3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "inventorymanager.h"
23 #include "serverenvironment.h"
24 #include "scripting_server.h"
25 #include "serverobject.h"
28 #include "rollback_interface.h"
29 #include "util/strfnd.h"
30 #include "util/basic_macros.h"
32 #define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
38 std::string InventoryLocation::dump() const
40 std::ostringstream os(std::ios::binary);
45 void InventoryLocation::serialize(std::ostream &os) const
48 case InventoryLocation::UNDEFINED:
51 case InventoryLocation::CURRENT_PLAYER:
54 case InventoryLocation::PLAYER:
57 case InventoryLocation::NODEMETA:
58 os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
60 case InventoryLocation::DETACHED:
61 os<<"detached:"<<name;
64 FATAL_ERROR("Unhandled inventory location type");
68 void InventoryLocation::deSerialize(std::istream &is)
71 std::getline(is, tname, ':');
72 if (tname == "undefined") {
73 type = InventoryLocation::UNDEFINED;
74 } else if (tname == "current_player") {
75 type = InventoryLocation::CURRENT_PLAYER;
76 } else if (tname == "player") {
77 type = InventoryLocation::PLAYER;
78 std::getline(is, name, '\n');
79 } else if (tname == "nodemeta") {
80 type = InventoryLocation::NODEMETA;
82 std::getline(is, pos, '\n');
84 p.X = stoi(fn.next(","));
85 p.Y = stoi(fn.next(","));
86 p.Z = stoi(fn.next(","));
87 } else if (tname == "detached") {
88 type = InventoryLocation::DETACHED;
89 std::getline(is, name, '\n');
91 infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
92 throw SerializationError("Unknown InventoryLocation type");
96 void InventoryLocation::deSerialize(std::string s)
98 std::istringstream is(s, std::ios::binary);
106 InventoryAction *InventoryAction::deSerialize(std::istream &is)
109 std::getline(is, type, ' ');
111 InventoryAction *a = nullptr;
113 if (type == "Move") {
114 a = new IMoveAction(is, false);
115 } else if (type == "MoveSomewhere") {
116 a = new IMoveAction(is, true);
117 } else if (type == "Drop") {
118 a = new IDropAction(is);
119 } else if (type == "Craft") {
120 a = new ICraftAction(is);
130 IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
131 move_somewhere(somewhere)
135 std::getline(is, ts, ' ');
138 std::getline(is, ts, ' ');
139 from_inv.deSerialize(ts);
141 std::getline(is, from_list, ' ');
143 std::getline(is, ts, ' ');
146 std::getline(is, ts, ' ');
147 to_inv.deSerialize(ts);
149 std::getline(is, to_list, ' ');
152 std::getline(is, ts, ' ');
157 void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
159 Inventory *inv_from = mgr->getInventory(from_inv);
160 Inventory *inv_to = mgr->getInventory(to_inv);
163 infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
164 << "from_inv=\""<<from_inv.dump() << "\""
165 << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
169 infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
170 << "from_inv=\"" << from_inv.dump() << "\""
171 << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
175 InventoryList *list_from = inv_from->getList(from_list);
176 InventoryList *list_to = inv_to->getList(to_list);
179 If a list doesn't exist or the source item doesn't exist
182 infostream << "IMoveAction::apply(): FAIL: source list not found: "
183 << "from_inv=\"" << from_inv.dump() << "\""
184 << ", from_list=\"" << from_list << "\"" << std::endl;
188 infostream << "IMoveAction::apply(): FAIL: destination list not found: "
189 << "to_inv=\""<<to_inv.dump() << "\""
190 << ", to_list=\"" << to_list << "\"" << std::endl;
194 if (move_somewhere) {
196 u16 old_count = count;
197 caused_by_move_somewhere = true;
198 move_somewhere = false;
200 infostream << "IMoveAction::apply(): moving item somewhere"
201 << " msom=" << move_somewhere
202 << " count=" << count
203 << " from inv=\"" << from_inv.dump() << "\""
204 << " list=\"" << from_list << "\""
206 << " to inv=\"" << to_inv.dump() << "\""
207 << " list=\"" << to_list << "\""
210 // Try to add the item to destination list
211 s16 dest_size = list_to->getSize();
212 // First try all the non-empty slots
213 for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
214 if (!list_to->getItem(dest_i).empty()) {
216 apply(mgr, player, gamedef);
221 // Then try all the empty ones
222 for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
223 if (list_to->getItem(dest_i).empty()) {
225 apply(mgr, player, gamedef);
232 caused_by_move_somewhere = false;
233 move_somewhere = true;
237 if ((u16)to_i > list_to->getSize()) {
238 infostream << "IMoveAction::apply(): FAIL: destination index out of bounds: "
240 << ", size=" << list_to->getSize() << std::endl;
244 Do not handle rollback if both inventories are that of the same player
246 bool ignore_rollback = (
247 from_inv.type == InventoryLocation::PLAYER &&
251 Collect information of endpoints
254 int try_take_count = count;
255 if (try_take_count == 0)
256 try_take_count = list_from->getItem(from_i).count;
258 int src_can_take_count = 0xffff;
259 int dst_can_put_count = 0xffff;
261 /* Query detached inventories */
263 // Move occurs in the same detached inventory
264 if (from_inv.type == InventoryLocation::DETACHED &&
265 from_inv == to_inv) {
266 src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
267 *this, try_take_count, player);
268 dst_can_put_count = src_can_take_count;
270 // Destination is detached
271 if (to_inv.type == InventoryLocation::DETACHED) {
272 ItemStack src_item = list_from->getItem(from_i);
273 src_item.count = try_take_count;
274 dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
275 *this, src_item, player);
277 // Source is detached
278 if (from_inv.type == InventoryLocation::DETACHED) {
279 ItemStack src_item = list_from->getItem(from_i);
280 src_item.count = try_take_count;
281 src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
282 *this, src_item, player);
286 /* Query node metadata inventories */
288 // Both endpoints are nodemeta
289 // Move occurs in the same nodemeta inventory
290 if (from_inv.type == InventoryLocation::NODEMETA &&
291 from_inv == to_inv) {
292 src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
293 *this, try_take_count, player);
294 dst_can_put_count = src_can_take_count;
296 // Destination is nodemeta
297 if (to_inv.type == InventoryLocation::NODEMETA) {
298 ItemStack src_item = list_from->getItem(from_i);
299 src_item.count = try_take_count;
300 dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
301 *this, src_item, player);
303 // Source is nodemeta
304 if (from_inv.type == InventoryLocation::NODEMETA) {
305 ItemStack src_item = list_from->getItem(from_i);
306 src_item.count = try_take_count;
307 src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
308 *this, src_item, player);
312 // Query player inventories
314 // Move occurs in the same player inventory
315 if (from_inv.type == InventoryLocation::PLAYER &&
316 from_inv == to_inv) {
317 src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowMove(
318 *this, try_take_count, player);
319 dst_can_put_count = src_can_take_count;
321 // Destination is a player
322 if (to_inv.type == InventoryLocation::PLAYER) {
323 ItemStack src_item = list_from->getItem(from_i);
324 src_item.count = try_take_count;
325 dst_can_put_count = PLAYER_TO_SA(player)->player_inventory_AllowPut(
326 *this, src_item, player);
328 // Source is a player
329 if (from_inv.type == InventoryLocation::PLAYER) {
330 ItemStack src_item = list_from->getItem(from_i);
331 src_item.count = try_take_count;
332 src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
333 *this, src_item, player);
337 int old_count = count;
339 /* Modify count according to collected data */
340 count = try_take_count;
341 if (src_can_take_count != -1 && count > src_can_take_count)
342 count = src_can_take_count;
343 if (dst_can_put_count != -1 && count > dst_can_put_count)
344 count = dst_can_put_count;
345 /* Limit according to source item count */
346 if (count > list_from->getItem(from_i).count)
347 count = list_from->getItem(from_i).count;
349 /* If no items will be moved, don't go further */
351 infostream<<"IMoveAction::apply(): move was completely disallowed:"
352 <<" count="<<old_count
353 <<" from inv=\""<<from_inv.dump()<<"\""
354 <<" list=\""<<from_list<<"\""
356 <<" to inv=\""<<to_inv.dump()<<"\""
357 <<" list=\""<<to_list<<"\""
363 ItemStack src_item = list_from->getItem(from_i);
364 src_item.count = count;
365 ItemStack from_stack_was = list_from->getItem(from_i);
366 ItemStack to_stack_was = list_to->getItem(to_i);
371 If something is wrong (source item is empty, destination is the
372 same as source), nothing happens
374 bool did_swap = false;
375 move_count = list_from->moveItem(from_i,
376 list_to, to_i, count, !caused_by_move_somewhere, &did_swap);
378 // If source is infinite, reset it's stack
379 if (src_can_take_count == -1) {
380 // For the caused_by_move_somewhere == true case we didn't force-put the item,
381 // which guarantees there is no leftover, and code below would duplicate the
382 // (not replaced) to_stack_was item.
383 if (!caused_by_move_somewhere) {
384 // If destination stack is of different type and there are leftover
385 // items, attempt to put the leftover items to a different place in the
386 // destination inventory.
387 // The client-side GUI will try to guess if this happens.
388 if (from_stack_was.name != to_stack_was.name) {
389 for (u32 i = 0; i < list_to->getSize(); i++) {
390 if (list_to->getItem(i).empty()) {
391 list_to->changeItem(i, to_stack_was);
397 if (move_count > 0 || did_swap) {
398 list_from->deleteItem(from_i);
399 list_from->addItem(from_i, from_stack_was);
402 // If destination is infinite, reset it's stack and take count from source
403 if (dst_can_put_count == -1) {
404 list_to->deleteItem(to_i);
405 list_to->addItem(to_i, to_stack_was);
406 list_from->deleteItem(from_i);
407 list_from->addItem(from_i, from_stack_was);
408 list_from->takeItem(from_i, count);
411 infostream << "IMoveAction::apply(): moved"
412 << " msom=" << move_somewhere
413 << " caused=" << caused_by_move_somewhere
414 << " count=" << count
415 << " from inv=\"" << from_inv.dump() << "\""
416 << " list=\"" << from_list << "\""
418 << " to inv=\"" << to_inv.dump() << "\""
419 << " list=\"" << to_list << "\""
423 // If we are inside the move somewhere loop, we don't need to report
424 // anything if nothing happened (perhaps we don't need to report
425 // anything for caused_by_move_somewhere == true, but this way its safer)
426 if (caused_by_move_somewhere && move_count == 0)
430 Record rollback information
432 if (!ignore_rollback && gamedef->rollback()) {
433 IRollbackManager *rollback = gamedef->rollback();
435 // If source is not infinite, record item take
436 if (src_can_take_count != -1) {
437 RollbackAction action;
440 std::ostringstream os(std::ios::binary);
441 from_inv.serialize(os);
444 action.setModifyInventoryStack(loc, from_list, from_i, false,
446 rollback->reportAction(action);
448 // If destination is not infinite, record item put
449 if (dst_can_put_count != -1) {
450 RollbackAction action;
453 std::ostringstream os(std::ios::binary);
454 to_inv.serialize(os);
457 action.setModifyInventoryStack(loc, to_list, to_i, true,
459 rollback->reportAction(action);
464 Report move to endpoints
467 /* Detached inventories */
469 // Both endpoints are same detached
470 if (from_inv.type == InventoryLocation::DETACHED &&
471 from_inv == to_inv) {
472 PLAYER_TO_SA(player)->detached_inventory_OnMove(
473 *this, count, player);
475 // Destination is detached
476 if (to_inv.type == InventoryLocation::DETACHED) {
477 PLAYER_TO_SA(player)->detached_inventory_OnPut(
478 *this, src_item, player);
480 // Source is detached
481 if (from_inv.type == InventoryLocation::DETACHED) {
482 PLAYER_TO_SA(player)->detached_inventory_OnTake(
483 *this, src_item, player);
487 /* Node metadata inventories */
489 // Both endpoints are same nodemeta
490 if (from_inv.type == InventoryLocation::NODEMETA &&
491 from_inv == to_inv) {
492 PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
493 *this, count, player);
495 // Destination is nodemeta
496 if (to_inv.type == InventoryLocation::NODEMETA) {
497 PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
498 *this, src_item, player);
500 // Source is nodemeta
501 if (from_inv.type == InventoryLocation::NODEMETA) {
502 PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
503 *this, src_item, player);
507 // Player inventories
509 // Both endpoints are same player inventory
510 if (from_inv.type == InventoryLocation::PLAYER &&
511 from_inv == to_inv) {
512 PLAYER_TO_SA(player)->player_inventory_OnMove(
513 *this, count, player);
515 // Destination is player inventory
516 if (to_inv.type == InventoryLocation::PLAYER) {
517 PLAYER_TO_SA(player)->player_inventory_OnPut(
518 *this, src_item, player);
520 // Source is player inventory
521 if (from_inv.type == InventoryLocation::PLAYER) {
522 PLAYER_TO_SA(player)->player_inventory_OnTake(
523 *this, src_item, player);
527 mgr->setInventoryModified(from_inv, false);
528 if (inv_from != inv_to)
529 mgr->setInventoryModified(to_inv, false);
532 void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
534 // Optional InventoryAction operation that is run on the client
535 // to make lag less apparent.
537 Inventory *inv_from = mgr->getInventory(from_inv);
538 Inventory *inv_to = mgr->getInventory(to_inv);
539 if (!inv_from || !inv_to)
542 InventoryLocation current_player;
543 current_player.setCurrentPlayer();
544 Inventory *inv_player = mgr->getInventory(current_player);
545 if (inv_from != inv_player || inv_to != inv_player)
548 InventoryList *list_from = inv_from->getList(from_list);
549 InventoryList *list_to = inv_to->getList(to_list);
550 if (!list_from || !list_to)
554 list_from->moveItem(from_i, list_to, to_i, count);
556 list_from->moveItemSomewhere(from_i, list_to, count);
558 mgr->setInventoryModified(from_inv);
559 if (inv_from != inv_to)
560 mgr->setInventoryModified(to_inv);
567 IDropAction::IDropAction(std::istream &is)
571 std::getline(is, ts, ' ');
574 std::getline(is, ts, ' ');
575 from_inv.deSerialize(ts);
577 std::getline(is, from_list, ' ');
579 std::getline(is, ts, ' ');
583 void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
585 Inventory *inv_from = mgr->getInventory(from_inv);
588 infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
589 <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
593 InventoryList *list_from = inv_from->getList(from_list);
596 If a list doesn't exist or the source item doesn't exist
599 infostream<<"IDropAction::apply(): FAIL: source list not found: "
600 <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
603 if (list_from->getItem(from_i).empty()) {
604 infostream<<"IDropAction::apply(): FAIL: source item not found: "
605 <<"from_inv=\""<<from_inv.dump()<<"\""
606 <<", from_list=\""<<from_list<<"\""
607 <<" from_i="<<from_i<<std::endl;
612 Do not handle rollback if inventory is player's
614 bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
617 Collect information of endpoints
620 int take_count = list_from->getItem(from_i).count;
621 if (count != 0 && count < take_count)
623 int src_can_take_count = take_count;
625 ItemStack src_item = list_from->getItem(from_i);
626 src_item.count = take_count;
628 // Run callbacks depending on source inventory
629 switch (from_inv.type) {
630 case InventoryLocation::DETACHED:
631 src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
632 *this, src_item, player);
634 case InventoryLocation::NODEMETA:
635 src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
636 *this, src_item, player);
638 case InventoryLocation::PLAYER:
639 src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
640 *this, src_item, player);
646 if (src_can_take_count != -1 && src_can_take_count < take_count)
647 take_count = src_can_take_count;
649 int actually_dropped_count = 0;
651 // Update item due executed callbacks
652 src_item = list_from->getItem(from_i);
655 ItemStack item1 = list_from->getItem(from_i);
656 item1.count = take_count;
657 if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
658 player->getBasePosition())) {
659 actually_dropped_count = take_count - item1.count;
661 if (actually_dropped_count == 0) {
662 infostream<<"Actually dropped no items"<<std::endl;
666 // If source isn't infinite
667 if (src_can_take_count != -1) {
668 // Take item from source list
669 ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
671 if (item2.count != actually_dropped_count)
672 errorstream<<"Could not take dropped count of items"<<std::endl;
674 mgr->setInventoryModified(from_inv, false);
678 infostream<<"IDropAction::apply(): dropped "
679 <<" from inv=\""<<from_inv.dump()<<"\""
680 <<" list=\""<<from_list<<"\""
684 src_item.count = actually_dropped_count;
687 Report drop to endpoints
690 switch (from_inv.type) {
691 case InventoryLocation::DETACHED:
692 PLAYER_TO_SA(player)->detached_inventory_OnTake(
693 *this, src_item, player);
695 case InventoryLocation::NODEMETA:
696 PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
697 *this, src_item, player);
699 case InventoryLocation::PLAYER:
700 PLAYER_TO_SA(player)->player_inventory_OnTake(
701 *this, src_item, player);
708 Record rollback information
710 if (!ignore_src_rollback && gamedef->rollback()) {
711 IRollbackManager *rollback = gamedef->rollback();
713 // If source is not infinite, record item take
714 if (src_can_take_count != -1) {
715 RollbackAction action;
718 std::ostringstream os(std::ios::binary);
719 from_inv.serialize(os);
722 action.setModifyInventoryStack(loc, from_list, from_i,
724 rollback->reportAction(action);
729 void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
731 // Optional InventoryAction operation that is run on the client
732 // to make lag less apparent.
734 Inventory *inv_from = mgr->getInventory(from_inv);
738 InventoryLocation current_player;
739 current_player.setCurrentPlayer();
740 Inventory *inv_player = mgr->getInventory(current_player);
741 if (inv_from != inv_player)
744 InventoryList *list_from = inv_from->getList(from_list);
749 list_from->changeItem(from_i, ItemStack());
751 list_from->takeItem(from_i, count);
753 mgr->setInventoryModified(from_inv);
760 ICraftAction::ICraftAction(std::istream &is)
764 std::getline(is, ts, ' ');
767 std::getline(is, ts, ' ');
768 craft_inv.deSerialize(ts);
771 void ICraftAction::apply(InventoryManager *mgr,
772 ServerActiveObject *player, IGameDef *gamedef)
774 Inventory *inv_craft = mgr->getInventory(craft_inv);
777 infostream << "ICraftAction::apply(): FAIL: inventory not found: "
778 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
782 InventoryList *list_craft = inv_craft->getList("craft");
783 InventoryList *list_craftresult = inv_craft->getList("craftresult");
784 InventoryList *list_main = inv_craft->getList("main");
787 If a list doesn't exist or the source item doesn't exist
790 infostream << "ICraftAction::apply(): FAIL: craft list not found: "
791 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
794 if (!list_craftresult) {
795 infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
796 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
799 if (list_craftresult->getSize() < 1) {
800 infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
801 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
806 ItemStack craftresultitem;
807 int count_remaining = count;
808 std::vector<ItemStack> output_replacements;
809 getCraftingResult(inv_craft, crafted, output_replacements, false, gamedef);
810 PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
811 bool found = !crafted.empty();
813 while (found && list_craftresult->itemFits(0, crafted)) {
814 InventoryList saved_craft_list = *list_craft;
816 std::vector<ItemStack> temp;
817 // Decrement input and add crafting output
818 getCraftingResult(inv_craft, crafted, temp, true, gamedef);
819 PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
820 list_craftresult->addItem(0, crafted);
821 mgr->setInventoryModified(craft_inv);
823 // Add the new replacements to the list
824 IItemDefManager *itemdef = gamedef->getItemDefManager();
825 for (auto &itemstack : temp) {
826 for (auto &output_replacement : output_replacements) {
827 if (itemstack.name == output_replacement.name) {
828 itemstack = output_replacement.addItem(itemstack, itemdef);
829 if (itemstack.empty())
833 output_replacements.push_back(itemstack);
836 actionstream << player->getDescription()
838 << crafted.getItemString()
842 if (count_remaining == 1)
845 if (count_remaining > 1)
848 // Get next crafting result
849 getCraftingResult(inv_craft, crafted, temp, false, gamedef);
850 PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
851 found = !crafted.empty();
854 // Put the replacements in the inventory or drop them on the floor, if
855 // the invenotry is full
856 for (auto &output_replacement : output_replacements) {
858 output_replacement = list_main->addItem(output_replacement);
859 if (output_replacement.empty())
861 u16 count = output_replacement.count;
863 PLAYER_TO_SA(player)->item_OnDrop(output_replacement, player,
864 player->getBasePosition());
865 if (count >= output_replacement.count) {
866 errorstream << "Couldn't drop replacement stack " <<
867 output_replacement.getItemString() << " because drop loop didn't "
868 "decrease count." << std::endl;
872 } while (!output_replacement.empty());
875 infostream<<"ICraftAction::apply(): crafted "
876 <<" craft_inv=\""<<craft_inv.dump()<<"\""
880 void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
882 // Optional InventoryAction operation that is run on the client
883 // to make lag less apparent.
888 bool getCraftingResult(Inventory *inv, ItemStack &result,
889 std::vector<ItemStack> &output_replacements,
890 bool decrementInput, IGameDef *gamedef)
894 // Get the InventoryList in which we will operate
895 InventoryList *clist = inv->getList("craft");
899 // Mangle crafting grid to an another format
901 ci.method = CRAFT_METHOD_NORMAL;
902 ci.width = clist->getWidth() ? clist->getWidth() : 3;
903 for (u16 i=0; i < clist->getSize(); i++)
904 ci.items.push_back(clist->getItem(i));
906 // Find out what is crafted and add it to result item slot
908 bool found = gamedef->getCraftDefManager()->getCraftResult(
909 ci, co, output_replacements, decrementInput, gamedef);
911 result.deSerialize(co.item, gamedef->getItemDefManager());
913 if (found && decrementInput) {
914 // CraftInput has been changed, apply changes in clist
915 for (u16 i=0; i < clist->getSize(); i++) {
916 clist->changeItem(i, ci.items[i]);