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

	Atari Centipede hardware

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

#include "driver.h"
#include "vidhrdw/generic.h"
#include "centiped.h"


static struct tilemap *tilemap;
UINT8 centiped_flipscreen;



/*************************************
 *
 *	Tilemap callback
 *
 *************************************/

static void centiped_get_tile_info(int tile_index)
{
	int data = videoram[tile_index];
	SET_TILE_INFO(0, (data & 0x3f) + 0x40, 0, TILE_FLIPYX(data >> 6));
}


static void warlords_get_tile_info(int tile_index)
{
	int data = videoram[tile_index];
	int color = ((tile_index & 0x10) >> 4) | ((tile_index & 0x200) >> 8) | (centiped_flipscreen >> 5);
	SET_TILE_INFO(0, data & 0x3f, color, TILE_FLIPYX(data >> 6));
}


static void milliped_get_tile_info(int tile_index)
{
	int data = videoram[tile_index];
	int bank = (data >> 6) & 1;
	int color = (data >> 6) & 3;
	SET_TILE_INFO(0, (data & 0x3f) + 0x40 + (bank * 0x80), color, 0);
}


static void qwakprot_get_tile_info(int tile_index)
{
	int data = videoram[tile_index];
	SET_TILE_INFO(0, ((data << 1) & 0xfe) + ((data >> 7) & 0x01) + 0x100, 0, 0);
}



/*************************************
 *
 *	Video system start
 *
 *************************************/

VIDEO_START( centiped )
{
	tilemap = tilemap_create(centiped_get_tile_info, tilemap_scan_rows, TILEMAP_OPAQUE, 8,8, 32,32);
	if (!tilemap)
		return 1;

	centiped_flipscreen = 0;
	return 0;
}


VIDEO_START( warlords )
{
	tilemap = tilemap_create(warlords_get_tile_info, tilemap_scan_rows, TILEMAP_OPAQUE, 8,8, 32,32);
	if (!tilemap)
		return 1;

	/* we overload centiped_flipscreen here to track the cocktail/upright state */
	centiped_flipscreen = readinputport(0) & 0x80;
	return 0;
}


VIDEO_START( milliped )
{
	tilemap = tilemap_create(milliped_get_tile_info, tilemap_scan_rows, TILEMAP_OPAQUE, 8,8, 32,32);
	if (!tilemap)
		return 1;

	centiped_flipscreen = 0;
	return 0;
}


VIDEO_START( qwakprot )
{
	tilemap = tilemap_create(qwakprot_get_tile_info, tilemap_scan_rows, TILEMAP_OPAQUE, 8,8, 32,32);
	if (!tilemap)
		return 1;

	centiped_flipscreen = 0;
	return 0;
}



/*************************************
 *
 *	Video RAM writes
 *
 *************************************/

WRITE_HANDLER( centiped_videoram_w )
{
	videoram[offset] = data;
	tilemap_mark_tile_dirty(tilemap, offset);
}



/*************************************
 *
 *	Screen flip
 *
 *************************************/

WRITE_HANDLER( centiped_flip_screen_w )
{
	centiped_flipscreen = data >> 7;
}



/*************************************
 *
 *	Palette init
 *
 *************************************/

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

	Centipede doesn't have a color PROM. Eight RAM locations control
	the color of characters and sprites. The meanings of the four bits are
	(all bits are inverted):

	bit 3 alternate
	      blue
	      green
	bit 0 red

	The alternate bit affects blue and green, not red. The way I weighted its
	effect might not be perfectly accurate, but is reasonably close.

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

#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])

PALETTE_INIT( centiped )
{
	int i;

	/* characters use colors 0-3 */
	for (i = 0; i < TOTAL_COLORS(0); i++)
		COLOR(0,i) = i;

	/* Centipede is unusual because the sprite color code specifies the */
	/* colors to use one by one, instead of a combination code. */
	/* bit 5-4 = color to use for pen 11 */
	/* bit 3-2 = color to use for pen 10 */
	/* bit 1-0 = color to use for pen 01 */
	/* pen 00 is transparent */
	for (i = 0; i < TOTAL_COLORS(1); i += 4)
	{
		COLOR(1,i+0) = 4;
		COLOR(1,i+1) = 4 + ((i >> 2) & 3);
		COLOR(1,i+2) = 4 + ((i >> 4) & 3);
		COLOR(1,i+3) = 4 + ((i >> 6) & 3);
	}
}


WRITE_HANDLER( centiped_paletteram_w )
{
	int r, g, b;

	paletteram[offset] = data;

	r = 0xff * ((~data >> 0) & 1);
	g = 0xff * ((~data >> 1) & 1);
	b = 0xff * ((~data >> 2) & 1);

	if (~data & 0x08) /* alternate = 1 */
	{
		/* when blue component is not 0, decrease it. When blue component is 0, */
		/* decrease green component. */
		if (b) b = 0xc0;
		else if (g) g = 0xc0;
	}

	if (offset >= 4 && offset < 8)
		palette_set_color(offset - 4, r, g, b);
	else if (offset >= 12 && offset < 16)
		palette_set_color(4 + (offset - 12), r, g, b);
}



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

	Convert the color PROM into a more useable format.

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

	bit 2 -- RED
	      -- GREEN
	bit 0 -- BLUE

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

PALETTE_INIT( warlords )
{
	int i, j;

	for (i = 0; i < Machine->drv->total_colors; i++)
	{
		int r = ((*color_prom >> 2) & 0x01) * 0xff;
		int g = ((*color_prom >> 1) & 0x01) * 0xff;
		int b = ((*color_prom >> 0) & 0x01) * 0xff;

		/* Colors 0x40-0x7f are converted to grey scale as it's used on the
		   upright version that had an overlay */
		if (i >= Machine->drv->total_colors / 2)
		{
			/* Use the standard ratios: r = 30%, g = 59%, b = 11% */
			int grey = (r * 0x4d / 0xff) + (g * 0x96 / 0xff) + (b * 0x1c / 0xff);
			r = g = b = grey;
		}
		palette_set_color(i,r,g,b);
		color_prom++;
	}

	for (i = 0; i < 8; i++)
		for (j = 0; j < 4; j++)
		{
			COLOR(0,i*4+j) = i*16+j;
			COLOR(1,i*4+j) = i*16+j*4;
		}
}



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

	Millipede doesn't have a color PROM, it uses RAM.
	The RAM seems to be conncted to the video output this way:

	bit 7 red
	      red
	      red
	      green
	      green
	      blue
	      blue
	bit 0 blue

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

PALETTE_INIT( milliped )
{
	int i;

	/* characters use colors 0-15 */
	for (i = 0; i < TOTAL_COLORS(0); i++)
		COLOR(0,i) = i;

	/* Millipede is unusual because the sprite color code specifies the */
	/* colors to use one by one, instead of a combination code. */
	/* bit 7-6 = palette bank (there are 4 groups of 4 colors) */
	/* bit 5-4 = color to use for pen 11 */
	/* bit 3-2 = color to use for pen 10 */
	/* bit 1-0 = color to use for pen 01 */
	/* pen 00 is transparent */
	for (i = 0; i < TOTAL_COLORS(1); i += 4)
	{
		COLOR(1,i+0) = 16 + 4*((i >> 8) & 3);
		COLOR(1,i+1) = 16 + 4*((i >> 8) & 3) + ((i >> 2) & 3);
		COLOR(1,i+2) = 16 + 4*((i >> 8) & 3) + ((i >> 4) & 3);
		COLOR(1,i+3) = 16 + 4*((i >> 8) & 3) + ((i >> 6) & 3);
	}
}


WRITE_HANDLER( milliped_paletteram_w )
{
	int bit0,bit1,bit2;
	int r,g,b;

	paletteram[offset] = data;

	/* red component */
	bit0 = (~data >> 5) & 0x01;
	bit1 = (~data >> 6) & 0x01;
	bit2 = (~data >> 7) & 0x01;
	r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

	/* green component */
	bit0 = 0;
	bit1 = (~data >> 3) & 0x01;
	bit2 = (~data >> 4) & 0x01;
	g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

	/* blue component */
	bit0 = (~data >> 0) & 0x01;
	bit1 = (~data >> 1) & 0x01;
	bit2 = (~data >> 2) & 0x01;
	b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

	palette_set_color(offset, r, g, b);
}



/*************************************
 *
 *	Palette writes: Qwak
 *
 *************************************/

WRITE_HANDLER( qwakprot_paletteram_w )
{
	int bit0,bit1,bit2;
	int r,g,b;

	paletteram[offset] = data;

	/* red component */
	bit0 = (~data >> 2) & 0x01;
	bit1 = (~data >> 3) & 0x01;
	bit2 = (~data >> 4) & 0x01;
	r = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

	/* green component */
	bit0 = (~data >> 5) & 0x01;
	bit1 = (~data >> 6) & 0x01;
	bit2 = (~data >> 7) & 0x01;
	g = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

	/* blue component */
	bit0 = 0;
	bit1 = (~data >> 0) & 0x01;
	bit2 = (~data >> 1) & 0x01;
	b = 0x21 * bit0 + 0x47 * bit1 + 0x97 * bit2;

	palette_set_color(offset, r, g, b);
}



/*************************************
 *
 *	Video update
 *
 *************************************/

VIDEO_UPDATE( centiped )
{
	struct rectangle spriteclip = *cliprect;
	int offs;

	/* draw the background */
	tilemap_draw(bitmap, cliprect, tilemap, 0, 0);

	/* apply the sprite clip */
	if (centiped_flipscreen)
		spriteclip.min_x += 8;
	else
		spriteclip.max_x -= 8;

	/* draw the sprites */
	for (offs = 0; offs < 0x10; offs++)
	{
		int code = ((spriteram[offs] & 0x3e) >> 1) | ((spriteram[offs] & 0x01) << 6);
		int color = spriteram[offs + 0x30];
		int flipy = spriteram[offs] & 0x80;
		int x = spriteram[offs + 0x20];
		int y = 240 - spriteram[offs + 0x10];

		drawgfx(bitmap, Machine->gfx[1], code, color & 0x3f, centiped_flipscreen, flipy, x, y,
				&spriteclip, TRANSPARENCY_PEN, 0);
	}
}


VIDEO_UPDATE( warlords )
{
	int upright_mode = input_port_0_r(0) & 0x80;
	int offs;

	/* if the cocktail/upright switch flipped, force refresh */
	if (centiped_flipscreen != upright_mode)
	{
		centiped_flipscreen = upright_mode;
		tilemap_set_flip(tilemap, upright_mode ? TILEMAP_FLIPX : 0);
		tilemap_mark_all_tiles_dirty(tilemap);
	}

	/* draw the background */
	tilemap_draw(bitmap, cliprect, tilemap, 0, 0);

	/* draw the sprites */
	for (offs = 0; offs < 0x10; offs++)
	{
		int code = spriteram[offs] & 0x3f;
		int flipx = spriteram[offs] & 0x40;
		int flipy = spriteram[offs] & 0x80;
		int x = spriteram[offs + 0x20];
		int y = 248 - spriteram[offs + 0x10];

		/* The four quadrants have different colors. This is not 100% accurate,
		   because right on the middle the sprite could actually have two or more
		   different color, but this is not noticable, as the color that
		   changes between the quadrants is mostly used on the paddle sprites */
		int color = ((y & 0x80) >> 6) | ((x & 0x80) >> 7) | (upright_mode >> 5);

		/* in upright mode, sprites are flipped */
		if (upright_mode)
		{
			x = 248 - x;
			flipx = !flipx;
		}

		drawgfx(bitmap, Machine->gfx[1], code, color, flipx, flipy, x, y,
				cliprect, TRANSPARENCY_PEN, 0);
	}
}


VIDEO_UPDATE( qwakprot )
{
	int offs;

	/* draw the background */
	tilemap_draw(bitmap, cliprect, tilemap, 0, 0);

	/* draw the sprites */
	for (offs = 0; offs < 0x10; offs++)
	{
		int code = spriteram[offs] & 0x7f;
		int color = spriteram[offs + 0x30];
		int flipy = spriteram[offs] & 0x80;
		int x = spriteram[offs + 0x20];
		int y = 240 - spriteram[offs + 0x10];

		drawgfx(bitmap, Machine->gfx[1], code, color & 0x3f, 0, flipy, x, y,
				cliprect, TRANSPARENCY_PEN, 0);
	}
}
