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CONST.CPP
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/*
** Command & Conquer(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 <http://www.gnu.org/licenses/>.
*/
/* $Header: F:\projects\c&c\vcs\code\const.cpv 2.17 16 Oct 1995 16:52:24 JOE_BOSTIC $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : CONST.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : September 20, 1993 *
* *
* Last Update : September 20, 1993 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
char const * SourceName[SOURCE_COUNT] =
{
"North",
"East",
"South",
"West",
"Shipping",
"Beach",
"Air",
"Visible",
"EnemyBase",
"HomeBase",
"Ocean",
};
/***************************************************************************
** Relative coordinate offsets from the center of a cell for each
** of the legal positions that an object in a cell may stop at. Only infantry
** are allowed to stop at other than the center of the cell.
*/
COORDINATE const StoppingCoordAbs[5] = {
0x00800080L, // center
0x00400040L, // upper left
0x004000C0L, // upper right
0x00C00040L, // lower left
0x00C000C0L // lower right
};
/***************************************************************************
** These are the various weapons and their characteristics.
**
** bullet type dmg, rof, range, sound
*/
WeaponTypeClass const Weapons[WEAPON_COUNT] = {
{BULLET_SNIPER, 125, 40, 0x0580, VOC_SNIPER, ANIM_NONE}, // WEAPON_RIFLE
{BULLET_SPREADFIRE, 25, 50, 0x0400, VOC_MINI, ANIM_GUN_N}, // WEAPON_CHAIN_GUN
{BULLET_BULLET, 1, 7, 0x01C0, VOC_RIFLE, ANIM_NONE}, // WEAPON_PISTOL
{BULLET_BULLET, 15, 20, 0x0200, VOC_MGUN2, ANIM_NONE}, // WEAPON_M16
{BULLET_TOW, 30, 60, 0x0400, VOC_BAZOOKA,ANIM_NONE}, // WEAPON_DRAGON
{BULLET_FLAME, 35, 50, 0x0200, VOC_FLAMER1,ANIM_FLAME_N}, // WEAPON_FLAMETHROWER
{BULLET_FLAME, 50, 50, 0x0200, VOC_FLAMER1,ANIM_FLAME_N}, // WEAPON_FLAME_TONGUE
{BULLET_CHEMSPRAY, 80, 70, 0x0200, VOC_FLAMER1,ANIM_CHEM_N}, // WEAPON_CHEMSPRAY
{BULLET_GRENADE, 50, 60, 0x0340, VOC_TOSS, ANIM_NONE}, // WEAPON_GRENADE
{BULLET_APDS, 25, 60, 0x0400, VOC_TANK2, ANIM_MUZZLE_FLASH}, // WEAPON_75MM
{BULLET_APDS, 30, 50, 0x04C0, VOC_TANK3, ANIM_MUZZLE_FLASH}, // WEAPON_105MM
{BULLET_APDS, 40, 80, 0x04C0, VOC_TANK4, ANIM_MUZZLE_FLASH}, // WEAPON_120MM
{BULLET_APDS, 40, 60, 0x0600, VOC_TANK4, ANIM_MUZZLE_FLASH}, // WEAPON_TURRET_GUN
{BULLET_SSM, 75, 80, 0x0500, VOC_ROCKET1,ANIM_NONE}, // WEAPON_MAMMOTH_TUSK
{BULLET_SSM2, 75, 80, 0x0600, VOC_ROCKET1,ANIM_NONE}, // WEAPON_MLRS
{BULLET_HE, 150, 65, 0x0600, VOC_TANK1, ANIM_MUZZLE_FLASH}, // WEAPON_155MM
{BULLET_BULLET, 15, 30, 0x0400, VOC_MGUN11, ANIM_GUN_N}, // WEAPON_M60MG
{BULLET_SSM, 60, 35, 0x0780, VOC_ROCKET2,ANIM_NONE}, // WEAPON_TOMAHAWK
{BULLET_SSM, 60, 40, 0x0680, VOC_ROCKET2,ANIM_NONE}, // WEAPON_TOW_TWO
{BULLET_NAPALM, 100, 20, 0x0480, VOC_NONE, ANIM_NONE}, // WEAPON_NAPALM
{BULLET_LASER, 200, 90, 0x0780, VOC_LASER, ANIM_NONE}, // WEAPON_OBELISK_LASER
{BULLET_SAM, 50, 50, 0x0780, VOC_ROCKET2,ANIM_NONE}, // WEAPON_NIKE
{BULLET_HONEST_JOHN, 100, 200, 0x0A00, VOC_ROCKET1,ANIM_NONE}, // WEAPON_HONEST_JOHN
{BULLET_HEADBUTT, 100, 30, 0x0180, VOC_DINOATK1,ANIM_NONE}, // WEAPON_STEG
{BULLET_TREXBITE, 155, 30, 0x0180, VOC_DINOATK1,ANIM_NONE}, // WEAPON_TREX
};
/***************************************************************************
** These are the various warheads.
**
** spread factor, destroys walls, destroys wood, destroys Tiberium, {armor defense table}
** -vs- {none, wood, aluminum, steel, concrete}
*/
WarheadTypeClass const Warheads[WARHEAD_COUNT] = {
{ 2,false,false,false,{0xFF, 0x80, 0x90, 0x40, 0x40}}, // WARHEAD_SA Small arms -- good against infantry.
{ 6,true,true,true,{0xE0, 0xC0, 0x90, 0x40, 0xFF}}, // WARHEAD_HE High explosive -- good against buildings & infantry.
{ 6,true,true,false,{0x40, 0xC0, 0xC0, 0xFF, 0x80}}, // WARHEAD_AP Armor piercing -- good against armor.
{ 8,false,true,true,{0xE0, 0xFF, 0xB0, 0x40, 0x80}}, // WARHEAD_FIRE Incendiary -- Good against flammables.
{ 4,false,false,false,{0xFF, 0xFF, 0xFF, 0xFF, 0xFF}}, // WARHEAD_LASER Light Amplification of Stimulated Emission by Radiation.
{ 7,true,true,true,{0xFF, 0xFF, 0xC0, 0xC0, 0xC0}}, // WARHEAD_PB Particle beam (neutron beam).
{ 4,false,false,false,{0xFF, 0x20, 0x20, 0x10, 0x10}}, // WARHEAD_FIST Punching in hand-to-hand combat.
{ 4,false,false,false,{0xFF, 0x20, 0x20, 0x10, 0x10}}, // WARHEAD_FOOT Kicking in hand-to-hand combat.
{ 4,false,false,false,{0xFF, 0x08, 0x08, 0x08, 0x08}}, // WARHEAD_HOLLOW_POINT Sniper bullet type.
{255,false,false,false,{0xFF, 0x01, 0x01, 0x01, 0x01}}, // WARHEAD_SPORE
{ 1, true,true,false,{0xFF, 0xC0, 0x80, 0x20, 0x08}}, // WARHEAD_HEADBUTT
{ 1, true,true,false,{0xFF, 0xC0, 0x80, 0x20, 0x08}}, // WARHEAD_FEEDME
};
/***************************************************************************
** Converts pixel values (cell relative) into the appropriate lepton (sub cell)
** value. This is used to convert pixel (screen) coordinates into the underlying
** coordinate system.
*/
unsigned char const Pixel2Lepton[24] = {
0x00,0x0B,0x15,0x20,0x2B,0x35,0x40,0x4B,
0x55,0x60,0x6B,0x75,0x80,0x8B,0x95,0xA0,
0xAB,0xB5,0xC0,0xCB,0xD5,0xE0,0xEB,0xF5
};
/***************************************************************************
** This array is used to index a facing in order to retrieve a cell
** offset that, when added to another cell, will achieve the adjacent cell
** in the indexed direction.
*/
CELL const AdjacentCell[FACING_COUNT] = {
-(MAP_CELL_W), // North
-(MAP_CELL_W-1), // North East
1, // East
MAP_CELL_W+1, // South East
MAP_CELL_W, // South
MAP_CELL_W-1, // South West
-1, // West
-(MAP_CELL_W+1) // North West
};
COORDINATE const AdjacentCoord[FACING_COUNT] = {
0xFF000000L,
0xFF000100L,
0x00000100L,
0x01000100L,
0x01000000L,
0x0100FF00L,
0x0000FF00L,
0xFF00FF00L
};
/***************************************************************************
** This converts 0..255 facing values into either 8, 16, or 32 facing values.
** Note: a simple shift won't suffice because 0..255 facing values should
** be converted to the CLOSEST appropriate facing, NOT rounded down to the
** nearest facing.
*/
unsigned char const Facing8[256] = {
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,
5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
};
#ifdef NEVER
unsigned char const Facing16[256] = {
0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,
4,4,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,6,6,6,6,6,6,6,6,
6,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,10,10,10,10,10,10,10,10,
10,10,10,10,10,10,10,10,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,12,12,12,12,12,12,12,12,
12,12,12,12,12,12,12,12,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,14,14,14,14,14,14,14,14,
14,14,14,14,14,14,14,14,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,0,0,0,0,0,0,0,0
};
#endif
/*
** This table incorporates a compensating factor for the distortion caused
** by 3D-Studio when it tries to render 45% angles.
*/
unsigned char const Facing32[256] = {
0,0,0,0,0,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,3,3,3,3,3,3,3,3,3,3,
3,4,4,4,4,4,4,5,5,5,5,5,5,5,6,6,6,6,6,6,6,7,7,7,7,7,7,7,8,8,8,8,
8,8,8,9,9,9,9,9,9,9,10,10,10,10,10,10,10,11,11,11,11,11,11,11,12,12,12,12,12,12,12,12,
13,13,13,13,13,13,13,13,14,14,14,14,14,14,14,14,14,15,15,15,15,15,15,15,15,15,16,16,16,16,16,16,
16,16,16,16,16,17,17,17,17,17,17,17,17,17,18,18,18,18,18,18,18,18,18,19,19,19,19,19,19,19,19,19,
19,20,20,20,20,20,20,21,21,21,21,21,21,21,22,22,22,22,22,22,22,23,23,23,23,23,23,23,24,24,24,24,
24,24,24,25,25,25,25,25,25,25,26,26,26,26,26,26,26,27,27,27,27,27,27,27,28,28,28,28,28,28,28,28,
29,29,29,29,29,29,29,29,30,30,30,30,30,30,30,30,30,31,31,31,31,31,31,31,31,31,0,0,0,0,0,0
};
#ifdef OBSOLETE
unsigned char const Facing32[256] = {
0,0,0,0,
1,1,1,1,1,1,1,1,
2,2,2,2,2,2,2,2,
3,3,3,3,3,3,3,3,
4,4,4,4,4,4,4,4,
5,5,5,5,5,5,5,5,
6,6,6,6,6,6,6,6,
7,7,7,7,7,7,7,7,
8,8,8,8,8,8,8,8,
9,9,9,9,9,9,9,9,
10,10,10,10,10,10,10,10,
11,11,11,11,11,11,11,11,
12,12,12,12,12,12,12,12,
13,13,13,13,13,13,13,13,
14,14,14,14,14,14,14,14,
15,15,15,15,15,15,15,15,
16,16,16,16,16,16,16,16,
17,17,17,17,17,17,17,17,
18,18,18,18,18,18,18,18,
19,19,19,19,19,19,19,19,
20,20,20,20,20,20,20,20,
21,21,21,21,21,21,21,21,
22,22,22,22,22,22,22,22,
23,23,23,23,23,23,23,23,
24,24,24,24,24,24,24,24,
25,25,25,25,25,25,25,25,
26,26,26,26,26,26,26,26,
27,27,27,27,27,27,27,27,
28,28,28,28,28,28,28,28,
29,29,29,29,29,29,29,29,
30,30,30,30,30,30,30,30,
31,31,31,31,31,31,31,31,
0,0,0,0
};
#endif
/***************************************************************************
** These are the movement costs (in ticks at fastest speed) to enter each
** of the given terrain cells.
*/
#define S1 0x00
#define S2 0x40
#define S3 0x70
#define S4 0xA0
#define S5 0xC0
#define S6 0xFF
GroundType const Ground[LAND_COUNT] = {
// Foot
// | Tracked
// | | Harvester
// | | | Wheeled
// | | | | Winged
// | | | | | Hover
// | | | | | | float build
{66, {S3, S3, S3, S4, S6, S5, S1 }, true}, // LAND_CLEAR
{68, {S5, S4, S4, S4, S6, S5, S1 }, true}, // LAND_ROAD
{BLUE, {S1, S1, S1, S1, S6, S5, S6 }, false}, // LAND_WATER
{DKGREY, {S1, S1, S1, S1, S6, S1, S1 }, false}, // LAND_ROCK
{DKGREY, {S1, S1, S1, S1, S6, S1, S1 }, false}, // LAND_WALL
{143, {S3, S3, S3, S4, S6, S5, S1 }, false}, // LAND_TIBERIUM
{66, {S3, S3, S3, S4, S6, S5, S1 }, false}, // LAND_BEACH
};
/***************************************************************************
** These are the names of the theaters.
*/
TheaterDataType const Theaters[THEATER_COUNT] = {
{"DESERT","DESERT","DES"},
{"JUNGLE","JUNGLE","JUN"},
{"TEMPERATE","TEMPERAT","TEM"},
{"WINTER","WINTER","WIN"}
};
/***************************************************************************
** These are the remap tables that are used to convert the units/buildings
** into the other color schemes.
*/
unsigned char const RemapYellow[256] = {
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15, // 0..15
16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31, // 16..31
32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47, // 32..47
48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63, // 48..63
64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79, // 64..79
80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95, // 80..95
96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111, // 96..111
112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127, // 112..127
128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, // 128..143
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, // 144..159
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, // 160..175
176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191, // 176..191
192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, // 192..207
208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223, // 208..223
224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, // 224..239
240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255 // 240..255
};
unsigned char const RemapRed[256] = {
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15, // 0..15
16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31, // 16..31
32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47, // 32..47
48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63, // 48..63
64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79, // 64..79
80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95, // 80..95
96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111, // 96..111
112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127, // 112..127
128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, // 128..143
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, // 144..159
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, // 160..175
127,126,125,124,122,46,120,47,125,124,123,122,42,121,120,120, // 176..191
192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, // 192..207
208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223, // 208..223
224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, // 224..239
240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255 // 240..255
};
unsigned char const RemapBlueGreen[256] = {
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15, // 0..15
16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31, // 16..31
32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47, // 32..47
48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63, // 48..63
64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79, // 64..79
80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95, // 80..95
96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111, // 96..111
112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127, // 112..127
128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, // 128..143
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, // 144..159
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, // 160..175
2,119,118,135,136,138,112,12,118,135,136,137,138,139,114,112, // 176..191
192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, // 192..207
208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223, // 208..223
224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, // 224..239
240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255 // 240..255
};
unsigned char const RemapOrange[256] = {
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15, // 0..15
16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31, // 16..31
32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47, // 32..47
48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63, // 48..63
64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79, // 64..79
80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95, // 80..95
96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111, // 96..111
112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127, // 112..127
128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, // 128..143
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, // 144..159
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, // 160..175
24,25,26,27,29,31,46,47,26,27,28,29,30,31,43,47, // 176..191
192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, // 192..207
208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223, // 208..223
224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, // 224..239
240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255 // 240..255
};
unsigned char const RemapGreen[256] = {
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15, // 0..15
16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31, // 16..31
32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47, // 32..47
48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63, // 48..63
64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79, // 64..79
80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95, // 80..95
96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111, // 96..111
112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127, // 112..127
128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, // 128..143
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, // 144..159
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, // 160..175
5,165,166,167,159,142,140,199,166,167,157,3,159,143,142,141, // 176..191
192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, // 192..207
208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223, // 208..223
224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, // 224..239
240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255 // 240..255
};
unsigned char const RemapBlue[256] = {
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15, // 0..15
16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31, // 16..31
32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47, // 32..47
48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63, // 48..63
64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79, // 64..79
80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95, // 80..95
96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111, // 96..111
112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127, // 112..127
128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, // 128..143
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, // 144..159
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, // 160..175
161,200,201,202,204,205,206,12,201,202,203,204,205,115,198,114, // 176..191
192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, // 192..207
208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223, // 208..223
224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, // 224..239
240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255 // 240..255
};
unsigned char const RemapNone[256] = {
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15, // 0..15
16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31, // 16..31
32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47, // 32..47
48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63, // 48..63
64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79, // 64..79
80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95, // 80..95
96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111, // 96..111
112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127, // 112..127
128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, // 128..143
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, // 144..159
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, // 160..175
176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191, // 176..191
192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, // 192..207
208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223, // 208..223
224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, // 224..239
240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255 // 240..255
};