ParticleSpawner: Fix crash when attaching to invisible entity
[oweals/minetest.git] / src / inventorymanager.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include "inventorymanager.h"
21 #include "debug.h"
22 #include "log.h"
23 #include "serverenvironment.h"
24 #include "scripting_server.h"
25 #include "server/serveractiveobject.h"
26 #include "settings.h"
27 #include "craftdef.h"
28 #include "rollback_interface.h"
29 #include "util/strfnd.h"
30 #include "util/basic_macros.h"
31
32 #define PLAYER_TO_SA(p)   p->getEnv()->getScriptIface()
33
34 /*
35         InventoryLocation
36 */
37
38 std::string InventoryLocation::dump() const
39 {
40         std::ostringstream os(std::ios::binary);
41         serialize(os);
42         return os.str();
43 }
44
45 void InventoryLocation::serialize(std::ostream &os) const
46 {
47         switch (type) {
48         case InventoryLocation::UNDEFINED:
49                 os<<"undefined";
50                 break;
51         case InventoryLocation::CURRENT_PLAYER:
52                 os<<"current_player";
53                 break;
54         case InventoryLocation::PLAYER:
55                 os<<"player:"<<name;
56                 break;
57         case InventoryLocation::NODEMETA:
58                 os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
59                 break;
60         case InventoryLocation::DETACHED:
61                 os<<"detached:"<<name;
62                 break;
63         default:
64                 FATAL_ERROR("Unhandled inventory location type");
65         }
66 }
67
68 void InventoryLocation::deSerialize(std::istream &is)
69 {
70         std::string tname;
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;
81                 std::string pos;
82                 std::getline(is, pos, '\n');
83                 Strfnd fn(pos);
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');
90         } else {
91                 infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
92                 throw SerializationError("Unknown InventoryLocation type");
93         }
94 }
95
96 void InventoryLocation::deSerialize(const std::string &s)
97 {
98         std::istringstream is(s, std::ios::binary);
99         deSerialize(is);
100 }
101
102 /*
103         InventoryAction
104 */
105
106 InventoryAction *InventoryAction::deSerialize(std::istream &is)
107 {
108         std::string type;
109         std::getline(is, type, ' ');
110
111         InventoryAction *a = nullptr;
112
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);
121         }
122
123         return a;
124 }
125
126 /*
127         IMoveAction
128 */
129
130 IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
131                 move_somewhere(somewhere)
132 {
133         std::string ts;
134
135         std::getline(is, ts, ' ');
136         count = stoi(ts);
137
138         std::getline(is, ts, ' ');
139         from_inv.deSerialize(ts);
140
141         std::getline(is, from_list, ' ');
142
143         std::getline(is, ts, ' ');
144         from_i = stoi(ts);
145
146         std::getline(is, ts, ' ');
147         to_inv.deSerialize(ts);
148
149         std::getline(is, to_list, ' ');
150
151         if (!somewhere) {
152                 std::getline(is, ts, ' ');
153                 to_i = stoi(ts);
154         }
155 }
156
157 void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
158 {
159         Inventory *inv_from = mgr->getInventory(from_inv);
160         Inventory *inv_to = mgr->getInventory(to_inv);
161
162         if (!inv_from) {
163                 infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
164                         << "from_inv=\""<<from_inv.dump() << "\""
165                         << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
166                 return;
167         }
168         if (!inv_to) {
169                 infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
170                         << "from_inv=\"" << from_inv.dump() << "\""
171                         << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
172                 return;
173         }
174
175         InventoryList *list_from = inv_from->getList(from_list);
176         InventoryList *list_to = inv_to->getList(to_list);
177
178         /*
179                 If a list doesn't exist or the source item doesn't exist
180         */
181         if (!list_from) {
182                 infostream << "IMoveAction::apply(): FAIL: source list not found: "
183                         << "from_inv=\"" << from_inv.dump() << "\""
184                         << ", from_list=\"" << from_list << "\"" << std::endl;
185                 return;
186         }
187         if (!list_to) {
188                 infostream << "IMoveAction::apply(): FAIL: destination list not found: "
189                         << "to_inv=\""<<to_inv.dump() << "\""
190                         << ", to_list=\"" << to_list << "\"" << std::endl;
191                 return;
192         }
193
194         if (move_somewhere) {
195                 s16 old_to_i = to_i;
196                 u16 old_count = count;
197                 caused_by_move_somewhere = true;
198                 move_somewhere = false;
199
200                 infostream << "IMoveAction::apply(): moving item somewhere"
201                         << " msom=" << move_somewhere
202                         << " count=" << count
203                         << " from inv=\"" << from_inv.dump() << "\""
204                         << " list=\"" << from_list << "\""
205                         << " i=" << from_i
206                         << " to inv=\"" << to_inv.dump() << "\""
207                         << " list=\"" << to_list << "\""
208                         << std::endl;
209
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()) {
215                                 to_i = dest_i;
216                                 apply(mgr, player, gamedef);
217                                 count -= move_count;
218                         }
219                 }
220
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()) {
224                                 to_i = dest_i;
225                                 apply(mgr, player, gamedef);
226                                 count -= move_count;
227                         }
228                 }
229
230                 to_i = old_to_i;
231                 count = old_count;
232                 caused_by_move_somewhere = false;
233                 move_somewhere = true;
234                 return;
235         }
236
237         if ((u16)to_i > list_to->getSize()) {
238                 infostream << "IMoveAction::apply(): FAIL: destination index out of bounds: "
239                         << "to_i=" << to_i
240                         << ", size=" << list_to->getSize() << std::endl;
241                 return;
242         }
243         /*
244                 Do not handle rollback if both inventories are that of the same player
245         */
246         bool ignore_rollback = (
247                 from_inv.type == InventoryLocation::PLAYER &&
248                 from_inv == to_inv);
249
250         /*
251                 Collect information of endpoints
252         */
253
254         int try_take_count = count;
255         if (try_take_count == 0)
256                 try_take_count = list_from->getItem(from_i).count;
257
258         int src_can_take_count = 0xffff;
259         int dst_can_put_count = 0xffff;
260
261         /* Query detached inventories */
262
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;
269         } else {
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);
276                 }
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);
283                 }
284         }
285
286         /* Query node metadata inventories */
287
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;
295         } else {
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);
302                 }
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);
309                 }
310         }
311
312         // Query player inventories
313
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;
320         } else {
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);
327                 }
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);
334                 }
335         }
336
337         int old_count = count;
338
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;
348
349         /* If no items will be moved, don't go further */
350         if (count == 0) {
351                 // Undo client prediction. See 'clientApply'
352                 if (from_inv.type == InventoryLocation::PLAYER)
353                         list_from->setModified();
354
355                 if (to_inv.type == InventoryLocation::PLAYER)
356                         list_to->setModified();
357
358                 infostream<<"IMoveAction::apply(): move was completely disallowed:"
359                                 <<" count="<<old_count
360                                 <<" from inv=\""<<from_inv.dump()<<"\""
361                                 <<" list=\""<<from_list<<"\""
362                                 <<" i="<<from_i
363                                 <<" to inv=\""<<to_inv.dump()<<"\""
364                                 <<" list=\""<<to_list<<"\""
365                                 <<" i="<<to_i
366                                 <<std::endl;
367                 return;
368         }
369
370         ItemStack src_item = list_from->getItem(from_i);
371         src_item.count = count;
372         ItemStack from_stack_was = list_from->getItem(from_i);
373         ItemStack to_stack_was = list_to->getItem(to_i);
374
375         /*
376                 Perform actual move
377
378                 If something is wrong (source item is empty, destination is the
379                 same as source), nothing happens
380         */
381         bool did_swap = false;
382         move_count = list_from->moveItem(from_i,
383                 list_to, to_i, count, !caused_by_move_somewhere, &did_swap);
384
385         // If source is infinite, reset it's stack
386         if (src_can_take_count == -1) {
387                 // For the caused_by_move_somewhere == true case we didn't force-put the item,
388                 // which guarantees there is no leftover, and code below would duplicate the
389                 // (not replaced) to_stack_was item.
390                 if (!caused_by_move_somewhere) {
391                         // If destination stack is of different type and there are leftover
392                         // items, attempt to put the leftover items to a different place in the
393                         // destination inventory.
394                         // The client-side GUI will try to guess if this happens.
395                         if (from_stack_was.name != to_stack_was.name) {
396                                 for (u32 i = 0; i < list_to->getSize(); i++) {
397                                         if (list_to->getItem(i).empty()) {
398                                                 list_to->changeItem(i, to_stack_was);
399                                                 break;
400                                         }
401                                 }
402                         }
403                 }
404                 if (move_count > 0 || did_swap) {
405                         list_from->deleteItem(from_i);
406                         list_from->addItem(from_i, from_stack_was);
407                 }
408         }
409         // If destination is infinite, reset it's stack and take count from source
410         if (dst_can_put_count == -1) {
411                 list_to->deleteItem(to_i);
412                 list_to->addItem(to_i, to_stack_was);
413                 list_from->deleteItem(from_i);
414                 list_from->addItem(from_i, from_stack_was);
415                 list_from->takeItem(from_i, count);
416         }
417
418         infostream << "IMoveAction::apply(): moved"
419                         << " msom=" << move_somewhere
420                         << " caused=" << caused_by_move_somewhere
421                         << " count=" << count
422                         << " from inv=\"" << from_inv.dump() << "\""
423                         << " list=\"" << from_list << "\""
424                         << " i=" << from_i
425                         << " to inv=\"" << to_inv.dump() << "\""
426                         << " list=\"" << to_list << "\""
427                         << " i=" << to_i
428                         << std::endl;
429
430         // If we are inside the move somewhere loop, we don't need to report
431         // anything if nothing happened (perhaps we don't need to report
432         // anything for caused_by_move_somewhere == true, but this way its safer)
433         if (caused_by_move_somewhere && move_count == 0)
434                 return;
435
436         /*
437                 Record rollback information
438         */
439         if (!ignore_rollback && gamedef->rollback()) {
440                 IRollbackManager *rollback = gamedef->rollback();
441
442                 // If source is not infinite, record item take
443                 if (src_can_take_count != -1) {
444                         RollbackAction action;
445                         std::string loc;
446                         {
447                                 std::ostringstream os(std::ios::binary);
448                                 from_inv.serialize(os);
449                                 loc = os.str();
450                         }
451                         action.setModifyInventoryStack(loc, from_list, from_i, false,
452                                         src_item);
453                         rollback->reportAction(action);
454                 }
455                 // If destination is not infinite, record item put
456                 if (dst_can_put_count != -1) {
457                         RollbackAction action;
458                         std::string loc;
459                         {
460                                 std::ostringstream os(std::ios::binary);
461                                 to_inv.serialize(os);
462                                 loc = os.str();
463                         }
464                         action.setModifyInventoryStack(loc, to_list, to_i, true,
465                                         src_item);
466                         rollback->reportAction(action);
467                 }
468         }
469
470         /*
471                 Report move to endpoints
472         */
473
474         /* Detached inventories */
475
476         // Both endpoints are same detached
477         if (from_inv.type == InventoryLocation::DETACHED &&
478                         from_inv == to_inv) {
479                 PLAYER_TO_SA(player)->detached_inventory_OnMove(
480                                 *this, count, player);
481         } else {
482                 // Destination is detached
483                 if (to_inv.type == InventoryLocation::DETACHED) {
484                         PLAYER_TO_SA(player)->detached_inventory_OnPut(
485                                 *this, src_item, player);
486                 }
487                 // Source is detached
488                 if (from_inv.type == InventoryLocation::DETACHED) {
489                         PLAYER_TO_SA(player)->detached_inventory_OnTake(
490                                 *this, src_item, player);
491                 }
492         }
493
494         /* Node metadata inventories */
495
496         // Both endpoints are same nodemeta
497         if (from_inv.type == InventoryLocation::NODEMETA &&
498                         from_inv == to_inv) {
499                 PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
500                         *this, count, player);
501         } else {
502                 // Destination is nodemeta
503                 if (to_inv.type == InventoryLocation::NODEMETA) {
504                         PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
505                                 *this, src_item, player);
506                 }
507                 // Source is nodemeta
508                 if (from_inv.type == InventoryLocation::NODEMETA) {
509                         PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
510                                 *this, src_item, player);
511                 }
512         }
513
514         // Player inventories
515
516         // Both endpoints are same player inventory
517         if (from_inv.type == InventoryLocation::PLAYER &&
518                         from_inv == to_inv) {
519                 PLAYER_TO_SA(player)->player_inventory_OnMove(
520                         *this, count, player);
521         } else {
522                 // Destination is player inventory
523                 if (to_inv.type == InventoryLocation::PLAYER) {
524                         PLAYER_TO_SA(player)->player_inventory_OnPut(
525                                 *this, src_item, player);
526                 }
527                 // Source is player inventory
528                 if (from_inv.type == InventoryLocation::PLAYER) {
529                         PLAYER_TO_SA(player)->player_inventory_OnTake(
530                                 *this, src_item, player);
531                 }
532         }
533
534         mgr->setInventoryModified(from_inv);
535         if (inv_from != inv_to)
536                 mgr->setInventoryModified(to_inv);
537 }
538
539 void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
540 {
541         // Optional InventoryAction operation that is run on the client
542         // to make lag less apparent.
543
544         Inventory *inv_from = mgr->getInventory(from_inv);
545         Inventory *inv_to = mgr->getInventory(to_inv);
546         if (!inv_from || !inv_to)
547                 return;
548
549         InventoryLocation current_player;
550         current_player.setCurrentPlayer();
551         Inventory *inv_player = mgr->getInventory(current_player);
552         if (inv_from != inv_player || inv_to != inv_player)
553                 return;
554
555         InventoryList *list_from = inv_from->getList(from_list);
556         InventoryList *list_to = inv_to->getList(to_list);
557         if (!list_from || !list_to)
558                 return;
559
560         if (!move_somewhere)
561                 list_from->moveItem(from_i, list_to, to_i, count);
562         else
563                 list_from->moveItemSomewhere(from_i, list_to, count);
564
565         mgr->setInventoryModified(from_inv);
566         if (inv_from != inv_to)
567                 mgr->setInventoryModified(to_inv);
568 }
569
570 /*
571         IDropAction
572 */
573
574 IDropAction::IDropAction(std::istream &is)
575 {
576         std::string ts;
577
578         std::getline(is, ts, ' ');
579         count = stoi(ts);
580
581         std::getline(is, ts, ' ');
582         from_inv.deSerialize(ts);
583
584         std::getline(is, from_list, ' ');
585
586         std::getline(is, ts, ' ');
587         from_i = stoi(ts);
588 }
589
590 void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
591 {
592         Inventory *inv_from = mgr->getInventory(from_inv);
593
594         if (!inv_from) {
595                 infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
596                                 <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
597                 return;
598         }
599
600         InventoryList *list_from = inv_from->getList(from_list);
601
602         /*
603                 If a list doesn't exist or the source item doesn't exist
604         */
605         if (!list_from) {
606                 infostream<<"IDropAction::apply(): FAIL: source list not found: "
607                                 <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
608                 return;
609         }
610         if (list_from->getItem(from_i).empty()) {
611                 infostream<<"IDropAction::apply(): FAIL: source item not found: "
612                                 <<"from_inv=\""<<from_inv.dump()<<"\""
613                                 <<", from_list=\""<<from_list<<"\""
614                                 <<" from_i="<<from_i<<std::endl;
615                 return;
616         }
617
618         /*
619                 Do not handle rollback if inventory is player's
620         */
621         bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
622
623         /*
624                 Collect information of endpoints
625         */
626
627         int take_count = list_from->getItem(from_i).count;
628         if (count != 0 && count < take_count)
629                 take_count = count;
630         int src_can_take_count = take_count;
631
632         ItemStack src_item = list_from->getItem(from_i);
633         src_item.count = take_count;
634
635         // Run callbacks depending on source inventory
636         switch (from_inv.type) {
637         case InventoryLocation::DETACHED:
638                 src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
639                         *this, src_item, player);
640                 break;
641         case InventoryLocation::NODEMETA:
642                 src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
643                         *this, src_item, player);
644                 break;
645         case InventoryLocation::PLAYER:
646                 src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
647                         *this, src_item, player);
648                 break;
649         default:
650                 break;
651         }
652
653         if (src_can_take_count != -1 && src_can_take_count < take_count)
654                 take_count = src_can_take_count;
655
656         // Update item due executed callbacks
657         src_item = list_from->getItem(from_i);
658
659         // Drop the item
660         ItemStack item1 = list_from->getItem(from_i);
661         item1.count = take_count;
662         if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
663                                 player->getBasePosition())) {
664                 int actually_dropped_count = take_count - item1.count;
665
666                 if (actually_dropped_count == 0) {
667                         infostream<<"Actually dropped no items"<<std::endl;
668
669                         // Revert client prediction. See 'clientApply'
670                         if (from_inv.type == InventoryLocation::PLAYER)
671                                 list_from->setModified();
672                         return;
673                 }
674
675                 // If source isn't infinite
676                 if (src_can_take_count != -1) {
677                         // Take item from source list
678                         ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
679
680                         if (item2.count != actually_dropped_count)
681                                 errorstream<<"Could not take dropped count of items"<<std::endl;
682                 }
683
684                 src_item.count = actually_dropped_count;
685                 mgr->setInventoryModified(from_inv);
686         }
687
688         infostream<<"IDropAction::apply(): dropped "
689                         <<" from inv=\""<<from_inv.dump()<<"\""
690                         <<" list=\""<<from_list<<"\""
691                         <<" i="<<from_i
692                         <<std::endl;
693
694
695         /*
696                 Report drop to endpoints
697         */
698
699         switch (from_inv.type) {
700         case InventoryLocation::DETACHED:
701                 PLAYER_TO_SA(player)->detached_inventory_OnTake(
702                         *this, src_item, player);
703                 break;
704         case InventoryLocation::NODEMETA:
705                 PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
706                         *this, src_item, player);
707                 break;
708         case InventoryLocation::PLAYER:
709                 PLAYER_TO_SA(player)->player_inventory_OnTake(
710                         *this, src_item, player);
711                 break;
712         default:
713                 break;
714         }
715
716         /*
717                 Record rollback information
718         */
719         if (!ignore_src_rollback && gamedef->rollback()) {
720                 IRollbackManager *rollback = gamedef->rollback();
721
722                 // If source is not infinite, record item take
723                 if (src_can_take_count != -1) {
724                         RollbackAction action;
725                         std::string loc;
726                         {
727                                 std::ostringstream os(std::ios::binary);
728                                 from_inv.serialize(os);
729                                 loc = os.str();
730                         }
731                         action.setModifyInventoryStack(loc, from_list, from_i,
732                                         false, src_item);
733                         rollback->reportAction(action);
734                 }
735         }
736 }
737
738 void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
739 {
740         // Optional InventoryAction operation that is run on the client
741         // to make lag less apparent.
742
743         Inventory *inv_from = mgr->getInventory(from_inv);
744         if (!inv_from)
745                 return;
746
747         InventoryLocation current_player;
748         current_player.setCurrentPlayer();
749         Inventory *inv_player = mgr->getInventory(current_player);
750         if (inv_from != inv_player)
751                 return;
752
753         InventoryList *list_from = inv_from->getList(from_list);
754         if (!list_from)
755                 return;
756
757         if (count == 0)
758                 list_from->changeItem(from_i, ItemStack());
759         else
760                 list_from->takeItem(from_i, count);
761
762         mgr->setInventoryModified(from_inv);
763 }
764
765 /*
766         ICraftAction
767 */
768
769 ICraftAction::ICraftAction(std::istream &is)
770 {
771         std::string ts;
772
773         std::getline(is, ts, ' ');
774         count = stoi(ts);
775
776         std::getline(is, ts, ' ');
777         craft_inv.deSerialize(ts);
778 }
779
780 void ICraftAction::apply(InventoryManager *mgr,
781         ServerActiveObject *player, IGameDef *gamedef)
782 {
783         Inventory *inv_craft = mgr->getInventory(craft_inv);
784
785         if (!inv_craft) {
786                 infostream << "ICraftAction::apply(): FAIL: inventory not found: "
787                                 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
788                 return;
789         }
790
791         InventoryList *list_craft = inv_craft->getList("craft");
792         InventoryList *list_craftresult = inv_craft->getList("craftresult");
793         InventoryList *list_main = inv_craft->getList("main");
794
795         /*
796                 If a list doesn't exist or the source item doesn't exist
797         */
798         if (!list_craft) {
799                 infostream << "ICraftAction::apply(): FAIL: craft list not found: "
800                                 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
801                 return;
802         }
803         if (!list_craftresult) {
804                 infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
805                                 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
806                 return;
807         }
808         if (list_craftresult->getSize() < 1) {
809                 infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
810                                 << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
811                 return;
812         }
813
814         ItemStack crafted;
815         ItemStack craftresultitem;
816         int count_remaining = count;
817         std::vector<ItemStack> output_replacements;
818         getCraftingResult(inv_craft, crafted, output_replacements, false, gamedef);
819         PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
820         bool found = !crafted.empty();
821
822         while (found && list_craftresult->itemFits(0, crafted)) {
823                 InventoryList saved_craft_list = *list_craft;
824
825                 std::vector<ItemStack> temp;
826                 // Decrement input and add crafting output
827                 getCraftingResult(inv_craft, crafted, temp, true, gamedef);
828                 PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
829                 list_craftresult->addItem(0, crafted);
830                 mgr->setInventoryModified(craft_inv);
831
832                 // Add the new replacements to the list
833                 IItemDefManager *itemdef = gamedef->getItemDefManager();
834                 for (auto &itemstack : temp) {
835                         for (auto &output_replacement : output_replacements) {
836                                 if (itemstack.name == output_replacement.name) {
837                                         itemstack = output_replacement.addItem(itemstack, itemdef);
838                                         if (itemstack.empty())
839                                                 continue;
840                                 }
841                         }
842                         output_replacements.push_back(itemstack);
843                 }
844
845                 actionstream << player->getDescription()
846                                 << " crafts "
847                                 << crafted.getItemString()
848                                 << std::endl;
849
850                 // Decrement counter
851                 if (count_remaining == 1)
852                         break;
853
854                 if (count_remaining > 1)
855                         count_remaining--;
856
857                 // Get next crafting result
858                 getCraftingResult(inv_craft, crafted, temp, false, gamedef);
859                 PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
860                 found = !crafted.empty();
861         }
862
863         // Put the replacements in the inventory or drop them on the floor, if
864         // the inventory is full
865         for (auto &output_replacement : output_replacements) {
866                 if (list_main)
867                         output_replacement = list_main->addItem(output_replacement);
868                 if (output_replacement.empty())
869                         continue;
870                 u16 count = output_replacement.count;
871                 do {
872                         PLAYER_TO_SA(player)->item_OnDrop(output_replacement, player,
873                                 player->getBasePosition());
874                         if (count >= output_replacement.count) {
875                                 errorstream << "Couldn't drop replacement stack " <<
876                                         output_replacement.getItemString() << " because drop loop didn't "
877                                         "decrease count." << std::endl;
878
879                                 break;
880                         }
881                 } while (!output_replacement.empty());
882         }
883
884         infostream<<"ICraftAction::apply(): crafted "
885                         <<" craft_inv=\""<<craft_inv.dump()<<"\""
886                         <<std::endl;
887 }
888
889 void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
890 {
891         // Optional InventoryAction operation that is run on the client
892         // to make lag less apparent.
893 }
894
895
896 // Crafting helper
897 bool getCraftingResult(Inventory *inv, ItemStack &result,
898                 std::vector<ItemStack> &output_replacements,
899                 bool decrementInput, IGameDef *gamedef)
900 {
901         result.clear();
902
903         // Get the InventoryList in which we will operate
904         InventoryList *clist = inv->getList("craft");
905         if (!clist)
906                 return false;
907
908         // Mangle crafting grid to an another format
909         CraftInput ci;
910         ci.method = CRAFT_METHOD_NORMAL;
911         ci.width = clist->getWidth() ? clist->getWidth() : 3;
912         for (u16 i=0; i < clist->getSize(); i++)
913                 ci.items.push_back(clist->getItem(i));
914
915         // Find out what is crafted and add it to result item slot
916         CraftOutput co;
917         bool found = gamedef->getCraftDefManager()->getCraftResult(
918                         ci, co, output_replacements, decrementInput, gamedef);
919         if (found)
920                 result.deSerialize(co.item, gamedef->getItemDefManager());
921
922         if (found && decrementInput) {
923                 // CraftInput has been changed, apply changes in clist
924                 for (u16 i=0; i < clist->getSize(); i++) {
925                         clist->changeItem(i, ci.items[i]);
926                 }
927         }
928
929         return found;
930 }
931