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// license:BSD-3-Clause
// copyright-holders:Brad Oliver
/***************************************************************************

  Mr. Do's Castle hardware

  Functions to emulate the video hardware of the machine.

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

#include "emu.h"
#include "includes/docastle.h"
#include "screen.h"

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

  Convert the color PROMs into a more useable format.

  Mr. Do's Castle / Wild Ride / Run Run have a 256 bytes palette PROM which
  is connected to the RGB output this way:

  bit 7 -- 200 ohm resistor  -- RED
        -- 390 ohm resistor  -- RED
        -- 820 ohm resistor  -- RED
        -- 200 ohm resistor  -- GREEN
        -- 390 ohm resistor  -- GREEN
        -- 820 ohm resistor  -- GREEN
        -- 200 ohm resistor  -- BLUE
  bit 0 -- 390 ohm resistor  -- BLUE

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

void docastle_state::docastle_palette(palette_device &palette) const
{
	uint8_t const *const color_prom = memregion("proms")->base();

	for (int i = 0; i < 256; i++)
	{
		int bit0, bit1, bit2;

		// red component
		bit0 = BIT(color_prom[i], 5);
		bit1 = BIT(color_prom[i], 6);
		bit2 = BIT(color_prom[i], 7);
		int const r = 0x23 * bit0 + 0x4b * bit1 + 0x91 * bit2;

		// green component
		bit0 = BIT(color_prom[i], 2);
		bit1 = BIT(color_prom[i], 3);
		bit2 = BIT(color_prom[i], 4);
		int const g = 0x23 * bit0 + 0x4b * bit1 + 0x91 * bit2;

		// blue component
		bit0 = 0;
		bit1 = BIT(color_prom[i], 0);
		bit2 = BIT(color_prom[i], 1);
		int const b = 0x23 * bit0 + 0x4b * bit1 + 0x91 * bit2;

		/* because the graphics are decoded as 4bpp with the top bit used for transparency
		   or priority, we create matching 3bpp sets of palette entries, which effectively
		   ignores the value of the top bit */
		palette.set_pen_color(((i & 0xf8) << 1) | 0x00 | (i & 0x07), rgb_t(r, g, b));
		palette.set_pen_color(((i & 0xf8) << 1) | 0x08 | (i & 0x07), rgb_t(r, g, b));
	}
}

WRITE8_MEMBER(docastle_state::docastle_videoram_w)
{
	m_videoram[offset] = data;
	m_do_tilemap->mark_tile_dirty(offset);
}

WRITE8_MEMBER(docastle_state::docastle_colorram_w)
{
	m_colorram[offset] = data;
	m_do_tilemap->mark_tile_dirty(offset);
}

READ8_MEMBER(docastle_state::inputs_flipscreen_r)
{
	// inputs pass through LS244 non-inverting buffer
	uint8_t buf = (m_inp[1]->read_h(space, 0) << 4) | m_inp[0]->read_h(space, 0);

	// LS273 latches address bits on rising edge of address decode
	flip_screen_set(BIT(offset, 7));
	m_inp[0]->write_s(space, 0, offset & 7);
	m_inp[1]->write_s(space, 0, offset & 7);

	return buf;
}

WRITE8_MEMBER(docastle_state::flipscreen_w)
{
	flip_screen_set(BIT(offset, 7));
}

TILE_GET_INFO_MEMBER(docastle_state::get_tile_info)
{
	int code = m_videoram[tile_index] + 8 * (m_colorram[tile_index] & 0x20);
	int color = m_colorram[tile_index] & 0x1f;

	SET_TILE_INFO_MEMBER(0, code, color, 0);
}

void docastle_state::video_start_common( uint32_t tile_transmask )
{
	m_do_tilemap = &machine().tilemap().create(*m_gfxdecode, tilemap_get_info_delegate(*this, FUNC(docastle_state::get_tile_info)), TILEMAP_SCAN_ROWS, 8, 8, 32, 32);
	m_do_tilemap->set_scrolldy(-32, -32);
	m_do_tilemap->set_transmask(0, tile_transmask, 0x0000);
}

void docastle_state::video_start()
{
	video_start_common(0x00ff);
}

VIDEO_START_MEMBER(docastle_state,dorunrun)
{
	video_start_common(0xff00);
}

void docastle_state::draw_sprites( screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect )
{
	int offs;

	screen.priority().fill(1);

	for (offs = m_spriteram.bytes() - 4; offs >= 0; offs -= 4)
	{
		int sx, sy, flipx, flipy, code, color;

		if (m_gfxdecode->gfx(1)->elements() > 256)
		{
			/* spriteram

			 indoor soccer appears to have a slightly different spriteram
			 format to the other games, allowing a larger number of sprite
			 tiles

			 yyyy yyyy  xxxx xxxx  TX-T pppp  tttt tttt

			 y = ypos
			 x = xpos
			 X = x-flip
			 T = extra tile number bits
			 p = palette
			 t = tile number

			*/

			code = m_spriteram[offs + 3];
			color = m_spriteram[offs + 2] & 0x0f;
			sx = ((m_spriteram[offs + 1] + 8) & 0xff) - 8;
			sy = m_spriteram[offs] - 32;
			flipx = m_spriteram[offs + 2] & 0x40;
			flipy = 0;
			if (m_spriteram[offs + 2] & 0x10) code += 0x100;
			if (m_spriteram[offs + 2] & 0x80) code += 0x200;
		}
		else
		{
			/* spriteram

			this is the standard spriteram layout, used by most games

			 yyyy yyyy  xxxx xxxx  YX-p pppp  tttt tttt

			 y = ypos
			 x = xpos
			 X = x-flip
			 Y = y-flip
			 p = palette
			 t = tile number

			*/

			code = m_spriteram[offs + 3];
			color = m_spriteram[offs + 2] & 0x1f;
			sx = ((m_spriteram[offs + 1] + 8) & 0xff) - 8;
			sy = m_spriteram[offs] - 32;
			flipx = m_spriteram[offs + 2] & 0x40;
			flipy = m_spriteram[offs + 2] & 0x80;
		}

		if (flip_screen())
		{
			sx = 240 - sx;
			sy = 176 - sy;
			flipx = !flipx;
			flipy = !flipy;
		}

		/* first draw the sprite, visible */
		m_gfxdecode->gfx(1)->prio_transmask(bitmap,cliprect,
				code,
				color,
				flipx,flipy,
				sx,sy,
				screen.priority(),
				0x00,0x80ff);

		/* then draw the mask, behind the background but obscuring following sprites */
		m_gfxdecode->gfx(1)->prio_transmask(bitmap,cliprect,
				code,
				color,
				flipx,flipy,
				sx,sy,
				screen.priority(),
				0x02,0x7fff);
	}
}

uint32_t docastle_state::screen_update_docastle(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect)
{
	m_do_tilemap->draw(screen, bitmap, cliprect, TILEMAP_DRAW_OPAQUE, 0);
	draw_sprites(screen, bitmap, cliprect);
	m_do_tilemap->draw(screen, bitmap, cliprect, TILEMAP_DRAW_LAYER0, 0);
	return 0;
}