#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, 256)) { return trn; } return std::nullopt; } } // namespace devilution