# --------------------------------------
# General Rules
# --------------------------------------

# obtain a list of segments from the *.c files in bin directory
SEGMENTS := \
    $(notdir $(basename $(wildcard bin/*.c))) \
    $(addprefix $(VERSION)/,$(notdir $(basename $(wildcard bin/$(VERSION)/*.c)))) \
    $(addsuffix _skybox,$(notdir $(basename $(wildcard textures/skyboxes/*.png))))

# Directories containing PNG files
TEXTURE_DIRS := \
    $(wildcard textures/*/) \
    $(filter %/,$(wildcard actors/*/))

# NOTE: textures assume naming convention "texture.<encoding>.png" generates "texture.<encoding>"

ACTOR_GROUPS := \
    group0  \
    group1  \
    group2  \
    group3  \
    group4  \
    group5  \
    group6  \
    group7  \
    group8  \
    group9  \
    group10 \
    group11 \
    group12 \
    group13 \
    group14 \
    group15 \
    group16 \
    group17 \
    common0 \
    common1

LEVEL_FILES := $(addsuffix leveldata,$(LEVEL_DIRS))

SEG_FILES := \
    $(SEGMENTS:%=$(BUILD_DIR)/bin/%.elf) \
    $(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.elf) \
    $(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.elf)

MIO0_FILES := \
    $(SEGMENTS:%=$(BUILD_DIR)/bin/%.mio0) \
    $(ACTOR_GROUPS:%=$(BUILD_DIR)/actors/%.mio0) \
    $(LEVEL_FILES:%=$(BUILD_DIR)/levels/%.mio0)

MIO0_OBJ_FILES := $(MIO0_FILES:.mio0=.mio0.o)


# --------------------------------------
# Actor Rules
# --------------------------------------

# Actor Directories
KOOPA_DIRS       := koopa_flag poundable_pole koopa piranha_plant whomp chain_ball chain_chomp
CAPSWITCH_DIRS   := capswitch springboard
CHILLYCHIEF_DIRS := chillychief moneybag
BULLY_DIRS       := bully blargg
SPINDRIFT_DIRS   := spindrift penguin snowman
KING_BOBOMB_DIRS := king_bobomb water_bubble
BOO_DIRS         := bookend book chair small_key mad_piano boo haunted_cage
MR_I_DIRS        := mr_i_eyeball mr_i_iris swoop snufit dorrie scuttlebug
HOOT_DIRS        := yellow_sphere_small hoot yoshi_egg thwomp bullet_bill heave_ho
COINS_DIRS       := mist explosion butterfly coin warp_pipe door bowser_key flame blue_fish pebble leaves warp_collision mario_cap power_meter mushroom_1up star sand dirt transparent_star white_particle wooden_signpost tree
BUBBA_DIRS       := bubba wiggler wiggler_body_part lakitu_enemy spiny_egg spiny
SKEETER_DIRS     := skeeter seaweed water_mine cyan_fish bub water_ring treasure_chest
KLEPTO_DIRS      := klepto eyerok pokey tornado
SEA_DIRS         := clam_shell manta sushi unagi whirlpool
AMP_DIRS         := blue_coin_switch amp cannon_lid cannon_base cannon_barrel chuckya purple_switch checkerboard_platform heart flyguy breakable_box exclamation_box goomba bobomb metal_box exclamation_box_outline test_platform koopa_shell
MOLE_DIRS        := monty_mole_hole monty_mole smoke ukiki fwoosh
LAKITU_DIRS      := lakitu_cameraman toad mips boo_castle
PEACH_DIRS       := bird peach yoshi
BOWSER_DIRS      := bowser_flame impact_ring yellow_sphere bowser bomb impact_smoke
MARIO_DIRS       := mario bubble walk_smoke burn_smoke stomp_smoke water_wave sparkle water_splash white_particle_small sparkle_animation

# Actor Textures
AMP_CHUCKYA_TEXTURES            := $(foreach dir,$(AMP_DIRS),        $(wildcard actors/$(dir)/*.png))
BOBOMBS_BUBBLE_TEXTURES         := $(foreach dir,$(KING_BOBOMB_DIRS),$(wildcard actors/$(dir)/*.png))
BOO_BOOKEND_TEXTURES            := $(foreach dir,$(BOO_DIRS),        $(wildcard actors/$(dir)/*.png))
CAPSWITCH_SPRINGBOARD_TEXTURES  := $(foreach dir,$(CAPSWITCH_DIRS),  $(wildcard actors/$(dir)/*.png))
COINS_PIPE_TEXTURES             := $(foreach dir,$(COINS_DIRS),      $(wildcard actors/$(dir)/*.png))
BOWSER_FLAMES_TEXTURES          := $(foreach dir,$(BOWSER_DIRS),     $(wildcard actors/$(dir)/*.png))
BUBBA_WIGGLER_TEXTURES          := $(foreach dir,$(BUBBA_DIRS),      $(wildcard actors/$(dir)/*.png))
BULLY_BLARGG_TEXTURES           := $(foreach dir,$(BULLY_DIRS),      $(wildcard actors/$(dir)/*.png))
CHILLYCHIEF_TEXTURES            := $(foreach dir,$(CHILLYCHIEF_DIRS),$(wildcard actors/$(dir)/*.png))
HOOT_THWOMP_TEXTURES            := $(foreach dir,$(HOOT_DIRS),       $(wildcard actors/$(dir)/*.png))
KOOPA_LOG_TEXTURES              := $(foreach dir,$(KOOPA_DIRS),      $(wildcard actors/$(dir)/*.png))
KLEPTO_EYEROK_TEXTURES          := $(foreach dir,$(KLEPTO_DIRS),     $(wildcard actors/$(dir)/*.png))
LAKITU_TOAD_TEXTURES            := $(foreach dir,$(LAKITU_DIRS),     $(wildcard actors/$(dir)/*.png))
MARIO_WATER_TEXTURES            := $(foreach dir,$(MARIO_DIRS),      $(wildcard actors/$(dir)/*.png))
MOLE_UKIKI_TEXTURES             := $(foreach dir,$(MOLE_DIRS),       $(wildcard actors/$(dir)/*.png))
MR_I_SWOOP_TEXTURES             := $(foreach dir,$(MR_I_DIRS),       $(wildcard actors/$(dir)/*.png))
PEACH_TOADSTOOL_TEXTURES        := $(foreach dir,$(PEACH_DIRS),      $(wildcard actors/$(dir)/*.png))
SEA_CREATURES_TEXTURES          := $(foreach dir,$(SEA_DIRS),        $(wildcard actors/$(dir)/*.png))
SKEETER_FISH_TEXTURES           := $(foreach dir,$(SKEETER_DIRS),    $(wildcard actors/$(dir)/*.png))
SPINDRIFT_PENGUIN_TEXTURES      := $(foreach dir,$(SPINDRIFT_DIRS),  $(wildcard actors/$(dir)/*.png))

# Actor dependencies
$(BUILD_DIR)/actors/group0.o:  $(MARIO_WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group1.o:  $(HOOT_THWOMP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group2.o:  $(BULLY_BLARGG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group3.o:  $(BOBOMBS_BUBBLE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group4.o:  $(SEA_CREATURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group5.o:  $(KLEPTO_EYEROK_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group6.o:  $(MOLE_UKIKI_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group7.o:  $(SPINDRIFT_PENGUIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group8.o:  $(CAPSWITCH_SPRINGBOARD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group9.o:  $(BOO_BOOKEND_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group10.o: $(PEACH_TOADSTOOL_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group11.o: $(BUBBA_WIGGLER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group12.o: $(BOWSER_FLAMES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group13.o: $(SKEETER_FISH_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group14.o: $(KOOPA_LOG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group15.o: $(LAKITU_TOAD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group16.o: $(CHILLYCHIEF_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group17.o: $(MR_I_SWOOP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/common0.o: $(AMP_CHUCKYA_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/common1.o: $(COINS_PIPE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)

# Actor Elf Files
$(BUILD_DIR)/actors/group0.elf:  SEGMENT_ADDRESS := 0x04000000
$(BUILD_DIR)/actors/group1.elf:  SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group2.elf:  SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group3.elf:  SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group4.elf:  SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group5.elf:  SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group6.elf:  SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group7.elf:  SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group8.elf:  SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group9.elf:  SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group10.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group11.elf: SEGMENT_ADDRESS := 0x05000000
$(BUILD_DIR)/actors/group12.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group13.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group14.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group15.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group16.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/group17.elf: SEGMENT_ADDRESS := 0x06000000
$(BUILD_DIR)/actors/common0.elf: SEGMENT_ADDRESS := 0x08000000
$(BUILD_DIR)/actors/common1.elf: SEGMENT_ADDRESS := 0x03000000

# --------------------------------------
# Level Rules
# --------------------------------------

$(BUILD_DIR)/levels/%/leveldata.elf: SEGMENT_ADDRESS := 0x07000000

# TODO: Generate these rules from the level configs?

define level_rules = 
    $(1)_SEG7_FILES     := $$(patsubst %.png,%.inc.c,$$(wildcard levels/$(1)/*.png))
    $$(BUILD_DIR)/levels/$(1)/leveldata.o: $$(addprefix $$(BUILD_DIR)/,$$($(1)_SEG7_FILES))
    $$(BUILD_DIR)/levels/$(1)/leveldata.elf: TEXTURE_BIN := $(2)
endef

ifneq ($(MAKECMDGOALS),clean)
ifneq ($(MAKECMDGOALS),distclean)
$(BUILD_DIR)/level_rules.mk: levels/level_rules.mk levels/level_defines.h
	$(call print,Preprocessing level make rules:,$<,$@)
	$(V)$(CPP) $(CPPFLAGS) $(VERSION_CFLAGS) -I . -o $@ $<
include $(BUILD_DIR)/level_rules.mk
endif
endif

# --------------------------------------
# Extra Level Rules
# --------------------------------------
$(eval $(call level_rules,intro,generic)) # Intro (Super Mario 64 Logo)
$(eval $(call level_rules,menu,generic)) # Menu (File Select)

# --------------------------------------
# Cake Texture Rules
# --------------------------------------

# Ending cake textures are generated in a special way
$(BUILD_DIR)/levels/ending/cake_cn.inc.c: levels/ending/cake_cn.png
	$(call print,Splitting:,$<,$@)
	$(V)$(SKYCONV) --type cake-cn --split $^ $(BUILD_DIR)/levels/ending
$(BUILD_DIR)/levels/ending/cake_eu.inc.c: levels/ending/cake_eu.png
	$(call print,Splitting:,$<,$@)
	$(V)$(SKYCONV) --type cake-eu --split $^ $(BUILD_DIR)/levels/ending
$(BUILD_DIR)/levels/ending/cake.inc.c: levels/ending/cake.png
	$(call print,Splitting:,$<,$@)
	$(V)$(SKYCONV) --type cake --split $^ $(BUILD_DIR)/levels/ending

# --------------------------------------
# Texture Bin Rules
# --------------------------------------

# Others
SEGMENT2_TEXTURES               := $(wildcard $(TEXTURE_DIR)/segment2/*.png)
TITLE_SCREEN_BG_TEXTURES        := $(wildcard $(TEXTURE_DIR)/title_screen_bg/*.png)
SPOOKY_TEXTURES                 := $(wildcard $(TEXTURE_DIR)/spooky/*.png)
GENERIC_TEXTURES                := $(wildcard $(TEXTURE_DIR)/generic/*.png)
OUTSIDE_TEXTURES                := $(wildcard $(TEXTURE_DIR)/outside/*.png)
SNOW_TEXTURES                   := $(wildcard $(TEXTURE_DIR)/snow/*.png)
EFFECT_TEXTURES                 := $(wildcard $(TEXTURE_DIR)/effect/*.png)
CAVE_TEXTURES                   := $(wildcard $(TEXTURE_DIR)/cave/*.png)
INSIDE_TEXTURES                 := $(wildcard $(TEXTURE_DIR)/inside/*.png)
WATER_TEXTURES                  := $(wildcard $(TEXTURE_DIR)/water/*.png)
FIRE_TEXTURES_TEXTURES          := $(wildcard $(TEXTURE_DIR)/fire/*.png)
SKY_TEXTURES                    := $(wildcard $(TEXTURE_DIR)/sky/*.png)
MACHINE_TEXTURES                := $(wildcard $(TEXTURE_DIR)/machine/*.png)
MOUNTAIN_TEXTURES               := $(wildcard $(TEXTURE_DIR)/mountain/*.png)
GRASS_TEXTURES                  := $(wildcard $(TEXTURE_DIR)/grass/*.png)

# Texture Files
$(BUILD_DIR)/bin/segment2.o:        $(SEGMENT2_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/title_screen_bg.o: $(TITLE_SCREEN_BG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/spooky.o:          $(SPOOKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/generic.o:         $(GENERIC_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/outside.o:         $(OUTSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/snow.o:            $(SNOW_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/effect.o:          $(EFFECT_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/cave.o:            $(CAVE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/inside.o:          $(INSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/water.o:           $(WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/fire.o:            $(FIRE_TEXTURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/sky.o:             $(SKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/machine.o:         $(MACHINE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/mountain.o:        $(MOUNTAIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/grass.o:           $(GRASS_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)

# Others
$(BUILD_DIR)/bin/segment2.elf:           SEGMENT_ADDRESS := 0x02000000
$(BUILD_DIR)/bin/title_screen_bg.elf:    SEGMENT_ADDRESS := 0x0A000000
$(BUILD_DIR)/bin/debug_level_select.elf: SEGMENT_ADDRESS := 0x07000000
$(BUILD_DIR)/bin/effect.elf:             SEGMENT_ADDRESS := 0x0B000000
$(BUILD_DIR)/bin/spooky.elf:             SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/generic.elf:            SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/outside.elf:            SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/snow.elf:               SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/cave.elf:               SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/inside.elf:             SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/water.elf:              SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/fire.elf:               SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/sky.elf:                SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/machine.elf:            SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/mountain.elf:           SEGMENT_ADDRESS := 0x09000000
$(BUILD_DIR)/bin/grass.elf:              SEGMENT_ADDRESS := 0x09000000
# EU segment 19 translations
$(BUILD_DIR)/bin/eu/translation_de.elf:  SEGMENT_ADDRESS := 0x19000000
$(BUILD_DIR)/bin/eu/translation_en.elf:  SEGMENT_ADDRESS := 0x19000000
$(BUILD_DIR)/bin/eu/translation_fr.elf:  SEGMENT_ADDRESS := 0x19000000

# --------------------------------------
# Skybox Rules
# --------------------------------------

$(BUILD_DIR)/bin/%_skybox.c: textures/skyboxes/%.png
	$(call print,Splitting:,$<,$@)
	$(V)$(SKYCONV) --type sky --split $^ $(BUILD_DIR)/bin

$(BUILD_DIR)/bin/%_skybox.elf: SEGMENT_ADDRESS := 0x0A000000

# --------------------------------------
# Misc Rules
# --------------------------------------

# intro and ipl3 textures are not compressed
INTRO_RAW_FILES              := $(wildcard $(TEXTURE_DIR)/intro_raw/*.png)
$(BUILD_DIR)/src/goddard/renderer.o: $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(INTRO_RAW_FILES)))

IPL3_TEXTURE_FILES          := $(wildcard $(TEXTURE_DIR)/ipl3_raw/*.png)
IPL3_RAW_FILES              := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%,$(IPL3_TEXTURE_FILES)))

CRASH_TEXTURE_FILES         := $(wildcard $(TEXTURE_DIR)/crash_screen/*.png)
CRASH_TEXTURE_C_FILES       := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(CRASH_TEXTURE_FILES)))
