#include #include #ifdef _DEBUG #include "debug.h" #endif #include "engine/load_file.hpp" #include "engine/trn.hpp" #include "lighting.h" namespace devilution { uint8_t *GetInfravisionTRN() { return &LightTables[16 * 256]; } uint8_t *GetStoneTRN() { return &LightTables[17 * 256]; } uint8_t *GetPauseTRN() { return &LightTables[18 * 256]; } std::optional> GetClassTRN(Player &player) { std::array trn; const char *path; switch (player._pClass) { case HeroClass::Warrior: path = "plrgfx\\warrior.trn"; break; case HeroClass::Rogue: path = "plrgfx\\rogue.trn"; break; case HeroClass::Sorcerer: path = "plrgfx\\sorcerer.trn"; break; case HeroClass::Monk: path = "plrgfx\\monk.trn"; break; case HeroClass::Bard: path = "plrgfx\\bard.trn"; break; case HeroClass::Barbarian: path = "plrgfx\\barbarian.trn"; break; } #ifdef _DEBUG if (!debugTRN.empty()) { path = debugTRN.c_str(); } #endif if (LoadOptionalFileInMem(path, &trn[0], 256)) { return trn; } return std::nullopt; } } // namespace devilution