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///////////////////////////////////////////////////////////////////////////
//                                                                       //
// steppers.c steppermotor emulation                                     //
//                                                                       //
// Emulates : Stepper motors driven with full step or half step          //
//            also emulates the index optic                              //
//                                                                       //
// 09-04-2012: J. Wallace - Studied some old reel motors and added a     //
//                          number of new stepper types. I am yet to     //
//                          add them to drivers, but barring some init   //
//                          stuff, they should work.                     //
// 15-01-2012: J. Wallace - Total internal rewrite to remove the table   //
//                          hoodoo that stops anyone but me actually     //
//                          updating this. In theory, we should be able  //
//                          to adapt the phase code to any reel type by  //
//                          studying a game's startup                    //
//                          Documentation is much better now.            //
// 04-04-2011: J. Wallace - Added reverse spin (this is necessary for    //
//                          accuracy), and improved wraparound logic     //
//    03-2011:              New 2D array to remove reel bounce and       //
//                          make more realistic                          //
// 26-01-2007: J. Wallace - Rewritten to make it more flexible           //
//                          and to allow indices to be set in drivers    //
// 29-12-2006: J. Wallace - Added state save support                     //
// 05-03-2004: Re-Animator                                               //
//                                                                       //
// TODO:  add further types of stepper motors if needed (Konami/IGT?)    //
//        Someone who understands the device system may want to convert  //
//        this                                                           //
///////////////////////////////////////////////////////////////////////////

#include "emu.h"
#include "steppers.h"

/* local prototypes */

static void update_optic(int which);

/* local vars */

typedef struct _stepper
{
	const stepper_interface *intf;
	UINT8	 pattern,	/* coil pattern */
		 old_pattern,	/* old coil pattern */
		       phase,	/* motor phase */
		   old_phase,	/* old phase */
			    type,	/* reel type */
			 reverse;	/* Does reel spin backwards (construction of unit, not wiring) */
	INT16	step_pos,	/* step position 0 - max_steps */
			max_steps;	/* maximum step position */

	INT16 index_start,	/* start position of index (in half steps) */
			index_end,	/* end position of index (in half steps) */
			index_patt;	/* pattern needed on coils (0=don't care) */

	UINT8 optic;
} stepper;

static stepper step[MAX_STEPPERS];

/* useful interfaces (Starpoint is a very common setup)*/
/* step table, use active coils as row, phase as column*/
const stepper_interface starpoint_interface_48step =
{
	STARPOINT_48STEP_REEL,
	16,
	24,
	0x09,//Starpoint tech specs say that the only coil pattern guaranteed to line up the opto is this one
	0
};

const stepper_interface starpoint_interface_48step_reverse =
{
	STARPOINT_48STEP_REEL,
	16,
	24,
	0x09,
	1
};

const stepper_interface starpoint_interface_200step_reel =
{
	STARPOINT_200STEP_REEL,
	12,
	24,
	0x09,
	0
};

///////////////////////////////////////////////////////////////////////////
void stepper_config(running_machine &machine, int which, const stepper_interface *intf)
{
	assert_always(machine.phase() == MACHINE_PHASE_INIT, "Can only call stepper_config at init time!");
	assert_always((which >= 0) && (which < MAX_STEPPERS), "stepper_config called on an invalid stepper motor!");
	assert_always(intf, "stepper_config called with an invalid interface!");

	step[which].intf = intf;

	step[which].type = intf->type;
	step[which].index_start = intf->index_start;/* location of first index value in half steps */
	step[which].index_end	= intf->index_end;	/* location of last index value in half steps */
	step[which].index_patt	= intf->index_patt; /* hex value of coil pattern (0 if not needed)*/
	step[which].reverse     = intf->reverse;


	step[which].phase       = 0;
	step[which].pattern     = 0;
	step[which].old_pattern = 0;
	step[which].step_pos    = 0;


	switch ( step[which].type )
	{	default:
		case STARPOINT_48STEP_REEL:  /* STARPOINT RMxxx */
		case BARCREST_48STEP_REEL :  /* Barcrest Reel unit */
		case MPU3_48STEP_REEL :
		case GAMESMAN_48STEP_REEL :  /* Gamesman GMxxxx */
		case PROJECT_48STEP_REEL :
		step[which].max_steps = (48*2);
		break;
		case GAMESMAN_100STEP_REEL :
		step[which].max_steps = (100*2);
		break;
		case STARPOINT_144STEP_DICE :/* STARPOINT 1DCU DICE mechanism */
		//Dice reels are 48 step motors, but complete three full cycles between opto updates
		step[which].max_steps = ((48*3)*2);
		break;
		case STARPOINT_200STEP_REEL :
		case GAMESMAN_200STEP_REEL :
		case ECOIN_200STEP_REEL :
		step[which].max_steps = (200*2);
		break;
	}

	state_save_register_item(machine, "stepper", NULL, which, step[which].index_start);
	state_save_register_item(machine, "stepper", NULL, which, step[which].index_end);
	state_save_register_item(machine, "stepper", NULL, which, step[which].index_patt);
	state_save_register_item(machine, "stepper", NULL, which, step[which].phase);
	state_save_register_item(machine, "stepper", NULL, which, step[which].old_phase);
	state_save_register_item(machine, "stepper", NULL, which, step[which].pattern);
	state_save_register_item(machine, "stepper", NULL, which, step[which].old_pattern);
	state_save_register_item(machine, "stepper", NULL, which, step[which].step_pos);
	state_save_register_item(machine, "stepper", NULL, which, step[which].max_steps);
	state_save_register_item(machine, "stepper", NULL, which, step[which].type);
	state_save_register_item(machine, "stepper", NULL, which, step[which].reverse);
}

///////////////////////////////////////////////////////////////////////////
int stepper_get_position(int which)
{
	return step[which].step_pos;
}

///////////////////////////////////////////////////////////////////////////

int stepper_get_max(int which)
{
	return step[which].max_steps;
}

///////////////////////////////////////////////////////////////////////////

static void update_optic(int which)
{
	int pos   = step[which].step_pos,
		start = step[which].index_start,
		end = step[which].index_end;

	if (start > end) // cope with index patterns that wrap around
	{
		if ( (( pos > start ) || ( pos < end )) &&
		( ( step[which].pattern == step[which].index_patt || step[which].index_patt==0) ||
		( step[which].pattern == 0 &&
		(step[which].old_pattern == step[which].index_patt || step[which].index_patt==0)
		) ) )
		{
			step[which].optic = 1;
		}
		else step[which].optic = 0;
		}
	else
	{
		if ( (( pos > start ) && ( pos < end )) &&
		( ( step[which].pattern == step[which].index_patt || step[which].index_patt==0) ||
		( step[which].pattern == 0 &&
		(step[which].old_pattern == step[which].index_patt || step[which].index_patt==0)
		) ) )
		{
		step[which].optic = 1;
		}
		else step[which].optic = 0;
	}
}
///////////////////////////////////////////////////////////////////////////

void stepper_reset_position(int which)
{

	step[which].step_pos    = 0x00;
	step[which].pattern     = 0x00;
	step[which].old_pattern = 0x00;
	step[which].phase		= 0x00;
	if ((step[which].type == STARPOINT_48STEP_REEL)||(step[which].type == STARPOINT_144STEP_DICE)||(step[which].type == STARPOINT_200STEP_REEL))
	{//Starpoint motor power on partially energises reel to a known state (straight up)-  Bellfruit games rely on this behaviour.
		step[which].phase = 0x07;
		step[which].old_phase = 0x07;
	}

	update_optic(which);
}

///////////////////////////////////////////////////////////////////////////

int stepper_optic_state(int which)
{
	int result = 0;

	if ( which < MAX_STEPPERS )
	{
		result = step[which].optic;
	}

	return result;
}

///////////////////////////////////////////////////////////////////////////

int stepper_update(int which, UINT8 pattern)
{
	int changed = 0;

	/* This code probably makes more sense if you visualise what is being emulated, namely
    a spinning drum with two electromagnets inside. Essentially, the CPU
    activates a pair of windings on these magnets leads as necessary to attract and repel the drum to pull it round and
    display as appropriate. To attempt to visualise the rotation effect, take a look at the compass rose below, representing a side on view of the reel,
    the numbers indicate the phase information as used

        7
        N
    1 W   E 5
        S
        3

    For sake of accuracy, we're representing all possible phases of the motor, effectively moving the motor one half step at a time, so a 48 step motor becomes
    96 half steps. This is necessary because of some programs running the wiring in series with a distinct delay between the pair being completed. This causes
    a small movement that may trigger the optic tab.
    */

	int pos,steps=0;
	step[which].pattern = pattern;
	switch ( step[which].type )
	{
		default:
		logerror("No reel type specified for %x!\n",which);
		break;

		case STARPOINT_48STEP_REEL : /* STARPOINT RMxxx */
		case STARPOINT_200STEP_REEL :
		case GAMESMAN_200STEP_REEL : /* Gamesman GMxxxx */
		case STARPOINT_144STEP_DICE :/* STARPOINT 1DCU DICE mechanism */
		//Standard drive table is 2,6,4,5,1,9,8,a
		//NOTE: This runs through the stator patterns in such a way as to drive the reel forward (downwards from the player's view, clockwise on our rose)
		//The Heber 'Pluto' controller runs this in reverse
		switch (pattern)
		{             //Black  Blue  Red  Yellow
			case 0x02://  0     0     1     0
			step[which].phase = 7;
			break;
			case 0x06://  0     1     1     0
			step[which].phase = 6;
			break;
			case 0x04://  0     1     0     0
			step[which].phase = 5;
			break;
			case 0x05://  0     1     0     1
			step[which].phase = 4;
			break;
			case 0x01://  0     0     0     1
			step[which].phase = 3;
			break;
			case 0x09://  1     0     0     1
			step[which].phase = 2;
			break;
			case 0x08://  1     0     0     0
			step[which].phase = 1;
			break;
			case 0x0A://  1     0     1     0
			step[which].phase = 0;
			break;
            //          Black  Blue  Red  Yellow
			case 0x03://  0     0     1     1
			{
				if ((step[which].old_phase ==6)||(step[which].old_phase == 0)) // if the previous pattern had the drum in the northern quadrant, it will point north now
				{
					step[which].phase = 7;
				}
				else //otherwise it will line up due south
				{
					step[which].phase = 3;
				}
			}
			break;
			case 0x0C://  1     1     0     0
			{
				if ((step[which].old_phase ==6)||(step[which].old_phase == 4)) // if the previous pattern had the drum in the eastern quadrant, it will point east now
				{
					step[which].phase = 5;
				}
				else //otherwise it will line up due west
				{
					step[which].phase = 1;
				}
			}
			break;
		}
		break;

		case BARCREST_48STEP_REEL :
		case GAMESMAN_48STEP_REEL :
		case GAMESMAN_100STEP_REEL :
		//Standard drive table is 1,3,2,6,4,C,8,9
		//Gamesman 48 step uses this pattern shifted one place forward, though this shouldn't matter
		switch (pattern)
		{
		 //             Yellow   Black  Orange Brown
			case 0x01://  0        0      0      1
			step[which].phase = 7;
			break;
			case 0x03://  0        0      1      1
			step[which].phase = 6;
			break;
			case 0x02://  0        0      1      0
			step[which].phase = 5;
			break;
			case 0x06://  0        1      1      0
			step[which].phase = 4;
			break;
			case 0x04://  0        1      0      0
			step[which].phase = 3;
			break;
			case 0x0C://  1        1      0      0
			step[which].phase = 2;
			break;
			case 0x08://  1        0      0      0
			step[which].phase = 1;
			break;//YOLB
			case 0x09://  1        0      0      1
			step[which].phase = 0;
			break;

			// The below values should not be used by anything sane, as they effectively ignore one stator side entirely
		    //          Yellow   Black  Orange Brown
			case 0x05://   0       1       0     1
			{
				if ((step[which].old_phase ==6)||(step[which].old_phase == 0)) // if the previous pattern had the drum in the northern quadrant, it will point north now
				{
					step[which].phase = 7;
				}
				else //otherwise it will line up due south
				{
					step[which].phase = 3;
				}
			}
			break;

			case 0x0A://   1       0       1     0
			{
				if ((step[which].old_phase ==6)||(step[which].old_phase == 4)) // if the previous pattern had the drum in the eastern quadrant, it will point east now
				{
					step[which].phase = 5;
				}
				else //otherwise it will line up due west
				{
					step[which].phase = 1;
				}
			}
			break;
		}
		break;

		case MPU3_48STEP_REEL :
		/* The MPU3 interface is actually the same as the MPU4 setup, but with two active lines instead of four
           Inverters are used so if a pin is low, the higher bit of the pair is activated, and if high the lower bit is activated.
           TODO:Check this, 2 and 1 could be switched over.
         */
		switch (pattern)
		{
		//             Yellow(2)   Black(1)  Orange(!2) Brown(!1)
			case 0x00 :// 0          0          1         1
			step[which].phase = 6;
			break;
			case 0x01 :// 0          1          1         0
			step[which].phase = 4;
			break;
			case 0x03 :// 1          1          0         0
			step[which].phase = 2;
			break;
			case 0x02 :// 1          0          0         1
			step[which].phase = 0;
			break;
		}
		break;

		case ECOIN_200STEP_REEL :
		//While the 48 and 100 step models appear to be reverse driven Starpoint reels, the 200 step model seems bespoke, certainly in terms of wiring.
		//On a Proconn machine this same pattern is seen but running in reverse
		//Standard drive table is 8,c,4,6,2,3,1,9
		switch (pattern)
		{
			case 0x08://  0     0     1     0
			step[which].phase = 7;
			break;
			case 0x0c://  0     1     1     0
			step[which].phase = 6;
			break;
			case 0x04://  0     1     0     0
			step[which].phase = 5;
			break;
			case 0x06://  0     1     0     1
			step[which].phase = 4;
			break;
			case 0x02://  0     0     0     1
			step[which].phase = 3;
			break;
			case 0x03://  1     0     0     1
			step[which].phase = 2;
			break;
			case 0x01://  1     0     0     0
			step[which].phase = 1;
			break;
			case 0x09://  1     0     1     0
			step[which].phase = 0;
			break;
			case 0x0a://  0     0     1     1
			{
				if ((step[which].old_phase ==6)||(step[which].old_phase == 0)) // if the previous pattern had the drum in the northern quadrant, it will point north now
				{
					step[which].phase = 7;
				}
				else //otherwise it will line up due south
				{
					step[which].phase = 3;
				}
			}
			break;
			case 0x07://  1     1     0     0
			{
				if ((step[which].old_phase ==6)||(step[which].old_phase == 4)) // if the previous pattern had the drum in the eastern quadrant, it will point east now
				{
					step[which].phase = 5;
				}
				else //otherwise it will line up due west
				{
					step[which].phase = 1;
				}
			}
			break;
		}
		break;

		case PROJECT_48STEP_REEL :
		//Standard drive table is 8,c,4,5,1,3,2,a
		//This appears to be basically a rewired Gamesman (the reel PCB looks like it does some shuffling)
		//TODO: Not sure if this should be represented as a type here, or by defining it as a Gamesman in the driver and bitswapping.
		switch (pattern)
		{
			case 0x08://  0     0     1     0
			step[which].phase = 7;
			break;
			case 0x0c://  0     1     1     0
			step[which].phase = 6;
			break;
			case 0x04://  0     1     0     0
			step[which].phase = 5;
			break;
			case 0x05://  0     1     0     1
			step[which].phase = 4;
			break;
			case 0x01://  0     0     0     1
			step[which].phase = 3;
			break;
			case 0x03://  1     0     0     1
			step[which].phase = 2;
			break;
			case 0x02://  1     0     0     0
			step[which].phase = 1;
			break;
			case 0x0a://  1     0     1     0
			step[which].phase = 0;
			break;
			case 0x09://  0     0     1     1
			{
				if ((step[which].old_phase ==6)||(step[which].old_phase == 0)) // if the previous pattern had the drum in the northern quadrant, it will point north now
				{
					step[which].phase = 7;
				}
				else //otherwise it will line up due south
				{
					step[which].phase = 3;
				}
			}
			break;
			case 0x06://  1     1     0     0
			{
				if ((step[which].old_phase ==6)||(step[which].old_phase == 4)) // if the previous pattern had the drum in the eastern quadrant, it will point east now
				{
					step[which].phase = 5;
				}
				else //otherwise it will line up due west
				{
					step[which].phase = 1;
				}
			}
			break;
		}
		break;



	}

	steps = step[which].old_phase - step[which].phase;

	if (steps < -4)
	{
		steps = steps +8;
	}
	if (steps > 4)
	{
		steps = steps -8;
	}

	step[which].old_phase = step[which].phase;
	step[which].old_pattern = step[which].pattern;

	int max = step[which].max_steps;
	pos = 0;

	if (max!=0)
	{
		if (step[which].reverse)
		{
			pos = (step[which].step_pos - steps + max) % max;
		}
		else
		{
			pos = (step[which].step_pos + steps + max) % max;
		}
	}
	else
	{
		logerror("step[%x].max_steps == 0\n",which);
	}

	if (pos != step[which].step_pos)
	{
		changed++;
	}

	step[which].step_pos = pos;
	update_optic(which);

	return changed;
}