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authorAndrei Karas <akaras@inbox.ru>2011-01-02 01:48:38 +0200
committerAndrei Karas <akaras@inbox.ru>2011-01-02 02:41:24 +0200
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Initial commit.
This code based on mana client http://www.gitorious.org/mana/mana and my private repository.
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+-------------------------------
+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.