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author | Andrei Karas <akaras@inbox.ru> | 2011-01-02 01:48:38 +0200 |
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committer | Andrei Karas <akaras@inbox.ru> | 2011-01-02 02:41:24 +0200 |
commit | 3eeae12c498d1a4dbe969462d2ba841f77ee3ccb (patch) | |
tree | ff8eab35e732bc0749fc11677c8873a7b3a58704 /docs/items.txt | |
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Initial commit.
This code based on mana client http://www.gitorious.org/mana/mana
and my private repository.
Diffstat (limited to 'docs/items.txt')
-rw-r--r-- | docs/items.txt | 198 |
1 files changed, 198 insertions, 0 deletions
diff --git a/docs/items.txt b/docs/items.txt new file mode 100644 index 000000000..19c6b10cc --- /dev/null +++ b/docs/items.txt @@ -0,0 +1,198 @@ +------------------------------- +THE MANA WORLD INVENTORY SYSTEM +------------------------------- + +1. INTRODUCTION +2. DATABASE +3. INVENTORY +4. EQUIPMENT +5. IMPLEMENTATION +6. SPECIAL ITEMS +7. PROTOCOL + +An item will have the following properties: + +C means info is used only by the client +S means info is used only by the server +C&S means info is used by both + +- id (C&S) -> unsigned int + + a positive integer uniquely identifying an item. + +- image (C) -> unsigned int + + used if same images are used for different items. + Maybe we need more image ids to tell which image (bigger one) to show in + equipment window or when equipping items in weapon slot. + +- name (C) -> char[30] + + to be shown in inventory. + +- description (C) -> char[100] + + a brief description shown in shops, or in the inventory + +- type (S) -> unsigned char + + server uses it to check if is an item or an equipment and send the + appropriate packet. + + * USABLE_ITEM (food, potions, ...) + * EQUIPMENT_ITEM (weapons, armors, ...) + * SLOT_ITEM (cards, materias, summoned beings, ...) + * SLOTTED_ITEM (bags, small chests, ...) + +- identify (S) -> unsigned char + + The server will check this flag if the items can be identified by the + player. + + * IDENTIFIED no need to identify the item + * IDENTIFY_ITEM you can identify it by using a special item + * IDENTIFY_MAGIC you can identify it by using a particular spell + * BLACKSMITH needs a blacksmith to be identified + * WIZARD needs a wizard to be identified (enchanted items) + * ANCIENT_BLACKSMITH + * ANCIENT_WIZARD + * NOT_IDENTIFIABLE reserved for future use + +- weight (C&S) -> unsigned short + + Used by server to calculate if the being can carry more items. The client + uses it to display the information to the player. + +- # of slots (C&S) -> unsigned char + + If this field is greater than 0 it means this one is a slotted item. + (Probably we can remove SLOTTED_ITEM from the type enumeration) + For example a bag will have 4 slots, while a chest about 10. + +- script (S) -> probably a file name to reference the script file + or class or name of class object + + Script to be executed when item is used/equipped. Events include: + + onPickup(Being b) The item is picked up by being b + onDrop(Being b) The item is dropped by being b + onUse(Being b) The item is used by being b + onUseWith(Being b, Object o) The item is used with object o by being b + onEquip(Being b) The item is equipped by being b + + +3. INVENTORY + +Inventory will contain any kind of weapons including non equipped items and +slotted items. Every being will have a variable number of slots to store items. +For example a maggot won't have any slot, while players could have a number of +slots depending on his strength. A pet could have one slot used to add a bag and +help the player carrying items. + +Hammerbear says: I think here we should go all the way with weight approach and +not have a slot limit. The same could be used for container items, that simply +have a contents that can hold a certain total weight. Places where slots are +then used is for equipment, where each slot maps onto a certain body part, and +possibly certain slotted items that have slots that can only hold a certain +type of item. + + +4. EQUIPMENT + +Every being will have a variable number of slots to equip items. For a human +player we will have the following slots: + +* 0 body +* 1 hair + 2 head (hat, helmet, etc.) + 3 neck (necklace) + 4 torso (body armour) + 5 right hand (weapons) + 6 left hand (shield, only available with no or one-handed weapon) + (ammunition, only available with certain weapons) + 7 left ring finger + 8 right ring finger + 9 legs (pants) + 10 feet (shoes) + +These slots will composite to form the character graphic. The order of the +composition is not the same in each direction and some slots do not contribute +to the final graphic. Draw order for each direction: + + left 0, 1, 2, 10, 9, 5, 4, 6 + right 0, 1, 2, 10, 9, 6, 4, 5 + up 0, 1, 2, 10, 9, 5, 6, 4 + down 0, 1, 2, 10, 9, 4, 6, 5 + +*) These slots are not under player control, but are merely used by the engine +so be able to change this as part of the same system. + + +5. IMPLEMENTATION + +Since both client and server will only need to store item ids, inventory and +equipment can be easily coded as unsigned int arrays. The only problem is +about slotted items. They for sure can't store another slotted item, but it's +hard to represent them as an int. Probably a more complex structure is needed. + +struct ITEM_HOLDER { + int id; + int quantity; + ITEM_HOLDER *item; +} + +ITEM_HOLDER inventory[number_of_slots]; +ITEM_HOLDER equipment[number_of_slots]; + +If item is not NULL it will reference an array of items stored in the slotted +item. + +How to limit the quantity of items? We could have a fixed number of slots in the +inventory. In one slot you can store only items with the same id (except slotted +items which need separate slots). When you pick up/receive a new item, total +weigth you can carry is checked if the item can be stored. + + +6. SPECIAL ITEMS + +A special case is represented by arrow holder. Possible solutions: + + - Equipment will have a special slot where you can equip only arrows + (or stones) + + - Item with one slot + + - Arrows can be simply stored in inventory + + - Arrow holder has special slot for items of type "arrow" that can hold up + to a certain maximum number of arrows. + +Weapons can store a limited number of items in their slots. In this kind of +slots you can store materia, demons or arrows. Some examples, with XML test +cases based on 4th solution above. + + * Arrow holder = max 100 arrows (1 slot) + + <item name="Medium quiver" ...> + <slot type="arrow" max="100"/> + </item> + + * Sword of chaos = max 1 materia + 2 demons (2 slot) + + <item name="Sword of chaos" ...> + <slot type="materia" max="1"/> + <slot type="demon" max="2"/> + </item> + + * Bag that can hold 5 kg of arbitrary stuff (container). + + <item name="Leather bag" weight="1" ... capacity="5"/> + + The rationale of being able to carry 5 kg of stuff at the cost of only + 1 kg is that the bag helps you carry the stuff by providing a convenient + way to hold it. + + +7. PROTOCOL + +To be defined. |