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

    Sega vector hardware

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

/*
 * History:
 *
 * 980206 Cleaned up and simplified the spinner routines. BW
 *
 */

#include "driver.h"
#include "sega.h"
#include "segar.h"

UINT8 *sega_mem;

static UINT8 mult1;
static UINT16 result;
static UINT8 ioSwitch; /* determines whether we're reading the spinner or the buttons */

WRITE8_HANDLER( sega_w )
{
	int pc,off;

	pc = activecpu_get_previouspc();
	off = offset;

	/* Check if this is a valid PC (ie not a spurious stack write) */
	if (pc != -1)
	{
		int op, page;
		unsigned int bad;

		op = sega_mem[pc] & 0xFF;
		if (op == 0x32)
		{
			bad = sega_mem[pc+1] & 0xFF;
			page = (sega_mem[pc+2] & 0xFF) << 8;
			(*sega_decrypt)(pc,&bad);
			off = (page & 0xFF00) | (bad & 0x00FF);
		}
	}


	/* MWA8_ROM */
	if		((off>=0x0000) && (off<=0xbfff))
	{
		;
	}
	/* MWA8_RAM */
	else if ((off>=0xc800) && (off<=0xefff))
	{
		sega_mem[off]=data;
	}
}

INTERRUPT_GEN( sega_interrupt )
{
	if (input_port_5_r(0) & 0x01)
		cpunum_set_input_line(0, INPUT_LINE_NMI, PULSE_LINE);
	else
		cpunum_set_input_line(0, 0, HOLD_LINE);
}

WRITE8_HANDLER( sega_mult1_w )
{
	mult1 = data;
}

WRITE8_HANDLER( sega_mult2_w )
{
	/* Curiously, the multiply is _only_ calculated by writes to this port. */
	result = mult1 * data;
}

WRITE8_HANDLER( sega_switch_w )
{
	ioSwitch = data;
/*  logerror("ioSwitch: %02x\n",ioSwitch); */
}

WRITE8_HANDLER( sega_coin_counter_w )
{
	coin_counter_w(offset,data);
}

READ8_HANDLER( sega_mult_r )
{
	int c;

	c = result & 0xff;
	result >>= 8;
	return (c);
}

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

  The Sega games store the DIP switches in a very mangled format that's
  not directly useable by MAME.  This function mangles the DIP switches
  into a format that can be used.

  Original format:
  Port 0 - 2-4, 2-8, 1-4, 1-8
  Port 1 - 2-3, 2-7, 1-3, 1-7
  Port 2 - 2-2, 2-6, 1-2, 1-6
  Port 3 - 2-1, 2-5, 1-1, 1-5
  MAME format:
  Port 6 - 1-1, 1-2, 1-3, 1-4, 1-5, 1-6, 1-7, 1-8
  Port 7 - 2-1, 2-2, 2-3, 2-4, 2-5, 2-6, 2-7, 2-8
***************************************************************************/

READ8_HANDLER( sega_ports_r )
{
	int dip1, dip2;

	dip1 = input_port_6_r(offset);
	dip2 = input_port_7_r(offset);

	switch(offset)
	{
		case 0:
			return ((input_port_0_r(0) & 0xF0) | ((dip2 & 0x08)>>3) |
				 ((dip2 & 0x80)>>6) | ((dip1 & 0x08)>>1) | ((dip1 & 0x80)>>4));
		case 1:
			return ((input_port_1_r(0) & 0xF0) | ((dip2 & 0x04)>>2) |
				 ((dip2 & 0x40)>>5) | ((dip1 & 0x04)>>0) | ((dip1 & 0x40)>>3));
		case 2:
			return ((input_port_2_r(0) & 0xF0) | ((dip2 & 0x02)>>1) |
				 ((dip2 & 0x20)>>4) | ((dip1 & 0x02)<<1) | ((dip1 & 0x20)>>2));
		case 3:
			return ((input_port_3_r(0) & 0xF0) | ((dip2 & 0x01)>>0) |
				 ((dip2 & 0x10)>>3) | ((dip1 & 0x01)<<2) | ((dip1 & 0x10)>>1));
	}

	return 0;
}


READ8_HANDLER( sega_IN4_r ) {

/*
 * The values returned are always increasing.  That is, regardless of whether
 * you turn the spinner left or right, the self-test should always show the
 * number as increasing. The direction is only reflected in the least
 * significant bit.
 */

	int delta;
	static int sign;
	static int spinner;

	if (ioSwitch & 1) /* ioSwitch = 0x01 or 0xff */
		return readinputportbytag("IN4");

	/* else ioSwitch = 0xfe */

	/* I'm sure this can be further simplified ;-) BW */
	delta = readinputportbytag("FAKE2");
	if (delta != 0)
	{
		sign = delta >> 7;
		if (sign)
			delta = 0x80-delta;
		spinner += delta;
	}
	return (~((spinner<<1) | sign));
}

READ8_HANDLER( elim4_IN4_r )
{
	/* If the ioPort ($f8) is 0x1f, we're reading the 4 coin inputs.    */
	/* If the ioPort ($f8) is 0x1e, we're reading player 3 & 4 controls.*/

	if (ioSwitch == 0x1e)
		return readinputportbytag ("IN4");
	if (ioSwitch == 0x1f)
		return readinputportbytag ("FAKE2");
	return (0);
}

