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

  bking2.c

  Functions to emulate the video hardware of the machine.

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

#include "driver.h"

extern UINT8* bking2_playfield_ram;


static int pc3259_output[4];
static int pc3259_mask;

static UINT8 xld1;
static UINT8 xld2;
static UINT8 xld3;
static UINT8 yld1;
static UINT8 yld2;
static UINT8 yld3;

static int ball1_pic;
static int ball2_pic;
static int crow_pic;
static int crow_flip;
static int palette_bank;
static int controller;
static int hit;

static mame_bitmap* helper0;
static mame_bitmap* helper1;

static tilemap* bg_tilemap;


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

  Convert the color PROMs into a more useable format.

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

  bit 7 -- 390 ohm resistor  -- BLUE
        -- 220 ohm resistor  -- BLUE
        -- 820 ohm resistor  -- GREEN
        -- 390 ohm resistor  -- GREEN
        -- 220 ohm resistor  -- GREEN
        -- 820 ohm resistor  -- RED
        -- 390 ohm resistor  -- RED
  bit 0 -- 220 ohm resistor  -- RED

***************************************************************************/
PALETTE_INIT( bking2 )
{
	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 = 0x92 * bit0 + 0x46 * bit1 + 0x27 * bit2;
		/* green component */
		bit0 = (*color_prom >> 3) & 0x01;
		bit1 = (*color_prom >> 4) & 0x01;
		bit2 = (*color_prom >> 5) & 0x01;
		g = 0x92 * bit0 + 0x46 * bit1 + 0x27 * bit2;
		/* blue component */
		bit0 = (*color_prom >> 6) & 0x01;
		bit1 = (*color_prom >> 7) & 0x01;
		bit2 = 0;
		b = 0x92 * bit0 + 0x46 * bit1 + 0x27 * bit2;

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

	/* color PROM A7-A8 is the palette select */

	/* character colors. Image bits go to A0-A2 of the color PROM */
	for (i = 0; i < TOTAL_COLORS(0); i++)
	{
		COLOR(0,i) = ((i << 4) & 0x180) | (i & 0x07);
	}

	/* crow colors. Image bits go to A5-A6. */
	for (i = 0; i < TOTAL_COLORS(1); i++)
	{
		COLOR(1,i) = ((i << 5) & 0x180) | ((i & 0x03) << 5);
	}

	/* ball colors. Ball 1 image bit goes to A3. Ball 2 to A4. */
	for (i = 0; i < TOTAL_COLORS(2); i++)
	{
		COLOR(2,i) = ((i << 6) & 0x180) | ((i & 0x01) << 3);
		COLOR(3,i) = ((i << 6) & 0x180) | ((i & 0x01) << 4);
	}
}


WRITE8_HANDLER( bking2_xld1_w )
{
	xld1 = -data;
}

WRITE8_HANDLER( bking2_yld1_w )
{
	yld1 = -data;
}

WRITE8_HANDLER( bking2_xld2_w )
{
	xld2 = -data;
}

WRITE8_HANDLER( bking2_yld2_w )
{
	yld2 = -data;
}

WRITE8_HANDLER( bking2_xld3_w )
{
	xld3 = -data;
}

WRITE8_HANDLER( bking2_yld3_w )
{
	yld3 = -data;
}


WRITE8_HANDLER( bking2_cont1_w )
{
	/* D0 = COIN LOCK */
	/* D1 = BALL 5 (Controller selection) */
	/* D2 = VINV (flip screen) */
	/* D3 = Not Connected */
	/* D4-D7 = CROW0-CROW3 (selects crow picture) */

	coin_lockout_global_w(~data & 0x01);

	flip_screen = data & 0x04;

	tilemap_set_flip(ALL_TILEMAPS, flip_screen ? TILEMAP_FLIPX | TILEMAP_FLIPY : 0);

	controller = data & 0x02;

	crow_pic = (data >> 4) & 0x0f;
}

WRITE8_HANDLER( bking2_cont2_w )
{
	/* D0-D2 = BALL10 - BALL12 (Selects player 1 ball picture) */
	/* D3-D5 = BALL20 - BALL22 (Selects player 2 ball picture) */
	/* D6 = HIT1 */
	/* D7 = HIT2 */

	ball1_pic = (data >> 0) & 0x07;
	ball2_pic = (data >> 3) & 0x07;

	hit = data >> 6;
}

WRITE8_HANDLER( bking2_cont3_w )
{
	/* D0 = CROW INV (inverts Crow picture and coordinates) */
	/* D1-D2 = COLOR 0 - COLOR 1 (switches 4 color palettes, global across all graphics) */
	/* D3 = SOUND STOP */

	crow_flip = ~data & 0x01;

	if (palette_bank != ((data >> 1) & 0x03))
	{
		tilemap_mark_all_tiles_dirty(bg_tilemap);
	}

	palette_bank = (data >> 1) & 0x03;

	sound_global_enable(~data & 0x08);
}


WRITE8_HANDLER( bking2_msk_w )
{
	pc3259_mask++;
}


WRITE8_HANDLER( bking2_hitclr_w )
{
	pc3259_mask = 0;

	pc3259_output[0] = 0;
	pc3259_output[1] = 0;
	pc3259_output[2] = 0;
	pc3259_output[3] = 0;
}


WRITE8_HANDLER( bking2_playfield_w )
{
	bking2_playfield_ram[offset] = data;
	tilemap_mark_tile_dirty(bg_tilemap, offset / 2);
}


READ8_HANDLER( bking2_input_port_5_r )
{
	return readinputport(controller ? 7 : 5);
}

READ8_HANDLER( bking2_input_port_6_r )
{
	return readinputport(controller ? 8 : 6);
}

READ8_HANDLER( bking2_pos_r )
{
	return pc3259_output[offset / 8] << 4;
}


static UINT32 get_memory_offset(UINT32 col, UINT32 row, UINT32 num_cols, UINT32 num_rows)
{
	return num_cols * row + col;
}


static TILE_GET_INFO( get_tile_info )
{
	UINT8 code0 = bking2_playfield_ram[2 * tile_index + 0];
	UINT8 code1 = bking2_playfield_ram[2 * tile_index + 1];

	int flags = 0;

	if (code1 & 4) flags |= TILE_FLIPX;
	if (code1 & 8) flags |= TILE_FLIPY;

	SET_TILE_INFO(0, code0 + 256 * code1, palette_bank, flags)
}


VIDEO_START( bking2 )
{
	bg_tilemap = tilemap_create(get_tile_info, get_memory_offset, 0, 8, 8, 32, 32);
	helper0 = auto_bitmap_alloc(machine->screen[0].width, machine->screen[0].height, machine->screen[0].format);
	helper1 = auto_bitmap_alloc(machine->screen[0].width, machine->screen[0].height, machine->screen[0].format);
}


VIDEO_UPDATE( bking2 )
{
	tilemap_draw(bitmap, cliprect, bg_tilemap, 0, 0);

	/* draw the balls */

	drawgfx(bitmap, machine->gfx[2],
		ball1_pic,
		palette_bank,
		0, 0,
		xld1, yld1,
		cliprect, TRANSPARENCY_PEN, 0);

	drawgfx(bitmap, machine->gfx[3],
		ball2_pic,
		palette_bank,
		0, 0,
		xld2, yld2,
		cliprect, TRANSPARENCY_PEN, 0);

	/* draw the crow */

	drawgfx(bitmap, machine->gfx[1],
		crow_pic,
		palette_bank,
		crow_flip, crow_flip,
		crow_flip ? xld3 - 16 : 256 - xld3, crow_flip ? yld3 - 16 : 256 - yld3,
		cliprect, TRANSPARENCY_PEN, 0);
	return 0;
}


VIDEO_EOF( bking2 )
{
	static rectangle rect = { 0, 7, 0, 15 };

	int xld = 0;
	int yld = 0;

	UINT32 latch = 0;

	if (pc3259_mask == 6)	/* player 1 */
	{
		xld = xld1;
		yld = yld1;

		drawgfx(helper1, machine->gfx[2],
			ball1_pic,
			0,
			0, 0,
			0, 0,
			&rect, TRANSPARENCY_NONE, 0);

		latch = 0x0C00;
	}

	if (pc3259_mask == 3)	/* player 2 */
	{
		xld = xld2;
		yld = yld2;

		drawgfx(helper1, machine->gfx[3],
			ball2_pic,
			0,
			0, 0,
			0, 0,
			&rect, TRANSPARENCY_NONE, 0);

		latch = 0x0400;
	}

	tilemap_set_scrollx(bg_tilemap, 0, flip_screen ? -xld : xld);
	tilemap_set_scrolly(bg_tilemap, 0, flip_screen ? -yld : yld);

	tilemap_draw(helper0, &rect, bg_tilemap, 0, 0);

	tilemap_set_scrollx(bg_tilemap, 0, 0);
	tilemap_set_scrolly(bg_tilemap, 0, 0);

	if (latch != 0)
	{
		const UINT8* MASK = memory_region(REGION_USER1) + 8 * hit;

		int x;
		int y;

		for (y = rect.min_y; y <= rect.max_y; y++)
		{
			const UINT16* p0 = BITMAP_ADDR16(helper0, y, 0);
			const UINT16* p1 = BITMAP_ADDR16(helper1, y, 0);

			for (x = rect.min_x; x <= rect.max_x; x++)
			{
				if (MASK[p0[x] & 7] && p1[x])
				{
					int col = (xld + x) / 8 + 1;
					int row = (yld + y) / 8 + 0;

					latch |= (flip_screen ? 31 - col : col) << 0;
					latch |= (flip_screen ? 31 - row : row) << 5;

					pc3259_output[0] = (latch >> 0x0) & 0xf;
					pc3259_output[1] = (latch >> 0x4) & 0xf;
					pc3259_output[2] = (latch >> 0x8) & 0xf;
					pc3259_output[3] = (latch >> 0xc) & 0xf;

					return;
				}
			}
		}
	}
}
