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// license:BSD-3-Clause
// copyright-holders:Luca Elia, David Haywood
	/*
	emulation of Seta sprite chips
	X1-001A  X1-002A (SDIP64)

	these always seem to be used as a pair, some board have been seen without the
	'A', so it's probably a chip revision / bugfix.

	used by:

	seta.cpp
	taito_x.cpp
	tnzs.cpp
	srmp2.cpp
	champbwl.cpp
	cchance.cpp
	thedealr.cpp

	note: the data bus is almost certainly 8-bit, dating back to the earliest
	    hardware the games were used on.  the RAM arrangements changes
	    slightly between games depending on how the RAM is hooked up to the
	    main cpu.

	'y' low bits are NEVER buffered?

	*/

#include "emu.h"
#include "seta001.h"
#include "screen.h"


DEFINE_DEVICE_TYPE(SETA001_SPRITE, seta001_device, "seta001", "Seta SETA001 Sprites")

seta001_device::seta001_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock)
	: device_t(mconfig, SETA001_SPRITE, tag, owner, clock)
	, m_gfxdecode(*this, finder_base::DUMMY_TAG)
{
}

void seta001_device::device_start()
{
	m_spriteylow = std::make_unique<uint8_t[]>(0x300); // 0x200 low y + 0x100 bg stuff
	m_spritecodelow = std::make_unique<uint8_t[]>(0x2000);
	m_spritecodehigh = std::make_unique<uint8_t[]>(0x2000);

	// chukatai draws a column on the left from uninitialized RAM which causes garbage in a debug build
	// if we initialize ram this is a single line in the top left instead.
	// maybe there is less RAM actually present and it should mirror, or there is another flaw?
	memset(m_spritectrl,0xff,4);
	memset(m_spriteylow.get(),0xff,0x300);
	memset(m_spritecodelow.get(),0xff,0x2000);
	memset(m_spritecodehigh.get(),0xff,0x2000);

	m_fg_flipxoffs = 0;
	m_fg_noflipxoffs = 0;

	m_fg_flipyoffs = 0;
	m_fg_noflipyoffs = 0;

	m_bg_flipyoffs = 0;
	m_bg_noflipyoffs = 0;

	m_bg_flipxoffs = 0;
	m_bg_noflipxoffs = 0;

	m_transpen = 0;
	m_colorbase = 0;
	m_spritelimit = 0x1ff;

	m_bgflag = 0x00;

	m_gfxbank_cb.bind_relative_to(*owner());

	save_item(NAME(m_bgflag));
	save_item(NAME(m_spritectrl));
	save_pointer(NAME(m_spriteylow),0x300);
	save_pointer(NAME(m_spritecodelow),0x2000);
	save_pointer(NAME(m_spritecodehigh),0x2000);
}

void seta001_device::device_reset()
{
}

READ16_MEMBER( seta001_device::spritectrl_r16 )
{
	return m_spritectrl[offset];
}

WRITE16_MEMBER( seta001_device::spritectrl_w16 )
{
	if (ACCESSING_BITS_0_7)
	{
		m_spritectrl[offset] = data;
	}
}

READ8_MEMBER( seta001_device::spritectrl_r8 )
{
	return m_spritectrl[offset];
}

WRITE8_MEMBER( seta001_device::spritectrl_w8 )
{
	m_spritectrl[offset] = data;
}

READ16_MEMBER( seta001_device::spriteylow_r16 )
{
	return m_spriteylow[offset];
}

WRITE16_MEMBER( seta001_device::spriteylow_w16 )
{
	if (ACCESSING_BITS_0_7)
	{
		m_spriteylow[offset] = data;
	}
}

READ8_MEMBER( seta001_device::spriteylow_r8 )
{
	return m_spriteylow[offset];
}

WRITE8_MEMBER( seta001_device::spriteylow_w8 )
{
	m_spriteylow[offset] = data;
}


READ8_MEMBER( seta001_device::spritecodelow_r8 )
{
	return m_spritecodelow[offset];
}

WRITE8_MEMBER( seta001_device::spritecodelow_w8 )
{
	m_spritecodelow[offset] = data;
}

READ8_MEMBER( seta001_device::spritecodehigh_r8 )
{
	return m_spritecodehigh[offset];
}

WRITE8_MEMBER( seta001_device::spritecodehigh_w8 )
{
	m_spritecodehigh[offset] = data;
}

READ16_MEMBER( seta001_device::spritecode_r16 )
{
	uint16_t ret = m_spritecodelow[offset];
	ret |= m_spritecodehigh[offset] << 8;
	return ret;
}

WRITE16_MEMBER( seta001_device::spritecode_w16 )
{
	if (ACCESSING_BITS_0_7) m_spritecodelow[offset] = data & 0x00ff;
	if (ACCESSING_BITS_8_15)  m_spritecodehigh[offset] = (data & 0xff00)>>8;
}

WRITE8_MEMBER( seta001_device::spritebgflag_w8 )
{
	m_bgflag = data;
}

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


                                Sprites Drawing


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

/*
twineagl:   10 2d 0f 10   (ship)
tndrcade:   58 2d 07 18   (start of game - yes, flip on!)
arbalest:   18 2d 0f 10   (logo)
metafox :   18 21 0f f0   (bomb)
zingzip :   10 2c 00 0f   (bomb)
wrofaero:   10 21 00 ff   (test mode)
thunderl:   10 6c 00 ff   (always?)
krzybowl:   11 28 c0 ff   (game)
kiwame  :   16 21 7f 00   (logo)
oisipuzl:   59 20 00 00   (game - yes, flip on!)
superman:   10 21 07 38   (game)
twineagl:   00 27 00 0f   (test mode)
doraemon:   19 2a 00 03   (always)
*/




void seta001_device::draw_background( bitmap_ind16 &bitmap, const rectangle &cliprect, int bank_size, int setac_type)
{
	int transpen;

	int offs, col;
	int xoffs, yoffs;

	int const total_color_codes   =   m_gfxdecode->gfx(0)->colors();

	int const ctrl    =   m_spritectrl[0];
	int const ctrl2   =   m_spritectrl[1];

	int const flip    =   ctrl & 0x40;
	int numcol  =   ctrl2 & 0x0f;

	int scrollx, scrolly;

	uint32_t upper;

	const uint8_t* scrollram = &m_spriteylow[0x200];

	/* Sprites Banking and/or Sprites Buffering */
	uint16_t bank = ( ((ctrl2 ^ (~ctrl2<<1)) & 0x40) ? bank_size : 0 );

	int const max_y   =   0xf0;

	// HACKS
	// used in conjunction with setac_type
	int col0;       /* Kludge, needed for krzybowl and kiwame */
	switch (ctrl & 0x0f)
	{
		case 0x01:  col0    =   0x4;    break;  // krzybowl
		case 0x09:  col0    =   0x4;    break;  // doraemon
		case 0x06:  col0    =   0x8;    break;  // kiwame

		default:    col0    =   0x0;
	}

	xoffs = flip ? m_bg_flipxoffs : m_bg_noflipxoffs;
	yoffs = flip ? m_bg_flipyoffs : m_bg_noflipyoffs;

	if (m_bgflag & 0x80)
		transpen = -1;
	else
		transpen = m_transpen;

	if (numcol == 1)
		numcol = 16;

	upper = m_spritectrl[2] + m_spritectrl[3] * 256;

	for (col = 0; col < numcol; col++)
	{
		scrollx = scrollram[col * 0x10 + 4];
		scrolly = scrollram[col * 0x10];

		/* draw this column */
		for ( offs = 0 ; offs < 0x20; offs += 1 )
		{
			int i;
			// HACKS
			if (setac_type) i = ((col+col0)&0xf) * 32 + offs;
			else i = 32 * (col ^ 8) + 2 * (offs>>1) + (offs&1);

			int code = ((m_spritecodehigh[i+0x400+bank]) << 8) | m_spritecodelow[i+0x400+bank];
			int color =((m_spritecodehigh[i+0x600+bank]) << 8) | m_spritecodelow[i+0x600+bank];

			int flipx   =   code & 0x8000;
			int flipy   =   code & 0x4000;

			int sx      =     scrollx + xoffs  + (offs & 1) * 16;
			int sy      =   -(scrolly + yoffs) + (offs / 2) * 16;

			if (upper & (1 << col)) sx -= 256;

			if (flip)
			{
				sy = max_y - sy;
				flipx = !flipx;
				flipy = !flipy;
			}

			color   =   ( color >> (16-5) ) % total_color_codes;
			code &= 0x3fff;

			m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
					code,
					color,
					flipx,flipy,
					((sx) & 0x1ff),((sy) & 0x0ff),
					transpen);

			m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
					code,
					color,
					flipx,flipy,
					((sx) & 0x1ff)-512,((sy) & 0x0ff),
					transpen);

			m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
					code,
					color,
					flipx,flipy,
					((sx) & 0x1ff),((sy) & 0x0ff)-256,
					transpen);

			m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
					code,
					color,
					flipx,flipy,
					((sx) & 0x1ff)-512,((sy) & 0x0ff)-256,
					transpen);

		}
	}
}


void seta001_device::draw_foreground( screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect, int bank_size)
{
	int const screenflip = (m_spritectrl[0] & 0x40) >> 6;
	int i;
	int const ctrl2 = m_spritectrl[1];
	int xoffs, yoffs;

	int const total_color_codes   =   m_gfxdecode->gfx(0)->colors();

	uint8_t *char_pointer = &m_spritecodelow[0x0000];
	uint8_t *x_pointer = &m_spritecodelow[0x0200];
	uint8_t *ctrl_pointer = &m_spritecodehigh[0x0000];
	uint8_t *color_pointer = &m_spritecodehigh[0x0200];

	xoffs   =   screenflip ? m_fg_flipxoffs : m_fg_noflipxoffs;
	yoffs   =   screenflip ? m_fg_flipyoffs : m_fg_noflipyoffs;

	if ((ctrl2 ^ (~ctrl2 << 1)) & 0x40)
	{
		char_pointer += bank_size;
		x_pointer += bank_size;
		ctrl_pointer += bank_size;
		color_pointer += bank_size;
	}

	int const max_y = screen.height();

	/* Draw up to 512 sprites, mjyuugi has glitches if you draw them all.. */
	for (i = m_spritelimit; i >= 0; i--)
	{
		int code, color, sx, sy, flipx, flipy;

		code = char_pointer[i] + ((ctrl_pointer[i] & 0x3f) << 8);
		color = (color_pointer[i] & 0xf8) >> 3;

		sx = x_pointer[i] - ((color_pointer[i] & 1) << 8);
		sy =  (m_spriteylow[i] & 0xff);
		flipx = ctrl_pointer[i] & 0x80;
		flipy = ctrl_pointer[i] & 0x40;

		if (!m_gfxbank_cb.isnull()) code = m_gfxbank_cb(code, color_pointer[i]);

		color %= total_color_codes;

		color += m_colorbase;

		if (screenflip)
		{
			sy = max_y - sy
				+(screen.height() - (screen.visible_area().max_y + 1));
			flipx = !flipx;
			flipy = !flipy;
		}

		m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
				code,
				color,
				flipx,flipy,
				((sx + xoffs)&0x1ff),
				max_y - ((sy + yoffs) & 0x0ff),m_transpen);

		/* wrap around x */
		m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
				code,
				color,
				flipx,flipy,
				((sx + xoffs)&0x1ff) - 512,
				max_y - ((sy + yoffs) & 0x0ff),m_transpen);


		m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
				code,
				color,
				flipx,flipy,
				((sx + xoffs)&0x1ff),
				max_y - ((sy + yoffs) & 0x0ff)-256,m_transpen);

		/* wrap around x */
		m_gfxdecode->gfx(0)->transpen(bitmap,cliprect,
				code,
				color,
				flipx,flipy,
				((sx + xoffs)&0x1ff) - 512,
				max_y - ((sy + yoffs) & 0x0ff)-256,m_transpen);

	}
}



void seta001_device::setac_eof()
{
	// is this handling right?
	// it differs to tnzs, and thundercade has sprite flickering issues (not related to the devicification)

	int const ctrl2 = m_spritectrl[1];

	if (~ctrl2 & 0x20)
	{
		if (ctrl2 & 0x40)
		{
			memcpy( &m_spritecodelow[0x0000], &m_spritecodelow[0x1000],0x800);
			memcpy(&m_spritecodehigh[0x0000],&m_spritecodehigh[0x1000],0x800);
		}
		else
		{
			memcpy( &m_spritecodelow[0x1000], &m_spritecodelow[0x0000],0x800);
			memcpy(&m_spritecodehigh[0x1000],&m_spritecodehigh[0x0000],0x800);
		}
	}
}

void seta001_device::tnzs_eof( void )
{
	int const ctrl2 = m_spritectrl[1];
	if (~ctrl2 & 0x20)
	{
		// note I copy sprites only. setac implementation also copies the "floating tilemap"
		if (ctrl2 & 0x40)
		{
			memcpy( &m_spritecodelow[0x0000],  &m_spritecodelow[0x0800], 0x0400);
			memcpy(&m_spritecodehigh[0x0000], &m_spritecodehigh[0x0800], 0x0400);
		}
		else
		{
			memcpy( &m_spritecodelow[0x0800],  &m_spritecodelow[0x0000], 0x0400);
			memcpy(&m_spritecodehigh[0x0800], &m_spritecodehigh[0x0000], 0x0400);
		}

		// and I copy the "floating tilemap" BACKWARDS - this fixes kabukiz
		memcpy( &m_spritecodelow[0x0400],  &m_spritecodelow[0x0c00], 0x0400);
		memcpy(&m_spritecodehigh[0x0400], &m_spritecodehigh[0x0c00], 0x0400);
	}

}

void seta001_device::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect, int bank_size, int setac)
{
	draw_background(bitmap, cliprect, bank_size, setac);
	draw_foreground(screen, bitmap, cliprect, bank_size);
}