/*

    SEGA Zaxxon Hardware - Video

    TODO:

    - get rid of zaxxon_vid_type
    - draw backgrounds as tilemaps
    - convert skewing to use tilemap scrolling?
    - zaxxon fg tilemap color calculation
    - fix background size bug
    - clean up background functions

*/

#include "driver.h"

UINT8 *zaxxon_char_color_bank;
UINT8 *zaxxon_background_position;
UINT8 *zaxxon_background_color_bank;
UINT8 *zaxxon_background_enable;
static mame_bitmap *backgroundbitmap1,*backgroundbitmap2;
static const UINT8 *color_codes;

int zaxxon_vid_type;	/* set by init_machine; 0 = zaxxon; 1 = congobongo */

#define ZAXXON_VID	0
#define CONGO_VID	1
#define FUTSPY_VID	2

static tilemap *fg_tilemap;

/***************************************************************************

  Convert the color PROMs into a more useable format.

  Zaxxon has one 256x8 palette PROM and one 256x4 PROM which contains the
  color codes to use for characters on a per row/column basis (groups of
  of 4 characters in the same row).
  Congo Bongo has similar hardware, but it has color RAM instead of the
  lookup PROM.

  The palette PROM is connected to the RGB output this way:

  bit 7 -- 220 ohm resistor  -- BLUE
        -- 470 ohm resistor  -- BLUE
        -- 220 ohm resistor  -- GREEN
        -- 470 ohm resistor  -- GREEN
        -- 1  kohm resistor  -- GREEN
        -- 220 ohm resistor  -- RED
        -- 470 ohm resistor  -- RED
  bit 0 -- 1  kohm resistor  -- RED

***************************************************************************/
PALETTE_INIT( zaxxon )
{
	int i;
	#define TOTAL_COLORS(gfxn) (Machine->gfx[gfxn]->total_colors * Machine->gfx[gfxn]->color_granularity)
	#define COLOR(gfxn,offs) (colortable[Machine->drv->gfxdecodeinfo[gfxn].color_codes_start + offs])

	for (i = 0;i < Machine->drv->total_colors;i++)
	{
		int bit0,bit1,bit2,r,g,b;

		/* red component */
		bit0 = (*color_prom >> 0) & 0x01;
		bit1 = (*color_prom >> 1) & 0x01;
		bit2 = (*color_prom >> 2) & 0x01;
		r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
		/* green component */
		bit0 = (*color_prom >> 3) & 0x01;
		bit1 = (*color_prom >> 4) & 0x01;
		bit2 = (*color_prom >> 5) & 0x01;
		g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;
		/* blue component */
		bit0 = 0;
		bit1 = (*color_prom >> 6) & 0x01;
		bit2 = (*color_prom >> 7) & 0x01;
		b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

		palette_set_color(i,r,g,b);
		color_prom++;
	}

	/* color_prom now points to the beginning of the character color codes */
	color_codes = color_prom;	/* we'll need it later */

	/* all gfx elements use the same palette */
	for (i = 0;i < TOTAL_COLORS(0);i++)
		COLOR(0,i) = i;
}

WRITE8_HANDLER( zaxxon_videoram_w )
{
	videoram[offset] = data;
	tilemap_mark_tile_dirty(fg_tilemap, offset);
}

WRITE8_HANDLER( congo_colorram_w )
{
	colorram[offset] = data;
	tilemap_mark_tile_dirty(fg_tilemap, offset);
}


static void create_background( mame_bitmap *dst_bm, mame_bitmap *src_bm, int col )
{
	int offs;
	int sx,sy;

	for (offs = 0;offs < 0x4000;offs++)
	{
		sy = 8 * (offs / 32);
		sx = 8 * (offs % 32);

		/* leave screenful of black pixels at end */
		sy += 256;

		drawgfx(src_bm,Machine->gfx[1],
				memory_region(REGION_GFX4)[offs] + 256 * (memory_region(REGION_GFX4)[0x4000 + offs] & 3),
				col + (memory_region(REGION_GFX4)[0x4000 + offs] >> 4),
				0,0,
				sx,sy,
				0,TRANSPARENCY_NONE,0);
	}
}

static int zaxxon_create_background(void)
{
	mame_bitmap *prebitmap;
	int width, height;

	/* leave a screenful of black pixels at each end */
	height = 256+4096+256, width = 256;

	/* large bitmap for the precalculated background */
	if ((backgroundbitmap1 = auto_bitmap_alloc(width,height)) == 0)
		return 1;

	if (zaxxon_vid_type == ZAXXON_VID || zaxxon_vid_type == FUTSPY_VID)
	{
		if ((backgroundbitmap2 = auto_bitmap_alloc(width,height)) == 0)
			return 1;
	}

	prebitmap = backgroundbitmap1;

	/* prepare the background */
	create_background(backgroundbitmap1, prebitmap, 0);

	if (zaxxon_vid_type == ZAXXON_VID || zaxxon_vid_type == FUTSPY_VID)
	{
		prebitmap = backgroundbitmap2;

		/* prepare a second background with different colors, used in the death sequence */
		create_background(backgroundbitmap2, prebitmap, 16);
	}

	return 0;
}

static void zaxxon_get_fg_tile_info(int tile_index)
{
	int sy = tile_index / 32;
	int sx = tile_index % 32;
	int code = videoram[tile_index];
	int color = (color_codes[sx + 32 * (sy / 4)] & 0x0f) + 16 * (*zaxxon_char_color_bank & 1);
	// not sure about the color code calculation - char_color_bank is used only in test mode

	SET_TILE_INFO(0, code, color, 0)
}

VIDEO_START( zaxxon )
{
	if ( zaxxon_create_background() )
		return 1;

	fg_tilemap = tilemap_create(zaxxon_get_fg_tile_info, tilemap_scan_rows,
		TILEMAP_TRANSPARENT, 8, 8, 32, 32);

	if ( !fg_tilemap )
		return 1;

	tilemap_set_transparent_pen(fg_tilemap, 0);

	return 0;
}

static void zaxxon_draw_background( mame_bitmap *bitmap, const rectangle *cliprect )
{
	/* copy the background */
	/* TODO: there's a bug here which shows only in test mode. The background doesn't */
	/* cover the whole screen, so the image is not fully overwritten and part of the */
	/* character color test screen remains on screen when it is replaced by the background */
	/* color test. */
	if (*zaxxon_background_enable)
	{
		int i,skew,scroll;
		rectangle clip;

		/* skew background up one pixel every 2 horizontal pixels */
		if (!flip_screen_y)
		{
			if (zaxxon_vid_type == CONGO_VID)
				scroll = 2050 + 2*(zaxxon_background_position[0] + 256*zaxxon_background_position[1])
						- backgroundbitmap1->height + 256;
			else
				scroll = 2*(zaxxon_background_position[0] + 256*(zaxxon_background_position[1]&7))
						- backgroundbitmap1->height + 256;
		}
		else
		{
			if (zaxxon_vid_type == CONGO_VID)
				scroll = -(2*(zaxxon_background_position[0] + 256*zaxxon_background_position[1])) - 2052;
			else
				scroll = -(2*(zaxxon_background_position[0] + 256*(zaxxon_background_position[1]&7))) - 2;
		}

		skew = 72 - (255 - Machine->visible_area[0].max_y);

		clip.min_x = Machine->visible_area[0].min_x;
		clip.max_x = Machine->visible_area[0].max_x;

		for (i = Machine->visible_area[0].max_y;i >= Machine->visible_area[0].min_y;i-=2)
		{
			clip.min_y = i-1;
			clip.max_y = i;

			if ((zaxxon_vid_type == ZAXXON_VID || zaxxon_vid_type == FUTSPY_VID)
				 && (*zaxxon_background_color_bank & 1))
				copybitmap(bitmap,backgroundbitmap2,flip_screen,flip_screen,skew,scroll,&clip,TRANSPARENCY_NONE,0);
			else
				copybitmap(bitmap,backgroundbitmap1,flip_screen,flip_screen,skew,scroll,&clip,TRANSPARENCY_NONE,0);

			skew--;
		}
	}
	else
	{
		fillbitmap(bitmap, get_black_pen(), cliprect);
	}
}

static void zaxxon_draw_sprites( mame_bitmap *bitmap, const rectangle *cliprect )
{
	int offs;

	for (offs = spriteram_size - 4; offs >= 0; offs -= 4)
	{
		if (spriteram[offs] != 0xff)
		{
			int code = spriteram[offs + 1] & 0x3f;
			int color = spriteram[offs + 2] & 0x3f;
			int flipx = spriteram[offs + 1] & 0x40;
			int flipy = spriteram[offs + 1] & 0x80;
			int sx = ((spriteram[offs + 3] + 16) & 0xff) - 32;
			int sy = 255 - spriteram[offs] - 16;

			if (flip_screen)
			{
				flipx = !flipx;
				flipy = !flipy;
				sx = 223 - sx;
				sy = 224 - sy;
			}

			drawgfx(bitmap, Machine->gfx[2], code, color, flipx, flipy,
				sx, sy, cliprect, TRANSPARENCY_PEN, 0);
		}
	}
}

VIDEO_UPDATE( zaxxon )
{
	zaxxon_draw_background(bitmap, cliprect);
	zaxxon_draw_sprites(bitmap, cliprect);
	tilemap_draw(bitmap, cliprect, fg_tilemap, 0, 0);
	return 0;
}

/* Razzmatazz */

static void razmataz_get_fg_tile_info(int tile_index)
{
	int code = videoram[tile_index];
	int color = (color_codes[code] & 0x0f) + 16 * (*zaxxon_char_color_bank & 0x01);

	SET_TILE_INFO(0, code, color, 0)
}

VIDEO_START( razmataz )
{
	int offs;

	/* large bitmap for the precalculated background */
	if ((backgroundbitmap1 = auto_bitmap_alloc(256,4096)) == 0)
		return 1;

	if ((backgroundbitmap2 = auto_bitmap_alloc(256,4096)) == 0)
		return 1;

	/* prepare the background */
	for (offs = 0;offs < 0x4000;offs++)
	{
		int sx,sy;

		sy = 8 * (offs / 32);
		sx = 8 * (offs % 32);

		drawgfx(backgroundbitmap1,Machine->gfx[1],
				memory_region(REGION_GFX4)[offs] + 256 * (memory_region(REGION_GFX4)[0x4000 + offs] & 3),
				memory_region(REGION_GFX4)[0x4000 + offs] >> 4,
				0,0,
				sx,sy,
				0,TRANSPARENCY_NONE,0);

		drawgfx(backgroundbitmap2,Machine->gfx[1],
				memory_region(REGION_GFX4)[offs] + 256 * (memory_region(REGION_GFX4)[0x4000 + offs] & 3),
				16 + (memory_region(REGION_GFX4)[0x4000 + offs] >> 4),
				0,0,
				sx,sy,
				0,TRANSPARENCY_NONE,0);
	}

	fg_tilemap = tilemap_create(razmataz_get_fg_tile_info, tilemap_scan_rows,
		TILEMAP_TRANSPARENT, 8, 8, 32, 32);

	if ( !fg_tilemap )
		return 1;

	tilemap_set_transparent_pen(fg_tilemap, 0);

	return 0;
}

static void razmataz_draw_background( mame_bitmap *bitmap, const rectangle *cliprect )
{
	if (*zaxxon_background_enable)
	{
		int scroll = 2 * (zaxxon_background_position[0] + 256 * (zaxxon_background_position[1] & 0x07));

		if (*zaxxon_background_color_bank & 0x01)
			copyscrollbitmap(bitmap,backgroundbitmap2,0,0,1,&scroll,cliprect,TRANSPARENCY_NONE,0);
		else
			copyscrollbitmap(bitmap,backgroundbitmap1,0,0,1,&scroll,cliprect,TRANSPARENCY_NONE,0);
	}
	else
	{
		fillbitmap(bitmap, get_black_pen(), cliprect);
	}
}

VIDEO_UPDATE( razmataz )
{
	razmataz_draw_background(bitmap, cliprect);
	zaxxon_draw_sprites(bitmap, cliprect);
	tilemap_draw(bitmap, cliprect, fg_tilemap, 0, 0);
	return 0;
}

/* Congo Bongo */

static void congo_get_fg_tile_info(int tile_index)
{
	int code = videoram[tile_index];
	int color = colorram[tile_index] & 0x1f;

	SET_TILE_INFO(0, code, color, 0)
}

VIDEO_START( congo )
{
	if ( zaxxon_create_background() )
		return 1;

	fg_tilemap = tilemap_create(congo_get_fg_tile_info, tilemap_scan_rows,
		TILEMAP_TRANSPARENT, 8, 8, 32, 32);

	if ( !fg_tilemap )
		return 1;

	tilemap_set_transparent_pen(fg_tilemap, 0);

	return 0;
}

static void congo_draw_sprites( mame_bitmap *bitmap, const rectangle *cliprect )
{
	int offs;
	int i;
	unsigned int sprpri[0x100]; /* this really should not be more
                                    * than 0x1e, but I did not want to check
                                    * for 0xff which is set when sprite is off
                                    * -V-
                                    */

	/* Sprites actually start at 0xff * [0xc031], it seems to be static tho'*/
	/* The number of active sprites is stored at 0xc032 */

	for (offs = 0x1e * 0x20; offs >= 0x00; offs -= 0x20)
		sprpri[spriteram[offs + 1]] = offs;

	for (i = 0x1e; i >= 0; i--)
	{
		offs = sprpri[i];

		if (spriteram[offs + 2] != 0xff)
		{
			int code = spriteram[offs + 2 + 1] & 0x7f;
			int color = spriteram[offs + 2 + 2];
			int flipx = spriteram[offs + 2 + 2] & 0x80;
			int flipy = spriteram[offs + 2 + 1] & 0x80;
			int sx = ((spriteram[offs + 2 + 3] + 16) & 0xff) - 31;
			int sy = 255 - spriteram[offs + 2] - 15;

			if (flip_screen)
			{
				flipx = !flipx;
				flipy = !flipy;
				sx = 223 - sx;
				sy = 224 - sy;
			}

			drawgfx(bitmap, Machine->gfx[2], code, color, flipx, flipy,
				sx, sy, cliprect, TRANSPARENCY_PEN, 0);
		}
	}
}

VIDEO_UPDATE( congo )
{
	zaxxon_draw_background(bitmap, cliprect);
	congo_draw_sprites(bitmap, cliprect);
	tilemap_draw(bitmap, cliprect, fg_tilemap, 0, 0);
	return 0;
}

/* Future Spy */

static void futspy_draw_sprites( mame_bitmap *bitmap, const rectangle *cliprect )
{
	int offs;

	for (offs = spriteram_size - 4; offs >= 0; offs -= 4)
	{
		if (spriteram[offs] != 0xff)
		{
			int code = spriteram[offs + 1] & 0x7f;
			int color = spriteram[offs + 2] & 0x3f;
			int flipx = spriteram[offs + 1] & 0x80;
			int flipy = spriteram[offs + 1] & 0x80;
			int sx = ((spriteram[offs + 3] + 16) & 0xff) - 32;
			int sy = 255 - spriteram[offs] - 16;

			if (flip_screen)
			{
				flipx = !flipx;
				flipy = !flipy;
				sx = 223 - sx;
				sy = 224 - sy;
			}

			drawgfx(bitmap, Machine->gfx[2], code, color, flipx, flipy,
				sx, sy, cliprect, TRANSPARENCY_PEN, 0);
		}
	}
}

VIDEO_UPDATE( futspy )
{
	zaxxon_draw_background(bitmap, cliprect);
	futspy_draw_sprites(bitmap, cliprect);
	tilemap_draw(bitmap, cliprect, fg_tilemap, 0, 0);
	return 0;
}
