/***************************************************************************
  Functions to emulate similar video hardware on these Taito games:

  - rastan
  - operation wolf
  - rainbow islands
  - jumping (bootleg)

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

#include "driver.h"
#include "video/taitoic.h"


static UINT16 sprite_ctrl = 0;
static UINT16 sprites_flipscreen = 0;

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

VIDEO_START( rastan )
{
	/* (chips, gfxnum, x_offs, y_offs, y_invert, opaque, dblwidth) */
	PC080SN_vh_start(machine,1,0,0,0,0,0,0);
	PC090OJ_vh_start(machine,1,0,0,0);
}

VIDEO_START( opwolf )
{
	PC080SN_vh_start(machine,1,1,0,0,0,0,0);
	PC090OJ_vh_start(machine,0,0,0,0);
}

VIDEO_START( rainbow )
{
	/* (chips, gfxnum, x_offs, y_offs, y_invert, opaque, dblwidth) */
	PC080SN_vh_start(machine,1,1,0,0,0,0,0);
	PC090OJ_vh_start(machine,0,0,0,0);
}

VIDEO_START( jumping )
{
	PC080SN_vh_start(machine,1,1,0,0,1,0,0);

	PC080SN_set_trans_pen(0,1,15);

	/* not 100% sure Jumping needs to save both... */
	state_save_register_global(machine, sprite_ctrl);
	state_save_register_global(machine, sprites_flipscreen);
}


WRITE16_HANDLER( rastan_spritectrl_w )
{
	/* bits 5-7 are the sprite palette bank */
	PC090OJ_sprite_ctrl = (data & 0xe0) >> 5;

	/* bit 4 unused */

	/* bits 0 and 1 are coin lockout */
	coin_lockout_w(1,~data & 0x01);
	coin_lockout_w(0,~data & 0x02);

	/* bits 2 and 3 are the coin counters */
	coin_counter_w(1,data & 0x04);
	coin_counter_w(0,data & 0x08);
}

WRITE16_HANDLER( rainbow_spritectrl_w )
{
	if (offset == 0)
	{
		/* bits 0 and 1 always set */
		/* bits 5-7 are the sprite palette bank */
		/* other bits unknown */

		PC090OJ_sprite_ctrl = (data & 0xe0) >> 5;
	}
}

WRITE16_HANDLER( jumping_spritectrl_w )
{
	if (offset == 0)
	{
		/* bits 0 and 1 are set after 15 seconds */
		/* bits 5-7 are the sprite palette bank */
		/* other bits unknown */

		sprite_ctrl = data;
	}
}



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

VIDEO_UPDATE( rastan )
{
	int layer[2];

	PC080SN_tilemap_update();

	layer[0] = 0;
	layer[1] = 1;

	bitmap_fill(screen->machine->priority_bitmap,cliprect,0);

 	PC080SN_tilemap_draw(bitmap,cliprect,0,layer[0],TILEMAP_DRAW_OPAQUE,1);
	PC080SN_tilemap_draw(bitmap,cliprect,0,layer[1],0,2);

	PC090OJ_draw_sprites(screen->machine,bitmap,cliprect,0);
	return 0;
}

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

VIDEO_UPDATE( opwolf )
{
	int layer[2];

	PC080SN_tilemap_update();

	layer[0] = 0;
	layer[1] = 1;

	bitmap_fill(screen->machine->priority_bitmap,cliprect,0);

 	PC080SN_tilemap_draw(bitmap,cliprect,0,layer[0],TILEMAP_DRAW_OPAQUE,1);
	PC080SN_tilemap_draw(bitmap,cliprect,0,layer[1],0,2);

	PC090OJ_draw_sprites(screen->machine,bitmap,cliprect,1);

//  if (input_port_read(machine, "P1X"))
//  popmessage("%d %d", input_port_read(machine, "P1X"), input_port_read(machine, "P1Y"));

	return 0;
}

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

VIDEO_UPDATE( rainbow )
{
	int layer[2];

	PC080SN_tilemap_update();

	layer[0] = 0;
	layer[1] = 1;

	bitmap_fill(screen->machine->priority_bitmap,cliprect,0);

	PC080SN_tilemap_draw(bitmap,cliprect,0,layer[0],TILEMAP_DRAW_OPAQUE,1);
	PC080SN_tilemap_draw(bitmap,cliprect,0,layer[1],0,2);

	PC090OJ_draw_sprites(screen->machine,bitmap,cliprect,1);
	return 0;
}

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

Jumping uses different sprite controller
than rainbow island. - values are remapped
at address 0x2EA in the code. Apart from
physical layout, the main change is that
the Y settings are active low.

*/

VIDEO_UPDATE( jumping )
{
	int offs,layer[2];
	int sprite_colbank = (sprite_ctrl & 0xe0) >> 1;

	PC080SN_tilemap_update();

	/* Override values, or foreground layer is in wrong position */
	PC080SN_set_scroll(0,1,16,0);

	layer[0] = 0;
	layer[1] = 1;

	bitmap_fill(screen->machine->priority_bitmap,cliprect,0);

 	PC080SN_tilemap_draw(bitmap,cliprect,0,layer[0],TILEMAP_DRAW_OPAQUE,0);

	/* Draw the sprites. 128 sprites in total */
	for (offs = spriteram_size/2-8; offs >= 0; offs -= 8)
	{
		int tile = spriteram16[offs];
		if (tile < screen->machine->gfx[1]->total_elements)
		{
			int sx,sy,color,data1;

			sy = ((spriteram16[offs+1] - 0xfff1) ^ 0xffff) & 0x1ff;
  			if (sy > 400) sy = sy - 512;
			sx = (spriteram16[offs+2] - 0x38) & 0x1ff;
			if (sx > 400) sx = sx - 512;

			data1 = spriteram16[offs+3];
			color = (spriteram16[offs+4] & 0x0f) | sprite_colbank;

			drawgfx_transpen(bitmap,cliprect,screen->machine->gfx[0],
					tile,
					color,
					data1 & 0x40, data1 & 0x80,
					sx,sy+1,15);
		}
	}

 	PC080SN_tilemap_draw(bitmap,cliprect,0,layer[1],0,0);

#if 0
	{
		char buf[80];
		sprintf(buf,"sprite_ctrl: %04x",sprite_ctrl);
		popmessage(buf);
	}
#endif
	return 0;
}

