/* * Pixel Dungeon * Copyright (C) 2012-2014 Oleg Dolya * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ package com.shatteredpixel.shatteredpixeldungeon.sprites; public class ItemSpriteSheet { // Row definers private static final int ROW1 = 0*16; private static final int ROW2 = 1*16; private static final int ROW3 = 2*16; private static final int ROW4 = 3*16; private static final int ROW5 = 4*16; private static final int ROW6 = 5*16; private static final int ROW7 = 6*16; private static final int ROW8 = 7*16; private static final int ROW9 = 8*16; private static final int ROW10 = 9*16; private static final int ROW11 = 10*16; private static final int ROW12 = 11*16; private static final int ROW13 = 12*16; private static final int ROW14 = 13*16; private static final int ROW15 = 14*16; private static final int ROW16 = 15*16; //Row One: Items which can't be obtained //null warning occupies space 0, should only show up if there's a bug. public static final int NULLWARN = ROW1+0; public static final int DEWDROP = ROW1+1; public static final int PETAL = ROW1+2; public static final int SANDBAG = ROW1+3; // Heaps (containers) public static final int BONES = ROW1+4; public static final int REMAINS = ROW1+5; public static final int TOMB = ROW1+6; public static final int GRAVE = ROW1+7; public static final int CHEST = ROW1+8; public static final int LOCKED_CHEST = ROW1+9; public static final int CRYSTAL_CHEST = ROW1+10; // Placeholders public static final int WEAPON = ROW1+11; public static final int ARMOR = ROW1+12; public static final int RING = ROW1+13; public static final int SMTH = ROW1+14; //Row Two: Miscellaneous single use items public static final int GOLD = ROW2+0; public static final int TORCH = ROW2+1; public static final int STYLUS = ROW2+2; public static final int ANKH = ROW2+3; // Keys public static final int IRON_KEY = ROW2+4; public static final int GOLDEN_KEY = ROW2+5; public static final int SKELETON_KEY = ROW2+6; //Boss Rewards public static final int BEACON = ROW2+7; public static final int MASTERY = ROW2+8; public static final int KIT = ROW2+9; public static final int AMULET = ROW2+10; public static final int WEIGHT = ROW2+11; public static final int BOMB = ROW2+12; public static final int DBL_BOMB= ROW2+13; public static final int HONEYPOT= ROW2+14; public static final int SHATTPOT= ROW2+15; //Row Three: Melee weapons public static final int KNUCKLEDUSTER = ROW3+0; public static final int DAGGER = ROW3+1; public static final int SHORT_SWORD = ROW3+2; public static final int MAGES_STAFF = ROW3+3; public static final int QUARTERSTAFF = ROW3+4; public static final int SPEAR = ROW3+5; public static final int MACE = ROW3+6; public static final int SWORD = ROW3+7; public static final int BATTLE_AXE = ROW3+8; public static final int LONG_SWORD = ROW3+9; public static final int WAR_HAMMER = ROW3+10; public static final int GLAIVE = ROW3+11; //Row Four: Missile weapons public static final int DART = ROW4+0; public static final int BOOMERANG = ROW4+1; public static final int INCENDIARY_DART = ROW4+2; public static final int SHURIKEN = ROW4+3; public static final int CURARE_DART = ROW4+4; public static final int JAVELIN = ROW4+5; public static final int TOMAHAWK = ROW4+6; //Row Five: Armors public static final int ARMOR_CLOTH = ROW5+0; public static final int ARMOR_LEATHER = ROW5+1; public static final int ARMOR_MAIL = ROW5+2; public static final int ARMOR_SCALE = ROW5+3; public static final int ARMOR_PLATE = ROW5+4; public static final int ARMOR_WARRIOR = ROW5+5; public static final int ARMOR_MAGE = ROW5+6; public static final int ARMOR_ROGUE = ROW5+7; public static final int ARMOR_HUNTRESS = ROW5+8; //Row Six: Wands public static final int WAND_MAGIC_MISSILE = ROW6+0; public static final int WAND_FIREBOLT = ROW6+1; public static final int WAND_FROST = ROW6+2; public static final int WAND_LIGHTNING = ROW6+3; public static final int WAND_DISINTEGRATION = ROW6+4; public static final int WAND_PRISMATIC_LIGHT= ROW6+5; public static final int WAND_VENOM = ROW6+6; public static final int WAND_LIVING_EARTH = ROW6+7; public static final int WAND_BLAST_WAVE = ROW6+8; public static final int WAND_CORRUPTION = ROW6+9; public static final int WAND_WARDING = ROW6+10; public static final int WAND_REGROWTH = ROW6+11; public static final int WAND_TRANSFUSION = ROW6+12; //Row Seven: Rings public static final int RING_GARNET = ROW7+0; public static final int RING_RUBY = ROW7+1; public static final int RING_TOPAZ = ROW7+2; public static final int RING_EMERALD = ROW7+3; public static final int RING_ONYX = ROW7+4; public static final int RING_OPAL = ROW7+5; public static final int RING_TOURMALINE = ROW7+6; public static final int RING_SAPPHIRE = ROW7+7; public static final int RING_AMETHYST = ROW7+8; public static final int RING_QUARTZ = ROW7+9; public static final int RING_AGATE = ROW7+10; public static final int RING_DIAMOND = ROW7+11; //Row Eight: Artifacts with Static Images public static final int ARTIFACT_CLOAK = ROW8+0; public static final int ARTIFACT_ARMBAND = ROW8+1; public static final int ARTIFACT_CAPE = ROW8+2; public static final int ARTIFACT_TALISMAN = ROW8+3; public static final int ARTIFACT_HOURGLASS = ROW8+4; public static final int ARTIFACT_TOOLKIT = ROW8+5; public static final int ARTIFACT_SPELLBOOK = ROW8+6; public static final int ARTIFACT_BEACON = ROW8+7; public static final int ARTIFACT_CHAINS = ROW8+8; //Row Nine: Artifacts with Dynamic Images public static final int ARTIFACT_HORN1 = ROW9+0; public static final int ARTIFACT_HORN2 = ROW9+1; public static final int ARTIFACT_HORN3 = ROW9+2; public static final int ARTIFACT_HORN4 = ROW9+3; public static final int ARTIFACT_CHALICE1 = ROW9+4; public static final int ARTIFACT_CHALICE2 = ROW9+5; public static final int ARTIFACT_CHALICE3 = ROW9+6; public static final int ARTIFACT_SANDALS = ROW9+7; public static final int ARTIFACT_SHOES = ROW9+8; public static final int ARTIFACT_BOOTS = ROW9+9; public static final int ARTIFACT_GREAVES = ROW9+10; public static final int ARTIFACT_ROSE1 = ROW9+11; public static final int ARTIFACT_ROSE2 = ROW9+12; public static final int ARTIFACT_ROSE3 = ROW9+13; //Row Ten: Scrolls public static final int SCROLL_KAUNAN = ROW10+0; public static final int SCROLL_SOWILO = ROW10+1; public static final int SCROLL_LAGUZ = ROW10+2; public static final int SCROLL_YNGVI = ROW10+3; public static final int SCROLL_GYFU = ROW10+4; public static final int SCROLL_RAIDO = ROW10+5; public static final int SCROLL_ISAZ = ROW10+6; public static final int SCROLL_MANNAZ = ROW10+7; public static final int SCROLL_NAUDIZ = ROW10+8; public static final int SCROLL_BERKANAN = ROW10+9; public static final int SCROLL_ODAL = ROW10+10; public static final int SCROLL_TIWAZ = ROW10+11; //Row Eleven: Potions public static final int POTION_CRIMSON = ROW11+0; public static final int POTION_AMBER = ROW11+1; public static final int POTION_GOLDEN = ROW11+2; public static final int POTION_JADE = ROW11+3; public static final int POTION_TURQUOISE = ROW11+4; public static final int POTION_AZURE = ROW11+5; public static final int POTION_INDIGO = ROW11+6; public static final int POTION_MAGENTA = ROW11+7; public static final int POTION_BISTRE = ROW11+8; public static final int POTION_CHARCOAL = ROW11+9; public static final int POTION_SILVER = ROW11+10; public static final int POTION_IVORY = ROW11+11; //Row Twelve: Seeds public static final int SEED_ROTBERRY = ROW12+0; public static final int SEED_FIREBLOOM = ROW12+1; public static final int SEED_STARFLOWER = ROW12+2; public static final int SEED_BLINDWEED = ROW12+3; public static final int SEED_SUNGRASS = ROW12+4; public static final int SEED_ICECAP = ROW12+5; public static final int SEED_STORMVINE = ROW12+6; public static final int SEED_SORROWMOSS = ROW12+7; public static final int SEED_DREAMFOIL = ROW12+8; public static final int SEED_EARTHROOT = ROW12+9; public static final int SEED_FADELEAF = ROW12+10; public static final int SEED_BLANDFRUIT = ROW12+11; //Row Thirteen: Food public static final int MEAT = ROW13+0; public static final int STEAK = ROW13+1; public static final int OVERPRICED = ROW13+2; public static final int CARPACCIO = ROW13+3; public static final int BLANDFRUIT = ROW13+4; public static final int RATION = ROW13+5; public static final int PASTY = ROW13+6; //Row Fourteen: Quest Items public static final int SKULL = ROW14+0; public static final int DUST = ROW14+1; public static final int PICKAXE = ROW14+2; public static final int ORE = ROW14+3; public static final int TOKEN = ROW14+4; //Row Fifteen: Containers/Bags public static final int VIAL = ROW15+0; public static final int POUCH = ROW15+1; public static final int HOLDER = ROW15+2; public static final int BANDOLIER = ROW15+3; public static final int HOLSTER = ROW15+4; //Row Sixteen: Unused }