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 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
	*/
	move_count = list_from->moveItem(from_i,
		list_to, to_i, count, !caused_by_move_somewhere);

	// If source is infinite, reset it's stack
	if(src_can_take_count == -1){
		// 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;
				}
			}
		}
		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;

	/*
		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 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 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");

	/*
		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;
	bool found = getCraftingResult(inv_craft, crafted, false, gamedef);
	PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
	found = !crafted.empty();

	while(found && list_craftresult->itemFits(0, crafted))
	{
		InventoryList saved_craft_list = *list_craft;
		
		// Decrement input and add crafting output
		getCraftingResult(inv_craft, crafted, true, gamedef);
		PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
		list_craftresult->addItem(0, crafted);
		mgr->setInventoryModified(craft_inv);

		actionstream<<player->getDescription()
				<<" crafts "
				<<crafted.getItemString()
				<<std::endl;

		// Decrement counter
		if(count_remaining == 1)
			break;
		else if(count_remaining > 1)
			count_remaining--;

		// Get next crafting result
		found = getCraftingResult(inv_craft, crafted, false, gamedef);
		PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
		found = !crafted.empty();
	}

	infostream<<"ICraftAction::apply(): crafted "
			<<" craft_inv=\""<<craft_inv.dump()<<"\""
			<<std::endl;
}