv.type == InventoryLocation::DETACHED &&
+                       from_inv.name == to_inv.name)
        {
-               infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
-                               <<"are the same: inv=\""<<from_inv.dump()
-                               <<"\" list=\""<<from_list
-                               <<"\" i="<<from_i<<std::endl;
-               return;
+               src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
+                               from_inv.name, from_list, from_i,
+                               to_list, to_i, try_take_count, player);
+               dst_can_put_count = src_can_take_count;
        }
-       
-       // Take item from source list
-       ItemStack item1;
-       if(count == 0)
-               item1 = list_from->changeItem(from_i, ItemStack());
        else
-               item1 = list_from->takeItem(from_i, count);
+       {
+               // 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(
+                                       to_inv.name, to_list, to_i, 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(
+                                       from_inv.name, from_list, from_i, src_item, player);
+               }
+       }
 
-       // Try to add the item to destination list
-       int oldcount = item1.count;
-       item1 = list_to->addItem(to_i, item1);
+       /* Query node metadata inventories */
 
-       // If something is returned, the item was not fully added
-       if(!item1.empty())
+       // 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)
        {
-               // If olditem is returned, nothing was added.
-               bool nothing_added = (item1.count == oldcount);
-               
-               // 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)
+               src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
+                               from_inv.p, from_list, from_i,
+                               to_list, to_i, try_take_count, player);
+               dst_can_put_count = src_can_take_count;
+       }
+       else
+       {
+               // Destination is nodemeta
+               if(to_inv.type == InventoryLocation::NODEMETA)
                {
-                       // Take item from source list
-                       item1 = list_from->changeItem(from_i, ItemStack());
-                       // Adding was not possible, swap the items.
-                       ItemStack 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 = try_take_count;
+                       dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
+                                       to_inv.p, to_list, to_i, 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(
+                                       from_inv.p, from_list, from_i, src_item, player);
                }
        }
 
-       mgr->setInventoryModified(from_inv);
-       if(inv_from != inv_to)
-               mgr->setInventoryModified(to_inv);
+       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;
        
-       infostream<<"IMoveAction::apply(): moved at "
-                       <<" count="<<count<<"\""
+       /* If no items will be moved, don't go further */
+       if(count == 0)
+       {
+               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;
+       }
+
+       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
+       */
+       list_from->moveItem(from_i, list_to, to_i, count);
+
+       // 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;
+                               }
+                       }
+               }
+               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"
+                       <<" count="<<count
                        <<" from inv=\""<<from_inv.dump()<<"\""
                        <<" list=\""<<from_list<<"\""
                        <<" i="<<from_i
@@ -255,8 +361,136 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player)
                        <<" list=\""<<to_list<<"\""
                        <<" i="<<to_i
                        <<std::endl;
+
+       /*
+               Record rollback information
+       */
+       if(!ignore_rollback && gamedef->rollback())
+       {
+               IRollbackReportSink *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.getItemString());
+                       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.getItemString());
+                       rollback->reportAction(action);
+               }
+       }
+
+       /*
+               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)
+       {
+               PLAYER_TO_SA(player)->detached_inventory_OnMove(
+                               from_inv.name, from_list, from_i,
+                               to_list, to_i, count, player);
+       }
+       else
+       {
+               // Destination is detached
+               if(to_inv.type == InventoryLocation::DETACHED)
+               {
+                       PLAYER_TO_SA(player)->detached_inventory_OnPut(
+                                       to_inv.name, to_list, to_i, src_item, player);
+               }
+               // Source is detached
+               if(from_inv.type == InventoryLocation::DETACHED)
+               {
+                       PLAYER_TO_SA(player)->detached_inventory_OnTake(
+                                       from_inv.name, from_list, from_i, 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)
+       {
+               PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
+                               from_inv.p, from_list, from_i,
+                               to_list, to_i, count, player);
+       }
+       else{
+               // Destination is nodemeta
+               if(to_inv.type == InventoryLocation::NODEMETA)
+               {
+                       PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
+                                       to_inv.p, to_list, to_i, src_item, player);
+               }
+               // Source is nodemeta
+               else if(from_inv.type == InventoryLocation::NODEMETA)
+               {
+                       PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+                                       from_inv.p, from_list, from_i, 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;
+
+       list_from->moveItem(from_i, list_to, to_i, count);
+
+       mgr->setInventoryModified(from_inv);
+       if(inv_from != inv_to)
+               mgr->setInventoryModified(to_inv);
 }
 
+/*
+       IDropAction
+*/
+
 IDropAction::IDropAction(std::istream &is)
 {
        std::string ts;
@@ -273,7 +507,7 @@ IDropAction::IDropAction(std::istream &is)
        from_i = stoi(ts);
 }
 
-void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player)
+void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
 {
        Inventory *inv_from = mgr->getInventory(from_inv);
        
@@ -303,17 +537,67 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player)
        }
 
        /*
-               Drop the item
+               Do not handle rollback if inventory is player's
        */
-       ItemStack item = list_from->getItem(from_i);
-       if(scriptapi_item_on_drop(player->getEnv()->getLua(), item, player,
+       bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
+
+       /*
+               Collect information of endpoints
+       */
+
+       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;
+
+       // Source is detached
+       if(from_inv.type == InventoryLocation::DETACHED)
+       {
+               ItemStack src_item = list_from->getItem(from_i);
+               src_item.count = take_count;
+               src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+                               from_inv.name, from_list, from_i, src_item, player);
+       }
+
+       // Source is nodemeta
+       if(from_inv.type == InventoryLocation::NODEMETA)
+       {
+               ItemStack src_item = list_from->getItem(from_i);
+               src_item.count = take_count;
+               src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
+                               from_inv.p, from_list, from_i, src_item, player);
+       }
+
+       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);
+
+       // 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() + v3f(0,1,0)))
        {
-               // Apply returned ItemStack
-               if(g_settings->getBool("creative_mode") == false
-                               || from_inv.type != InventoryLocation::PLAYER)
-                       list_from->changeItem(from_i, item);
-               mgr->setInventoryModified(from_inv);
+               actually_dropped_count = take_count - item1.count;
+
+               if(actually_dropped_count == 0){
+                       infostream<<"Actually dropped no items"<<std::endl;
+                       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;
+
+                       mgr->setInventoryModified(from_inv);
+               }
        }
 
        infostream<<"IDropAction::apply(): dropped "
@@ -321,4 +605,198 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player)
                        <<" 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)
+       {
+               PLAYER_TO_SA(player)->detached_inventory_OnTake(
+                               from_inv.name, from_list, from_i, src_item, player);
+       }
+
+       // Source is nodemeta
+       if(from_inv.type == InventoryLocation::NODEMETA)
+       {
+               PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+                               from_inv.p, from_list, from_i, src_item, player);
+       }
+
+       /*
+               Record rollback information
+       */
+       if(!ignore_src_rollback && gamedef->rollback())
+       {
+               IRollbackReportSink *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.getItemString());
+                       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);
+}
+
+/*
+       ICraftAction
+*/
+
+ICraftAction::ICraftAction(std::istream &is)
+{
+       std::string ts;
+
+       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;
+       }
+
+       InventoryList *list_craft = inv_craft->getList("craft");
+       InventoryList *list_craftresult = inv_craft->getList("craftresult");
+
+       /*
+               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;
+       }
+       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;
+               return;
+       }
+
+       ItemStack crafted;
+       int count_remaining = count;
+       bool found = getCraftingResult(inv_craft, crafted, false, gamedef);
+
+       while(found && list_craftresult->itemFits(0, crafted))
+       {
+               // Decrement input and add crafting output
+               getCraftingResult(inv_craft, crafted, true, gamedef);
+               list_craftresult->addItem(0, crafted);
+               mgr->setInventoryModified(craft_inv);
+
+               actionstream<<player->getDescription()
+                               <<" crafts "
+                               <<crafted.getItemString()
+                               <<std::endl;
+
+               // Decrement counter
+               if(count_remaining == 1)
+                       break;
+               else if(count_remaining > 1)
+                       count_remaining--;
+
+               // Get next crafting result
+               found = getCraftingResult(inv_craft, crafted, false, gamedef);
+       }
+
+       infostream<<"ICraftAction::apply(): crafted "
+                       <<" craft_inv=\""<<craft_inv.dump()<<"\""
+                       <<std::endl;
+}
+
+void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+       // Optional InventoryAction operation that is run on the client
+       // to make lag less apparent.
+}
+
+
+// Crafting helper
+bool getCraftingResult(Inventory *inv, ItemStack& result,
+               bool decrementInput, IGameDef *gamedef)
+{
+       DSTACK(__FUNCTION_NAME);
+       
+       result.clear();
+
+       // Get the InventoryList in which we will operate
+       InventoryList *clist = inv->getList("craft");
+       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++)
+               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)
+               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 found;
+}
+