Above you see a composited image of 3 different models, I will be using these 3 models along with a set of goals to implment new functionality into the engine.
In MW you could only take things that were on the ground, this is acceptable in an RPG, wherein you have a little leeway on reality that is made up with fighting.
For Project2 (and the S3 engine as a whole) items can 'technically' be any object, a cup on a table, somthing lying on a bed, etc.
each tile in the game has certain layer classifications.
0. base layer (this is the tile texture)
1. furnishings layer (a list of overlayable furnishings)
2. actor layer (this is where characters and other such moving things reside)
the furnishings layer can be composed of either standard Entities or Structures
A structure is a non-interactive 'dumb' mono-animatable thing with a displacement (a table is a good example)
A general entity can be interactive (clickable) has a script bound to it, raises events on the script, multi-animatable, with displacement, and can be lit and can be an audio source (a lamp that you can turn on and turn off is a good example)
A general entity can also be 'taken' when their onClick handler uses //take(this); (an example is a coffee cup)