]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/inventorymanager.cpp
Create a filesystem abstraction layer for CSM and only allow accessing files that...
[dragonfireclient.git] / src / inventorymanager.cpp
index 06978fbb9e39216de4aa2a56f71d4f772dd59611..c976bd037e557a5676c0642b2c7dcc3153084cf9 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
@@ -19,14 +19,16 @@ 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 "serverenvironment.h"
+#include "scripting_server.h"
 #include "serverobject.h"
-#include "main.h"  // for g_settings
 #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
@@ -58,7 +60,7 @@ void InventoryLocation::serialize(std::ostream &os) const
                os<<"detached:"<<name;
                break;
        default:
-               assert(0);
+               FATAL_ERROR("Unhandled inventory location type");
        }
 }
 
@@ -118,16 +120,13 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
 
        InventoryAction *a = NULL;
 
-       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);
        }
 
@@ -138,9 +137,12 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
        IMoveAction
 */
 
-IMoveAction::IMoveAction(std::istream &is)
+IMoveAction::IMoveAction(std::istream &is, bool somewhere)
 {
        std::string ts;
+       move_somewhere = somewhere;
+       caused_by_move_somewhere = false;
+       move_count = 0;
 
        std::getline(is, ts, ' ');
        count = stoi(ts);
@@ -158,25 +160,27 @@ 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;
        }
 
@@ -186,19 +190,76 @@ 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);
+
        /*
                Collect information of endpoints
        */
@@ -209,7 +270,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
        int src_can_take_count = 0xffff;
        int dst_can_put_count = 0xffff;
-       
+
        /* Query detached inventories */
 
        // Move occurs in the same detached inventory
@@ -217,9 +278,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        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,
+               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;
        }
@@ -228,20 +288,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                // Destination is detached
                if(to_inv.type == InventoryLocation::DETACHED)
                {
-                       lua_State *L = player->getEnv()->getLua();
                        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(
+                                       to_inv.name, to_list, to_i, src_item, player);
                }
                // 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 = 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(
+                                       from_inv.name, from_list, from_i, src_item, player);
                }
        }
 
@@ -253,9 +311,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        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,
+               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;
        }
@@ -264,25 +321,23 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                // Destination is nodemeta
                if(to_inv.type == InventoryLocation::NODEMETA)
                {
-                       lua_State *L = player->getEnv()->getLua();
                        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(
+                                       to_inv.p, to_list, to_i, src_item, player);
                }
                // 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 = 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(
+                                       from_inv.p, from_list, from_i, 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)
@@ -292,7 +347,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        /* 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)
        {
@@ -319,34 +374,101 @@ 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){
-               list_from->deleteItem(from_i);
-               list_from->addItem(from_i, from_stack_was);
+       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"
-                       <<" 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())
+       {
+               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);
+               }
+       }
 
        /*
                Report move to endpoints
        */
-       
+
        /* Detached inventories */
 
        // Both endpoints are same detached
@@ -354,9 +476,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        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,
+               PLAYER_TO_SA(player)->detached_inventory_OnMove(
+                               from_inv.name, from_list, from_i,
                                to_list, to_i, count, player);
        }
        else
@@ -364,16 +485,14 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                // 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);
+                       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)
                {
-                       lua_State *L = player->getEnv()->getLua();
-                       scriptapi_detached_inventory_on_take(
-                                       L, from_inv.name, from_list, from_i, src_item, player);
+                       PLAYER_TO_SA(player)->detached_inventory_OnTake(
+                                       from_inv.name, from_list, from_i, src_item, player);
                }
        }
 
@@ -384,31 +503,28 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        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,
+               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)
                {
-                       lua_State *L = player->getEnv()->getLua();
-                       scriptapi_nodemeta_inventory_on_put(
-                                       L, to_inv.p, to_list, to_i, src_item, player);
+                       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)
                {
-                       lua_State *L = player->getEnv()->getLua();
-                       scriptapi_nodemeta_inventory_on_take(
-                                       L, from_inv.p, from_list, from_i, src_item, player);
+                       PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+                                       from_inv.p, from_list, from_i, src_item, player);
                }
        }
 
-       mgr->setInventoryModified(from_inv);
+       mgr->setInventoryModified(from_inv, false);
        if(inv_from != inv_to)
-               mgr->setInventoryModified(to_inv);
+               mgr->setInventoryModified(to_inv, false);
 }
 
 void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
@@ -432,7 +548,10 @@ void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
        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)
@@ -462,7 +581,7 @@ IDropAction::IDropAction(std::istream &is)
 void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
 {
        Inventory *inv_from = mgr->getInventory(from_inv);
-       
+
        if(!inv_from){
                infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
                                <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
@@ -488,6 +607,11 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                return;
        }
 
+       /*
+               Do not handle rollback if inventory is player's
+       */
+       bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
+
        /*
                Collect information of endpoints
        */
@@ -500,33 +624,32 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        // 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);
+               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)
        {
-               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);
+               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);
-       if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
+       item1.count = take_count;
+       if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
                                player->getBasePosition() + v3f(0,1,0)))
        {
                actually_dropped_count = take_count - item1.count;
@@ -535,7 +658,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        infostream<<"Actually dropped no items"<<std::endl;
                        return;
                }
-               
+
                // If source isn't infinite
                if(src_can_take_count != -1){
                        // Take item from source list
@@ -544,7 +667,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        if(item2.count != actually_dropped_count)
                                errorstream<<"Could not take dropped count of items"<<std::endl;
 
-                       mgr->setInventoryModified(from_inv);
+                       mgr->setInventoryModified(from_inv, false);
                }
        }
 
@@ -553,27 +676,47 @@ 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);
+               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)
        {
-               lua_State *L = player->getEnv()->getLua();
-               scriptapi_nodemeta_inventory_on_take(
-                               L, from_inv.p, from_list, from_i, src_item, player);
+               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())
+       {
+               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);
+               }
        }
 }
 
@@ -619,62 +762,110 @@ 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))
-       {
+       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, 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 (std::vector<ItemStack>::iterator it = temp.begin();
+                               it != temp.end(); ++it) {
+                       for (std::vector<ItemStack>::iterator jt = output_replacements.begin();
+                                       jt != output_replacements.end(); ++jt) {
+                               if (it->name == jt->name) {
+                                       *it = jt->addItem(*it, itemdef);
+                                       if (it->empty())
+                                               continue;
+                               }
+                       }
+                       output_replacements.push_back(*it);
+               }
+
+               actionstream << player->getDescription()
+                               << " crafts "
+                               << crafted.getItemString()
+                               << std::endl;
 
                // Decrement counter
-               if(count_remaining == 1)
+               if (count_remaining == 1)
                        break;
-               else if(count_remaining > 1)
+               else if (count_remaining > 1)
                        count_remaining--;
 
                // Get next crafting result
-               found = getCraftingResult(inv_craft, crafted, false, gamedef);
+               found = 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 invenotry is full
+       for (std::vector<ItemStack>::iterator it = output_replacements.begin();
+                       it != output_replacements.end(); ++it) {
+               if (list_main)
+                       *it = list_main->addItem(*it);
+               if (it->empty())
+                       continue;
+               u16 count = it->count;
+               do {
+                       PLAYER_TO_SA(player)->item_OnDrop(*it, player,
+                               player->getBasePosition() + v3f(0,1,0));
+                       if (count >= it->count) {
+                               errorstream << "Couldn't drop replacement stack " <<
+                                       it->getItemString() << " because drop loop didn't "
+                                       "decrease count." << std::endl;
+
+                               break;
+                       }
+               } while (!it->empty());
        }
 
        infostream<<"ICraftAction::apply(): crafted "
@@ -691,37 +882,36 @@ void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
 
 // Crafting helper
 bool getCraftingResult(Inventory *inv, ItemStack& result,
+               std::vector<ItemStack> &output_replacements,
                bool decrementInput, IGameDef *gamedef)
 {
-       DSTACK(__FUNCTION_NAME);
-       
-       result.clear();
+       DSTACK(FUNCTION_NAME);
 
-       // TODO: Allow different sizes of crafting grids
+       result.clear();
 
        // Get the InventoryList in which we will operate
        InventoryList *clist = inv->getList("craft");
-       if(!clist || clist->getSize() != 9)
+       if(!clist)
                return false;
 
        // Mangle crafting grid to an another format
        CraftInput ci;
        ci.method = CRAFT_METHOD_NORMAL;
-       ci.width = 3;
-       for(u16 i=0; i<9; i++)
+       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);
+                       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<9; i++)
+               for(u16 i=0; i<clist->getSize(); i++)
                {
                        clist->changeItem(i, ci.items[i]);
                }