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"
22 #include "environment.h"
23 #include "scripting_game.h"
24 #include "serverobject.h"
27 #include "rollback_interface.h"
30 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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")
74 type = InventoryLocation::UNDEFINED;
76 else if(tname == "current_player")
78 type = InventoryLocation::CURRENT_PLAYER;
80 else if(tname == "player")
82 type = InventoryLocation::PLAYER;
83 std::getline(is, name, '\n');
85 else if(tname == "nodemeta")
87 type = InventoryLocation::NODEMETA;
89 std::getline(is, pos, '\n');
91 p.X = stoi(fn.next(","));
92 p.Y = stoi(fn.next(","));
93 p.Z = stoi(fn.next(","));
95 else if(tname == "detached")
97 type = InventoryLocation::DETACHED;
98 std::getline(is, name, '\n');
102 infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
103 throw SerializationError("Unknown InventoryLocation type");
107 void InventoryLocation::deSerialize(std::string s)
109 std::istringstream is(s, std::ios::binary);
117 InventoryAction * InventoryAction::deSerialize(std::istream &is)
120 std::getline(is, type, ' ');
122 InventoryAction *a = NULL;
124 if (type == "Move") {
125 a = new IMoveAction(is, false);
126 } else if (type == "MoveSomewhere") {
127 a = new IMoveAction(is, true);
128 } else if (type == "Drop") {
129 a = new IDropAction(is);
130 } else if(type == "Craft") {
131 a = new ICraftAction(is);
141 IMoveAction::IMoveAction(std::istream &is, bool somewhere)
144 move_somewhere = somewhere;
145 caused_by_move_somewhere = false;
148 std::getline(is, ts, ' ');
151 std::getline(is, ts, ' ');
152 from_inv.deSerialize(ts);
154 std::getline(is, from_list, ' ');
156 std::getline(is, ts, ' ');
159 std::getline(is, ts, ' ');
160 to_inv.deSerialize(ts);
162 std::getline(is, to_list, ' ');
165 std::getline(is, ts, ' ');
170 void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
172 Inventory *inv_from = mgr->getInventory(from_inv);
173 Inventory *inv_to = mgr->getInventory(to_inv);
176 infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
177 << "from_inv=\""<<from_inv.dump() << "\""
178 << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
182 infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
183 << "from_inv=\"" << from_inv.dump() << "\""
184 << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
188 InventoryList *list_from = inv_from->getList(from_list);
189 InventoryList *list_to = inv_to->getList(to_list);
192 If a list doesn't exist or the source item doesn't exist
195 infostream << "IMoveAction::apply(): FAIL: source list not found: "
196 << "from_inv=\"" << from_inv.dump() << "\""
197 << ", from_list=\"" << from_list << "\"" << std::endl;
201 infostream << "IMoveAction::apply(): FAIL: destination list not found: "
202 << "to_inv=\""<<to_inv.dump() << "\""
203 << ", to_list=\"" << to_list << "\"" << std::endl;
207 if (move_somewhere) {
209 u16 old_count = count;
210 caused_by_move_somewhere = true;
211 move_somewhere = false;
213 infostream << "IMoveAction::apply(): moving item somewhere"
214 << " msom=" << move_somewhere
215 << " count=" << count
216 << " from inv=\"" << from_inv.dump() << "\""
217 << " list=\"" << from_list << "\""
219 << " to inv=\"" << to_inv.dump() << "\""
220 << " list=\"" << to_list << "\""
223 // Try to add the item to destination list
224 s16 dest_size = list_to->getSize();
225 // First try all the non-empty slots
226 for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
227 if (!list_to->getItem(dest_i).empty()) {
229 apply(mgr, player, gamedef);
234 // Then try all the empty ones
235 for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
236 if (list_to->getItem(dest_i).empty()) {
238 apply(mgr, player, gamedef);
245 caused_by_move_somewhere = false;
246 move_somewhere = true;
250 if ((u16)to_i > list_to->getSize()) {
251 infostream << "IMoveAction::apply(): FAIL: destination index out of bounds: "
253 << ", size=" << list_to->getSize() << std::endl;
257 Do not handle rollback if both inventories are that of the same player
259 bool ignore_rollback = (
260 from_inv.type == InventoryLocation::PLAYER &&
261 to_inv.type == InventoryLocation::PLAYER &&
262 from_inv.name == to_inv.name);
265 Collect information of endpoints
268 int try_take_count = count;
269 if(try_take_count == 0)
270 try_take_count = list_from->getItem(from_i).count;
272 int src_can_take_count = 0xffff;
273 int dst_can_put_count = 0xffff;
275 /* Query detached inventories */
277 // Move occurs in the same detached inventory
278 if(from_inv.type == InventoryLocation::DETACHED &&
279 to_inv.type == InventoryLocation::DETACHED &&
280 from_inv.name == to_inv.name)
282 src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
283 from_inv.name, from_list, from_i,
284 to_list, to_i, try_take_count, player);
285 dst_can_put_count = src_can_take_count;
289 // Destination is detached
290 if(to_inv.type == InventoryLocation::DETACHED)
292 ItemStack src_item = list_from->getItem(from_i);
293 src_item.count = try_take_count;
294 dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
295 to_inv.name, to_list, to_i, src_item, player);
297 // Source is detached
298 if(from_inv.type == InventoryLocation::DETACHED)
300 ItemStack src_item = list_from->getItem(from_i);
301 src_item.count = try_take_count;
302 src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
303 from_inv.name, from_list, from_i, src_item, player);
307 /* Query node metadata inventories */
309 // Both endpoints are nodemeta
310 // Move occurs in the same nodemeta inventory
311 if(from_inv.type == InventoryLocation::NODEMETA &&
312 to_inv.type == InventoryLocation::NODEMETA &&
313 from_inv.p == to_inv.p)
315 src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
316 from_inv.p, from_list, from_i,
317 to_list, to_i, try_take_count, player);
318 dst_can_put_count = src_can_take_count;
322 // Destination is nodemeta
323 if(to_inv.type == InventoryLocation::NODEMETA)
325 ItemStack src_item = list_from->getItem(from_i);
326 src_item.count = try_take_count;
327 dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
328 to_inv.p, to_list, to_i, src_item, player);
330 // Source is nodemeta
331 if(from_inv.type == InventoryLocation::NODEMETA)
333 ItemStack src_item = list_from->getItem(from_i);
334 src_item.count = try_take_count;
335 src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
336 from_inv.p, from_list, from_i, src_item, player);
340 int old_count = count;
342 /* Modify count according to collected data */
343 count = try_take_count;
344 if(src_can_take_count != -1 && count > src_can_take_count)
345 count = src_can_take_count;
346 if(dst_can_put_count != -1 && count > dst_can_put_count)
347 count = dst_can_put_count;
348 /* Limit according to source item count */
349 if(count > list_from->getItem(from_i).count)
350 count = list_from->getItem(from_i).count;
352 /* If no items will be moved, don't go further */
355 infostream<<"IMoveAction::apply(): move was completely disallowed:"
356 <<" count="<<old_count
357 <<" from inv=\""<<from_inv.dump()<<"\""
358 <<" list=\""<<from_list<<"\""
360 <<" to inv=\""<<to_inv.dump()<<"\""
361 <<" list=\""<<to_list<<"\""
367 ItemStack src_item = list_from->getItem(from_i);
368 src_item.count = count;
369 ItemStack from_stack_was = list_from->getItem(from_i);
370 ItemStack to_stack_was = list_to->getItem(to_i);
375 If something is wrong (source item is empty, destination is the
376 same as source), nothing happens
378 move_count = list_from->moveItem(from_i,
379 list_to, to_i, count, !caused_by_move_somewhere);
381 // If source is infinite, reset it's stack
382 if (src_can_take_count == -1) {
383 // For the caused_by_move_somewhere == true case we didn't force-put the item,
384 // which guarantees there is no leftover, and code below would duplicate the
385 // (not replaced) to_stack_was item.
386 if (!caused_by_move_somewhere) {
387 // If destination stack is of different type and there are leftover
388 // items, attempt to put the leftover items to a different place in the
389 // destination inventory.
390 // The client-side GUI will try to guess if this happens.
391 if (from_stack_was.name != to_stack_was.name) {
392 for (u32 i = 0; i < list_to->getSize(); i++) {
393 if (list_to->getItem(i).empty()) {
394 list_to->changeItem(i, to_stack_was);
400 if (move_count > 0) {
401 list_from->deleteItem(from_i);
402 list_from->addItem(from_i, from_stack_was);
405 // If destination is infinite, reset it's stack and take count from source
406 if(dst_can_put_count == -1){
407 list_to->deleteItem(to_i);
408 list_to->addItem(to_i, to_stack_was);
409 list_from->deleteItem(from_i);
410 list_from->addItem(from_i, from_stack_was);
411 list_from->takeItem(from_i, count);
414 infostream << "IMoveAction::apply(): moved"
415 << " msom=" << move_somewhere
416 << " caused=" << caused_by_move_somewhere
417 << " count=" << count
418 << " from inv=\"" << from_inv.dump() << "\""
419 << " list=\"" << from_list << "\""
421 << " to inv=\"" << to_inv.dump() << "\""
422 << " list=\"" << to_list << "\""
426 // If we are inside the move somewhere loop, we don't need to report
427 // anything if nothing happened (perhaps we don't need to report
428 // anything for caused_by_move_somewhere == true, but this way its safer)
429 if (caused_by_move_somewhere && move_count == 0) {
434 Record rollback information
436 if(!ignore_rollback && gamedef->rollback())
438 IRollbackManager *rollback = gamedef->rollback();
440 // If source is not infinite, record item take
441 if(src_can_take_count != -1){
442 RollbackAction action;
445 std::ostringstream os(std::ios::binary);
446 from_inv.serialize(os);
449 action.setModifyInventoryStack(loc, from_list, from_i, false,
451 rollback->reportAction(action);
453 // If destination is not infinite, record item put
454 if(dst_can_put_count != -1){
455 RollbackAction action;
458 std::ostringstream os(std::ios::binary);
459 to_inv.serialize(os);
462 action.setModifyInventoryStack(loc, to_list, to_i, true,
464 rollback->reportAction(action);
469 Report move to endpoints
472 /* Detached inventories */
474 // Both endpoints are same detached
475 if(from_inv.type == InventoryLocation::DETACHED &&
476 to_inv.type == InventoryLocation::DETACHED &&
477 from_inv.name == to_inv.name)
479 PLAYER_TO_SA(player)->detached_inventory_OnMove(
480 from_inv.name, from_list, from_i,
481 to_list, to_i, count, player);
485 // Destination is detached
486 if(to_inv.type == InventoryLocation::DETACHED)
488 PLAYER_TO_SA(player)->detached_inventory_OnPut(
489 to_inv.name, to_list, to_i, src_item, player);
491 // Source is detached
492 if(from_inv.type == InventoryLocation::DETACHED)
494 PLAYER_TO_SA(player)->detached_inventory_OnTake(
495 from_inv.name, from_list, from_i, src_item, player);
499 /* Node metadata inventories */
501 // Both endpoints are same nodemeta
502 if(from_inv.type == InventoryLocation::NODEMETA &&
503 to_inv.type == InventoryLocation::NODEMETA &&
504 from_inv.p == to_inv.p)
506 PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
507 from_inv.p, from_list, from_i,
508 to_list, to_i, count, player);
511 // Destination is nodemeta
512 if(to_inv.type == InventoryLocation::NODEMETA)
514 PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
515 to_inv.p, to_list, to_i, src_item, player);
517 // Source is nodemeta
518 else if(from_inv.type == InventoryLocation::NODEMETA)
520 PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
521 from_inv.p, from_list, from_i, src_item, player);
525 mgr->setInventoryModified(from_inv, false);
526 if(inv_from != inv_to)
527 mgr->setInventoryModified(to_inv, false);
530 void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
532 // Optional InventoryAction operation that is run on the client
533 // to make lag less apparent.
535 Inventory *inv_from = mgr->getInventory(from_inv);
536 Inventory *inv_to = mgr->getInventory(to_inv);
537 if(!inv_from || !inv_to)
540 InventoryLocation current_player;
541 current_player.setCurrentPlayer();
542 Inventory *inv_player = mgr->getInventory(current_player);
543 if(inv_from != inv_player || inv_to != inv_player)
546 InventoryList *list_from = inv_from->getList(from_list);
547 InventoryList *list_to = inv_to->getList(to_list);
548 if(!list_from || !list_to)
552 list_from->moveItem(from_i, list_to, to_i, count);
554 list_from->moveItemSomewhere(from_i, list_to, count);
556 mgr->setInventoryModified(from_inv);
557 if(inv_from != inv_to)
558 mgr->setInventoryModified(to_inv);
565 IDropAction::IDropAction(std::istream &is)
569 std::getline(is, ts, ' ');
572 std::getline(is, ts, ' ');
573 from_inv.deSerialize(ts);
575 std::getline(is, from_list, ' ');
577 std::getline(is, ts, ' ');
581 void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
583 Inventory *inv_from = mgr->getInventory(from_inv);
586 infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
587 <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
591 InventoryList *list_from = inv_from->getList(from_list);
594 If a list doesn't exist or the source item doesn't exist
597 infostream<<"IDropAction::apply(): FAIL: source list not found: "
598 <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
601 if(list_from->getItem(from_i).empty())
603 infostream<<"IDropAction::apply(): FAIL: source item not found: "
604 <<"from_inv=\""<<from_inv.dump()<<"\""
605 <<", from_list=\""<<from_list<<"\""
606 <<" from_i="<<from_i<<std::endl;
611 Do not handle rollback if inventory is player's
613 bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
616 Collect information of endpoints
619 int take_count = list_from->getItem(from_i).count;
620 if(count != 0 && count < take_count)
622 int src_can_take_count = take_count;
624 // Source is detached
625 if(from_inv.type == InventoryLocation::DETACHED)
627 ItemStack src_item = list_from->getItem(from_i);
628 src_item.count = take_count;
629 src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
630 from_inv.name, from_list, from_i, src_item, player);
633 // Source is nodemeta
634 if(from_inv.type == InventoryLocation::NODEMETA)
636 ItemStack src_item = list_from->getItem(from_i);
637 src_item.count = take_count;
638 src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
639 from_inv.p, from_list, from_i, src_item, player);
642 if(src_can_take_count != -1 && src_can_take_count < take_count)
643 take_count = src_can_take_count;
645 int actually_dropped_count = 0;
647 ItemStack src_item = list_from->getItem(from_i);
650 ItemStack item1 = list_from->getItem(from_i);
651 item1.count = take_count;
652 if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
653 player->getBasePosition() + v3f(0,1,0)))
655 actually_dropped_count = take_count - item1.count;
657 if(actually_dropped_count == 0){
658 infostream<<"Actually dropped no items"<<std::endl;
662 // If source isn't infinite
663 if(src_can_take_count != -1){
664 // Take item from source list
665 ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
667 if(item2.count != actually_dropped_count)
668 errorstream<<"Could not take dropped count of items"<<std::endl;
670 mgr->setInventoryModified(from_inv, false);
674 infostream<<"IDropAction::apply(): dropped "
675 <<" from inv=\""<<from_inv.dump()<<"\""
676 <<" list=\""<<from_list<<"\""
680 src_item.count = actually_dropped_count;
683 Report drop to endpoints
686 // Source is detached
687 if(from_inv.type == InventoryLocation::DETACHED)
689 PLAYER_TO_SA(player)->detached_inventory_OnTake(
690 from_inv.name, from_list, from_i, src_item, player);
693 // Source is nodemeta
694 if(from_inv.type == InventoryLocation::NODEMETA)
696 PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
697 from_inv.p, from_list, from_i, src_item, player);
701 Record rollback information
703 if(!ignore_src_rollback && gamedef->rollback())
705 IRollbackManager *rollback = gamedef->rollback();
707 // If source is not infinite, record item take
708 if(src_can_take_count != -1){
709 RollbackAction action;
712 std::ostringstream os(std::ios::binary);
713 from_inv.serialize(os);
716 action.setModifyInventoryStack(loc, from_list, from_i,
718 rollback->reportAction(action);
723 void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
725 // Optional InventoryAction operation that is run on the client
726 // to make lag less apparent.
728 Inventory *inv_from = mgr->getInventory(from_inv);
732 InventoryLocation current_player;
733 current_player.setCurrentPlayer();
734 Inventory *inv_player = mgr->getInventory(current_player);
735 if(inv_from != inv_player)
738 InventoryList *list_from = inv_from->getList(from_list);
743 list_from->changeItem(from_i, ItemStack());
745 list_from->takeItem(from_i, count);
747 mgr->setInventoryModified(from_inv);
754 ICraftAction::ICraftAction(std::istream &is)
758 std::getline(is, ts, ' ');
761 std::getline(is, ts, ' ');
762 craft_inv.deSerialize(ts);
765 void ICraftAction::apply(InventoryManager *mgr,
766 ServerActiveObject *player, IGameDef *gamedef)
768 Inventory *inv_craft = mgr->getInventory(craft_inv);
771 infostream << "ICraftAction::apply(): FAIL: inventory not found: "
772 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
776 InventoryList *list_craft = inv_craft->getList("craft");
777 InventoryList *list_craftresult = inv_craft->getList("craftresult");
778 InventoryList *list_main = inv_craft->getList("main");
781 If a list doesn't exist or the source item doesn't exist
784 infostream << "ICraftAction::apply(): FAIL: craft list not found: "
785 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
788 if (!list_craftresult) {
789 infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
790 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
793 if (list_craftresult->getSize() < 1) {
794 infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
795 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
800 ItemStack craftresultitem;
801 int count_remaining = count;
802 std::vector<ItemStack> output_replacements;
803 getCraftingResult(inv_craft, crafted, output_replacements, false, gamedef);
804 PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
805 bool found = !crafted.empty();
807 while (found && list_craftresult->itemFits(0, crafted)) {
808 InventoryList saved_craft_list = *list_craft;
810 std::vector<ItemStack> temp;
811 // Decrement input and add crafting output
812 getCraftingResult(inv_craft, crafted, temp, true, gamedef);
813 PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
814 list_craftresult->addItem(0, crafted);
815 mgr->setInventoryModified(craft_inv);
817 // Add the new replacements to the list
818 IItemDefManager *itemdef = gamedef->getItemDefManager();
819 for (std::vector<ItemStack>::iterator it = temp.begin();
820 it != temp.end(); it++) {
821 for (std::vector<ItemStack>::iterator jt = output_replacements.begin();
822 jt != output_replacements.end(); jt++) {
823 if (it->name == jt->name) {
824 *it = jt->addItem(*it, itemdef);
829 output_replacements.push_back(*it);
832 actionstream << player->getDescription()
834 << crafted.getItemString()
838 if (count_remaining == 1)
840 else if (count_remaining > 1)
843 // Get next crafting result
844 found = getCraftingResult(inv_craft, crafted, temp, false, gamedef);
845 PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
846 found = !crafted.empty();
849 // Put the replacements in the inventory or drop them on the floor, if
850 // the invenotry is full
851 for (std::vector<ItemStack>::iterator it = output_replacements.begin();
852 it != output_replacements.end(); it++) {
854 *it = list_main->addItem(*it);
857 u16 count = it->count;
859 PLAYER_TO_SA(player)->item_OnDrop(*it, player,
860 player->getBasePosition() + v3f(0,1,0));
861 if (count >= it->count) {
862 errorstream << "Couldn't drop replacement stack " <<
863 it->getItemString() << " because drop loop didn't "
864 "decrease count." << std::endl;
868 } while (!it->empty());
871 infostream<<"ICraftAction::apply(): crafted "
872 <<" craft_inv=\""<<craft_inv.dump()<<"\""
876 void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
878 // Optional InventoryAction operation that is run on the client
879 // to make lag less apparent.
884 bool getCraftingResult(Inventory *inv, ItemStack& result,
885 std::vector<ItemStack> &output_replacements,
886 bool decrementInput, IGameDef *gamedef)
888 DSTACK(__FUNCTION_NAME);
892 // Get the InventoryList in which we will operate
893 InventoryList *clist = inv->getList("craft");
897 // Mangle crafting grid to an another format
899 ci.method = CRAFT_METHOD_NORMAL;
900 ci.width = clist->getWidth() ? clist->getWidth() : 3;
901 for(u16 i=0; i<clist->getSize(); i++)
902 ci.items.push_back(clist->getItem(i));
904 // Find out what is crafted and add it to result item slot
906 bool found = gamedef->getCraftDefManager()->getCraftResult(
907 ci, co, output_replacements, decrementInput, gamedef);
909 result.deSerialize(co.item, gamedef->getItemDefManager());
911 if(found && decrementInput)
913 // CraftInput has been changed, apply changes in clist
914 for(u16 i=0; i<clist->getSize(); i++)
916 clist->changeItem(i, ci.items[i]);