aboutsummaryrefslogtreecommitdiff
path: root/assets/blender/mbb
ModeNameSize
-rw-r--r--advtrains_engine_japan.xcf2621842logplain
-rw-r--r--jpn_engine_anim_uv.png274484logplain
-rw-r--r--jpn_wagon_anim_uv.png206208logplain
-rw-r--r--modern_japanlocomotive.blend715116logplain
-rw-r--r--modern_japanlocomotive.blend1715116logplain
-rw-r--r--modern_japanlocomotive.png204978logplain
-rw-r--r--modern_japanlocomotive.xcf957175logplain
-rw-r--r--modern_japanlocomotive_anim.blend1149060logplain
-rw-r--r--modern_japanlocomotive_anim.blend11170088logplain
-rw-r--r--modern_japanlocomotive_anim_uv.blend1146996logplain
-rw-r--r--modern_japanlocomotive_anim_uv.blend11144108logplain
-rw-r--r--modern_japanlocomotive_windows.blend790808logplain
-rw-r--r--modern_japanlocomotive_windows.blend1790808logplain
-rw-r--r--modern_japanlocomotive_windows_join.blend762448logplain
-rw-r--r--modern_japanlocomotive_windows_join.blend1767528logplain
-rw-r--r--modern_locomotive.blend732124logplain
-rw-r--r--modern_wagong.blend471140logplain
-rw-r--r--modern_wagong.blend1518316logplain
-rw-r--r--modern_wagong_uv.blend571364logplain
-rw-r--r--modern_wagong_uv.blend1575708logplain
-rw-r--r--modern_wagong_uv.png189564logplain
-rw-r--r--prellbock.blend745176logplain
-rw-r--r--prellbock.blend1485416logplain
-rw-r--r--prellbock.uv.png4034logplain
-rw-r--r--regio-lokomotive.blend704160logplain
-rw-r--r--regio-waron.blend545620logplain
-rw-r--r--retrosignal.blend488920logplain
-rw-r--r--retrosignal.blend1507800logplain
-rw-r--r--signal(2)_hoch.blend472092logplain
-rw-r--r--signal(2)_unten.blend472092logplain
-rw-r--r--signal.blend570336logplain
-rw-r--r--signal.blend1570336logplain
-rw-r--r--signal.png244314logplain
-rw-r--r--signal.xcf881142logplain
-rw-r--r--signal2.png39924logplain
-rw-r--r--tr-logo.png197logplain
-rw-r--r--weichenhebel1.blend493028logplain
-rw-r--r--weichenhebel2.blend492996logplain
d='n683' href='#n683'>683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923
/*
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
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "inventorymanager.h"
#include "log.h"
#include "environment.h"
#include "scripting_game.h"
#include "serverobject.h"
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
#include "util/strfnd.h"

#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"

#define PLAYER_TO_SA(p)   p->getEnv()->getScriptIface()

/*
	InventoryLocation
*/

std::string InventoryLocation::dump() const
{
	std::ostringstream os(std::ios::binary);
	serialize(os);
	return os.str();
}

void InventoryLocation::serialize(std::ostream &os) const
{
	switch(type){
	case InventoryLocation::UNDEFINED:
		os<<"undefined";
		break;
	case InventoryLocation::CURRENT_PLAYER:
		os<<"current_player";
		break;
	case InventoryLocation::PLAYER:
		os<<"player:"<<name;
		break;
	case InventoryLocation::NODEMETA:
		os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
		break;
	case InventoryLocation::DETACHED:
		os<<"detached:"<<name;
		break;
	default:
		FATAL_ERROR("Unhandled inventory location type");
	}
}

void InventoryLocation::deSerialize(std::istream &is)
{
	std::string tname;
	std::getline(is, tname, ':');
	if(tname == "undefined")
	{
		type = InventoryLocation::UNDEFINED;
	}
	else if(tname == "current_player")
	{
		type = InventoryLocation::CURRENT_PLAYER;
	}
	else if(tname == "player")
	{
		type = InventoryLocation::PLAYER;
		std::getline(is, name, '\n');
	}
	else if(tname == "nodemeta")
	{
		type = InventoryLocation::NODEMETA;
		std::string pos;
		std::getline(is, pos, '\n');
		Strfnd fn(pos);
		p.X = stoi(fn.next(","));
		p.Y = stoi(fn.next(","));
		p.Z = stoi(fn.next(","));
	}
	else if(tname == "detached")
	{
		type = InventoryLocation::DETACHED;
		std::getline(is, name, '\n');
	}
	else
	{
		infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
		throw SerializationError("Unknown InventoryLocation type");
	}
}

void InventoryLocation::deSerialize(std::string s)
{
	std::istringstream is(s, std::ios::binary);
	deSerialize(is);
}

/*
	InventoryAction
*/

InventoryAction * InventoryAction::deSerialize(std::istream &is)
{
	std::string type;
	std::getline(is, type, ' ');

	InventoryAction *a = NULL;

	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") {
		a = new ICraftAction(is);
	}

	return a;
}

/*
	IMoveAction
*/

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);

	std::getline(is, ts, ' ');
	from_inv.deSerialize(ts);

	std::getline(is, from_list, ' ');

	std::getline(is, ts, ' ');
	from_i = stoi(ts);

	std::getline(is, ts, ' ');
	to_inv.deSerialize(ts);

	std::getline(is, to_list, ' ');

	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;
		return;
	}
	if (!inv_to) {
		infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
			<< "from_inv=\"" << from_inv.dump() << "\""
			<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
		return;
	}

	InventoryList *list_from = inv_from->getList(from_list);
	InventoryList *list_to = inv_to->getList(to_list);

	/*
		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;
		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 (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
	*/

	int try_take_count = count;
	if(try_take_count == 0)
		try_take_count = list_from->getItem(from_i).count;

	int src_can_take_count = 0xffff;
	int dst_can_put_count = 0xffff;

	/* Query detached inventories */

	// Move occurs in the same detached inventory
	if(from_inv.type == InventoryLocation::DETACHED &&
			to_inv.type == InventoryLocation::DETACHED &&
			from_inv.name == to_inv.name)
	{
		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;
	}
	else
	{
		// Destination is detached
		if(to_inv.type == InventoryLocation::DETACHED)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
					to_inv.name, to_list, to_i, src_item, player);
		}
		// Source is detached
		if(from_inv.type == InventoryLocation::DETACHED)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
					from_inv.name, from_list, from_i, src_item, player);
		}
	}

	/* Query node metadata inventories */

	// Both endpoints are nodemeta
	// Move occurs in the same nodemeta inventory
	if(from_inv.type == InventoryLocation::NODEMETA &&
			to_inv.type == InventoryLocation::NODEMETA &&
			from_inv.p == to_inv.p)
	{
		src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
				from_inv.p, from_list, from_i,
				to_list, to_i, try_take_count, player);
		dst_can_put_count = src_can_take_count;
	}
	else
	{
		// Destination is nodemeta
		if(to_inv.type == InventoryLocation::NODEMETA)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
					to_inv.p, to_list, to_i, src_item, player);
		}
		// Source is nodemeta
		if(from_inv.type == InventoryLocation::NODEMETA)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
					from_inv.p, from_list, from_i, src_item, player);
		}
	}

	int old_count = count;

	/* Modify count according to collected data */
	count = try_take_count;
	if(src_can_take_count != -1 && count > src_can_take_count)
		count = src_can_take_count;
	if(dst_can_put_count != -1 && count > dst_can_put_count)
		count = dst_can_put_count;
	/* Limit according to source item count */
	if(count > list_from->getItem(from_i).count)
		count = list_from->getItem(from_i).count;

	/* If no items will be moved, don't go further */
	if(count == 0)
	{
		infostream<<"IMoveAction::apply(): move was completely disallowed:"
				<<" count="<<old_count
				<<" from inv=\""<<from_inv.dump()<<"\""
				<<" list=\""<<from_list<<"\""
				<<" i="<<from_i
				<<" to inv=\""<<to_inv.dump()<<"\""
				<<" list=\""<<to_list<<"\""
				<<" i="<<to_i
				<<std::endl;
		return;
	}

	ItemStack src_item = list_from->getItem(from_i);
	src_item.count = count;
	ItemStack from_stack_was = list_from->getItem(from_i);
	ItemStack to_stack_was = list_to->getItem(to_i);

	/*
		Perform actual move

		If something is wrong (source item is empty, destination is the
		same as source), nothing happens
	*/
	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) {
		// 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"
			<< " 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
	if(from_inv.type == InventoryLocation::DETACHED &&
			to_inv.type == InventoryLocation::DETACHED &&
			from_inv.name == to_inv.name)
	{
		PLAYER_TO_SA(player)->detached_inventory_OnMove(
				from_inv.name, from_list, from_i,
				to_list, to_i, count, player);
	}
	else
	{
		// Destination is detached
		if(to_inv.type == InventoryLocation::DETACHED)
		{
			PLAYER_TO_SA(player)->detached_inventory_OnPut(
					to_inv.name, to_list, to_i, src_item, player);
		}
		// Source is detached
		if(from_inv.type == InventoryLocation::DETACHED)
		{
			PLAYER_TO_SA(player)->detached_inventory_OnTake(
					from_inv.name, from_list, from_i, src_item, player);
		}
	}

	/* Node metadata inventories */

	// Both endpoints are same nodemeta
	if(from_inv.type == InventoryLocation::NODEMETA &&
			to_inv.type == InventoryLocation::NODEMETA &&
			from_inv.p == to_inv.p)
	{
		PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
				from_inv.p, from_list, from_i,
				to_list, to_i, count, player);
	}
	else{
		// Destination is nodemeta
		if(to_inv.type == InventoryLocation::NODEMETA)
		{
			PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
					to_inv.p, to_list, to_i, src_item, player);
		}
		// Source is nodemeta
		else if(from_inv.type == InventoryLocation::NODEMETA)
		{
			PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
					from_inv.p, from_list, from_i, src_item, player);
		}
	}

	mgr->setInventoryModified(from_inv, false);
	if(inv_from != inv_to)
		mgr->setInventoryModified(to_inv, false);
}

void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.

	Inventory *inv_from = mgr->getInventory(from_inv);
	Inventory *inv_to = mgr->getInventory(to_inv);
	if(!inv_from || !inv_to)
		return;

	InventoryLocation current_player;
	current_player.setCurrentPlayer();
	Inventory *inv_player = mgr->getInventory(current_player);
	if(inv_from != inv_player || inv_to != inv_player)
		return;

	InventoryList *list_from = inv_from->getList(from_list);
	InventoryList *list_to = inv_to->getList(to_list);
	if(!list_from || !list_to)
		return;

	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)
		mgr->setInventoryModified(to_inv);
}

/*
	IDropAction
*/

IDropAction::IDropAction(std::istream &is)
{
	std::string ts;

	std::getline(is, ts, ' ');
	count = stoi(ts);

	std::getline(is, ts, ' ');
	from_inv.deSerialize(ts);

	std::getline(is, from_list, ' ');

	std::getline(is, ts, ' ');
	from_i = stoi(ts);
}

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;
		return;
	}

	InventoryList *list_from = inv_from->getList(from_list);

	/*
		If a list doesn't exist or the source item doesn't exist
	*/
	if(!list_from){
		infostream<<"IDropAction::apply(): FAIL: source list not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
		return;
	}
	if(list_from->getItem(from_i).empty())
	{
		infostream<<"IDropAction::apply(): FAIL: source item not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""
				<<", from_list=\""<<from_list<<"\""
				<<" from_i="<<from_i<<std::endl;
		return;
	}

	/*
		Do not handle rollback if inventory is player's
	*/
	bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);

	/*
		Collect information of endpoints
	*/

	int take_count = list_from->getItem(from_i).count;
	if(count != 0 && count < take_count)
		take_count = count;
	int src_can_take_count = take_count;

	// Source is detached
	if(from_inv.type == InventoryLocation::DETACHED)
	{
		ItemStack src_item = list_from->getItem(from_i);
		src_item.count = take_count;
		src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
				from_inv.name, from_list, from_i, src_item, player);
	}

	// Source is nodemeta
	if(from_inv.type == InventoryLocation::NODEMETA)
	{
		ItemStack src_item = list_from->getItem(from_i);
		src_item.count = take_count;
		src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
				from_inv.p, from_list, from_i, src_item, player);
	}

	if(src_can_take_count != -1 && src_can_take_count < take_count)
		take_count = src_can_take_count;

	int actually_dropped_count = 0;

	ItemStack src_item = list_from->getItem(from_i);

	// Drop the item
	ItemStack item1 = list_from->getItem(from_i);
	item1.count = take_count;
	if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
				player->getBasePosition() + v3f(0,1,0)))
	{
		actually_dropped_count = take_count - item1.count;

		if(actually_dropped_count == 0){
			infostream<<"Actually dropped no items"<<std::endl;
			return;
		}

		// If source isn't infinite
		if(src_can_take_count != -1){
			// Take item from source list
			ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);

			if(item2.count != actually_dropped_count)
				errorstream<<"Could not take dropped count of items"<<std::endl;

			mgr->setInventoryModified(from_inv, false);
		}
	}

	infostream<<"IDropAction::apply(): dropped "
			<<" from inv=\""<<from_inv.dump()<<"\""
			<<" list=\""<<from_list<<"\""
			<<" i="<<from_i
			<<std::endl;

	src_item.count = actually_dropped_count;

	/*
		Report drop to endpoints
	*/

	// Source is detached
	if(from_inv.type == InventoryLocation::DETACHED)
	{
		PLAYER_TO_SA(player)->detached_inventory_OnTake(
				from_inv.name, from_list, from_i, src_item, player);
	}

	// Source is nodemeta
	if(from_inv.type == InventoryLocation::NODEMETA)
	{
		PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
				from_inv.p, from_list, from_i, src_item, player);
	}

	/*
		Record rollback information
	*/
	if(!ignore_src_rollback && gamedef->rollback())
	{
		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);
		}
	}
}

void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.

	Inventory *inv_from = mgr->getInventory(from_inv);
	if(!inv_from)
		return;

	InventoryLocation current_player;
	current_player.setCurrentPlayer();
	Inventory *inv_player = mgr->getInventory(current_player);
	if(inv_from != inv_player)
		return;

	InventoryList *list_from = inv_from->getList(from_list);
	if(!list_from)
		return;

	if(count == 0)
		list_from->changeItem(from_i, ItemStack());
	else
		list_from->takeItem(from_i, count);

	mgr->setInventoryModified(from_inv);
}

/*
	ICraftAction
*/

ICraftAction::ICraftAction(std::istream &is)
{
	std::string ts;

	std::getline(is, ts, ' ');
	count = stoi(ts);

	std::getline(is, ts, ' ');
	craft_inv.deSerialize(ts);
}

void ICraftAction::apply(InventoryManager *mgr,
	ServerActiveObject *player, IGameDef *gamedef)
{
	Inventory *inv_craft = mgr->getInventory(craft_inv);

	if (!inv_craft) {
		infostream << "ICraftAction::apply(): FAIL: inventory not found: "
				<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
		return;
	}

	InventoryList *list_craft = inv_craft->getList("craft");
	InventoryList *list_craftresult = inv_craft->getList("craftresult");
	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;
		return;
	}
	if (!list_craftresult) {
		infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
				<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
		return;
	}
	if (list_craftresult->getSize() < 1) {
		infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
				<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
		return;
	}

	ItemStack crafted;
	ItemStack craftresultitem;
	int count_remaining = count;
	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)) {
		InventoryList saved_craft_list = *list_craft;

		std::vector<ItemStack> temp;
		// Decrement input and add crafting output
		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);

		// 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)
			break;
		else if (count_remaining > 1)
			count_remaining--;

		// Get next crafting result
		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 "
			<<" craft_inv=\""<<craft_inv.dump()<<"\""
			<<std::endl;
}

void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.
}


// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack& result,
		std::vector<ItemStack> &output_replacements,
		bool decrementInput, IGameDef *gamedef)
{
	DSTACK(FUNCTION_NAME);

	result.clear();

	// Get the InventoryList in which we will operate
	InventoryList *clist = inv->getList("craft");
	if(!clist)
		return false;

	// Mangle crafting grid to an another format
	CraftInput ci;
	ci.method = CRAFT_METHOD_NORMAL;
	ci.width = clist->getWidth() ? clist->getWidth() : 3;
	for(u16 i=0; i<clist->getSize(); i++)
		ci.items.push_back(clist->getItem(i));

	// Find out what is crafted and add it to result item slot
	CraftOutput co;
	bool found = gamedef->getCraftDefManager()->getCraftResult(
			ci, co