Klaus Denker's widescreen_fixes.patch:
[supertux.git] / src / sector.cpp
index 4db083f..c70d606 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
 //
 //  SuperTux -  A Jump'n Run
-//  Copyright (C) 2004 Matthias Braun <matze@braunis.de
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
 #include <fstream>
 #include <sstream>
 #include <stdexcept>
+#include <float.h>
+#include <math.h>
+#include <limits>
+#include <physfs.h>
 
 #include "sector.hpp"
-#include "player_status.hpp"
+#include "object/player.hpp"
 #include "object/gameobjs.hpp"
 #include "object/camera.hpp"
 #include "object/background.hpp"
+#include "object/gradient.hpp"
 #include "object/particlesystem.hpp"
 #include "object/particlesystem_interactive.hpp"
 #include "object/tilemap.hpp"
@@ -43,8 +48,6 @@
 #include "game_session.hpp"
 #include "resources.hpp"
 #include "statistics.hpp"
-#include "collision_grid.hpp"
-#include "collision_grid_iterator.hpp"
 #include "object_factory.hpp"
 #include "collision.hpp"
 #include "spawn_point.hpp"
 #include "object/coin.hpp"
 #include "object/block.hpp"
 #include "object/invisible_block.hpp"
+#include "object/light.hpp"
+#include "object/pulsing_light.hpp"
 #include "object/bullet.hpp"
 #include "object/text_object.hpp"
+#include "object/portable.hpp"
 #include "badguy/jumpy.hpp"
-#include "badguy/spike.hpp"
 #include "trigger/sequence_trigger.hpp"
 #include "player_status.hpp"
-#include "scripting/script_interpreter.hpp"
-#include "scripting/sound.hpp"
-#include "scripting/scripted_object.hpp"
-#include "scripting/text.hpp"
-
-//#define USE_GRID
+#include "scripting/squirrel_util.hpp"
+#include "script_interface.hpp"
+#include "log.hpp"
+#include "main.hpp"
 
 Sector* Sector::_current = 0;
 
-Sector::Sector()
-  : gravity(10), player(0), solids(0), camera(0),
-    currentmusic(LEVEL_MUSIC)
+bool Sector::show_collrects = false;
+bool Sector::draw_solids_only = false;
+
+Sector::Sector(Level* parent)
+  : level(parent), currentmusic(LEVEL_MUSIC),
+  ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), gravity(10.0), player(0), camera(0) 
 {
-  song_title = "chipdisko.ogg";
-  player = new Player(&player_status);
-  add_object(player);
+  add_object(new Player(player_status, "Tux"));
+  add_object(new DisplayEffect("Effect"));
+  add_object(new TextObject("Text"));
 
-#ifdef USE_GRID
-  grid = new CollisionGrid(32000, 32000);
-#else
-  grid = 0;
-#endif
+  // create a new squirrel table for the sector
+  using namespace Scripting;
+
+  sq_collectgarbage(global_vm);
+
+  sq_newtable(global_vm);
+  sq_pushroottable(global_vm);
+  if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
+    throw Scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
+
+  sq_resetobject(&sector_table);
+  if(SQ_FAILED(sq_getstackobj(global_vm, -1, &sector_table)))
+    throw Scripting::SquirrelError(global_vm, "Couldn't get sector table");
+  sq_addref(global_vm, &sector_table);
+  sq_pop(global_vm, 1);
 }
 
 Sector::~Sector()
 {
+  using namespace Scripting;
+
+  deactivate();
+
+  for(ScriptList::iterator i = scripts.begin();
+      i != scripts.end(); ++i) {
+    HSQOBJECT& object = *i;
+    sq_release(global_vm, &object);
+  }
+  sq_release(global_vm, &sector_table);
+  sq_collectgarbage(global_vm);
+
   update_game_objects();
   assert(gameobjects_new.size() == 0);
 
-  delete grid;
-
-  for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
-      ++i) {
-    delete *i;
+  for(GameObjects::iterator i = gameobjects.begin();
+      i != gameobjects.end(); ++i) {
+    GameObject* object = *i;
+    before_object_remove(object);
+    object->unref();
   }
 
   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
       ++i)
     delete *i;
-    
-  if(_current == this)
-    _current = 0;
+}
+
+Level*
+Sector::get_level()
+{
+  return level;
 }
 
 GameObject*
 Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
 {
   if(name == "camera") {
-    Camera* camera = new Camera(this);
+    Camera* camera = new Camera(this, "Camera");
     camera->parse(reader);
     return camera;
   } else if(name == "particles-snow") {
@@ -132,22 +163,20 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
     return partsys;
   } else if(name == "money") { // for compatibility with old maps
     return new Jumpy(reader);
-  } 
+  }
 
   try {
     return create_object(name, reader);
   } catch(std::exception& e) {
-    std::cerr << e.what() << "\n";
+    log_warning << e.what() << "" << std::endl;
   }
-  
+
   return 0;
 }
 
 void
 Sector::parse(const lisp::Lisp& sector)
 {
-  _current = this;
-  
   lisp::ListIterator iter(&sector);
   while(iter.next()) {
     const std::string& token = iter.item();
@@ -156,12 +185,20 @@ Sector::parse(const lisp::Lisp& sector)
     } else if(token == "gravity") {
       iter.value()->get(gravity);
     } else if(token == "music") {
-      iter.value()->get(song_title);
+      iter.value()->get(music);
     } else if(token == "spawnpoint") {
       SpawnPoint* sp = new SpawnPoint(iter.lisp());
       spawnpoints.push_back(sp);
     } else if(token == "init-script") {
       iter.value()->get(init_script);
+    } else if(token == "ambient-light") {
+      std::vector<float> vColor;
+      sector.get_vector( "ambient-light", vColor );
+      if(vColor.size() < 3) {
+        log_warning << "(ambient-light) requires a color as argument" << std::endl;
+      } else {
+        ambient_light = Color( vColor );
+      }
     } else {
       GameObject* object = parse_object(token, *(iter.lisp()));
       if(object) {
@@ -171,14 +208,15 @@ Sector::parse(const lisp::Lisp& sector)
   }
 
   update_game_objects();
+
+  if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
+
   fix_old_tiles();
   if(!camera) {
-    std::cerr << "sector '" << name << "' does not contain a camera.\n";
+    log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
     update_game_objects();
-    add_object(new Camera(this));
+    add_object(new Camera(this, "Camera"));
   }
-  if(!solids)
-    throw std::runtime_error("sector does not contain a solid tile layer.");
 
   update_game_objects();
 }
@@ -186,13 +224,21 @@ Sector::parse(const lisp::Lisp& sector)
 void
 Sector::parse_old_format(const lisp::Lisp& reader)
 {
-  _current = this;
-  
   name = "main";
   reader.get("gravity", gravity);
 
   std::string backgroundimage;
-  reader.get("background", backgroundimage);
+  if (reader.get("background", backgroundimage) && (backgroundimage != "")) {
+    if (backgroundimage == "arctis.png") backgroundimage = "arctis.jpg";
+    if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
+    if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
+    backgroundimage = "images/background/" + backgroundimage;
+    if (!PHYSFS_exists(backgroundimage.c_str())) {
+      log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
+      backgroundimage = "";
+    }
+  }
+
   float bgspeed = .5;
   reader.get("bkgd_speed", bgspeed);
   bgspeed /= 100;
@@ -202,25 +248,25 @@ Sector::parse_old_format(const lisp::Lisp& reader)
   reader.get("bkgd_red_top", r);
   reader.get("bkgd_green_top",  g);
   reader.get("bkgd_blue_top",  b);
-  bkgd_top.red = r;
-  bkgd_top.green = g;
-  bkgd_top.blue = b;
-  
+  bkgd_top.red = static_cast<float> (r) / 255.0f;
+  bkgd_top.green = static_cast<float> (g) / 255.0f;
+  bkgd_top.blue = static_cast<float> (b) / 255.0f;
+
   reader.get("bkgd_red_bottom",  r);
   reader.get("bkgd_green_bottom", g);
   reader.get("bkgd_blue_bottom", b);
-  bkgd_bottom.red = r;
-  bkgd_bottom.green = g;
-  bkgd_bottom.blue = b;
-  
+  bkgd_bottom.red = static_cast<float> (r) / 255.0f;
+  bkgd_bottom.green = static_cast<float> (g) / 255.0f;
+  bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
+
   if(backgroundimage != "") {
-    Background* background = new Background;
+    Background* background = new Background();
     background->set_image(backgroundimage, bgspeed);
     add_object(background);
   } else {
-    Background* background = new Background;
-    background->set_gradient(bkgd_top, bkgd_bottom);
-    add_object(background);
+    Gradient* gradient = new Gradient();
+    gradient->set_gradient(bkgd_top, bkgd_bottom);
+    add_object(gradient);
   }
 
   std::string particlesystem;
@@ -241,30 +287,49 @@ Sector::parse_old_format(const lisp::Lisp& reader)
   spawn->name = "main";
   spawnpoints.push_back(spawn);
 
-  song_title = "chipdisko.ogg";
-  reader.get("music", song_title);
+  music = "chipdisko.ogg";
+  // skip reading music filename. It's all .ogg now, anyway
+  /*
+  reader.get("music", music);
+  */
+  music = "music/" + music;
 
-  int width, height = 15;
+  int width = 30, height = 15;
   reader.get("width", width);
   reader.get("height", height);
-  
+
   std::vector<unsigned int> tiles;
   if(reader.get_vector("interactive-tm", tiles)
       || reader.get_vector("tilemap", tiles)) {
     TileMap* tilemap = new TileMap();
     tilemap->set(width, height, tiles, LAYER_TILES, true);
+
+    // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
+    for(size_t x=0; x < tilemap->get_width(); ++x) {
+      for(size_t y=0; y < tilemap->get_height(); ++y) {
+        const Tile* tile = tilemap->get_tile(x, y);
+        if(tile->getID() == 112) tilemap->change(x, y, 1311);
+      }
+    }
+
+    if (height < 19) tilemap->resize(width, 19);
     add_object(tilemap);
   }
 
   if(reader.get_vector("background-tm", tiles)) {
     TileMap* tilemap = new TileMap();
     tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
+    if (height < 19) tilemap->resize(width, 19);
     add_object(tilemap);
   }
 
   if(reader.get_vector("foreground-tm", tiles)) {
     TileMap* tilemap = new TileMap();
     tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
+    
+    // fill additional space in foreground with tiles of ID 2035 (lightmap/black)
+    if (height < 19) tilemap->resize(width, 19, 2035); 
+
     add_object(tilemap);
   }
 
@@ -283,7 +348,7 @@ Sector::parse_old_format(const lisp::Lisp& reader)
           spawnpoints.push_back(sp);
           }
       } else {
-        std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
+        log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
       }
     }
   }
@@ -297,62 +362,85 @@ Sector::parse_old_format(const lisp::Lisp& reader)
       if(object) {
         add_object(object);
       } else {
-        std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
+        log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
       }
     }
   }
 
   // add a camera
-  Camera* camera = new Camera(this);
+  Camera* camera = new Camera(this, "Camera");
   add_object(camera);
 
   update_game_objects();
+
+  if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
+
   fix_old_tiles();
   update_game_objects();
-  if(solids == 0)
-    throw std::runtime_error("sector does not contain a solid tile layer.");  
 }
 
 void
 Sector::fix_old_tiles()
 {
-  // hack for now...
-  for(size_t x=0; x < solids->get_width(); ++x) {
-    for(size_t y=0; y < solids->get_height(); ++y) {
-      const Tile* tile = solids->get_tile(x, y);
-      Vector pos(x*32, y*32);
-      
-      if(tile->getID() == 112) {
-        add_object(new InvisibleBlock(pos));
-        solids->change(x, y, 0);
-      } else if(tile->getID() == 295) {
-        add_object(new Spike(pos, Spike::NORTH));
-        solids->change(x, y, 0);
-      } else if(tile->getID() == 296) {
-        add_object(new Spike(pos, Spike::EAST));
-        solids->change(x, y, 0);
-      } else if(tile->getID() == 297) {
-        add_object(new Spike(pos, Spike::SOUTH));
-        solids->change(x, y, 0);
-      } else if(tile->getID() == 298) {
-        add_object(new Spike(pos, Spike::WEST));
-        solids->change(x, y, 0);
-      } else if(tile->getAttributes() & Tile::COIN) {
-        add_object(new Coin(pos));
-        solids->change(x, y, 0);
-      } else if(tile->getAttributes() & Tile::FULLBOX) {
-        add_object(new BonusBlock(pos, tile->getData()));
-        solids->change(x, y, 0);
-      } else if(tile->getAttributes() & Tile::BRICK) {
-        add_object(new Brick(pos, tile->getData()));
-        solids->change(x, y, 0);
-      } else if(tile->getAttributes() & Tile::GOAL) {
-        std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
-        add_object(new SequenceTrigger(pos, sequence));
-        solids->change(x, y, 0);
+  for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+    TileMap* solids = *i;
+    for(size_t x=0; x < solids->get_width(); ++x) {
+      for(size_t y=0; y < solids->get_height(); ++y) {
+       const Tile* tile = solids->get_tile(x, y);
+       Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32);
+
+       if(tile->getID() == 112) {
+         add_object(new InvisibleBlock(pos));
+         solids->change(x, y, 0);
+       } else if(tile->getAttributes() & Tile::COIN) {
+         add_object(new Coin(pos));
+         solids->change(x, y, 0);
+       } else if(tile->getAttributes() & Tile::FULLBOX) {
+         add_object(new BonusBlock(pos, tile->getData()));
+         solids->change(x, y, 0);
+       } else if(tile->getAttributes() & Tile::BRICK) {
+         add_object(new Brick(pos, tile->getData()));
+         solids->change(x, y, 0);
+       } else if(tile->getAttributes() & Tile::GOAL) {
+         std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
+         add_object(new SequenceTrigger(pos, sequence));
+         solids->change(x, y, 0);
+       }
+      }
+    }
+  }
+
+  // add lights for special tiles
+  for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
+    TileMap* tm = dynamic_cast<TileMap*>(*i);
+    if (!tm) continue;
+    for(size_t x=0; x < tm->get_width(); ++x) {
+      for(size_t y=0; y < tm->get_height(); ++y) {
+       const Tile* tile = tm->get_tile(x, y);
+       Vector pos(tm->get_x_offset() + x*32, tm->get_y_offset() + y*32);
+       Vector center(pos.x + 16, pos.y + 16);
+
+       // torch
+       if (tile->getID() == 1517) {
+         float pseudo_rnd = (float)((int)pos.x % 10) / 10;
+         add_object(new PulsingLight(center, 1.0 + pseudo_rnd, 0.9, 1.0, Color(1.0, 1.0, 0.6, 1.0)));
+       }
+       // lava or lavaflow
+       if ((tile->getID() == 173) || (tile->getID() == 1700) || (tile->getID() == 1705) || (tile->getID() == 1706)) {
+         // space lights a bit
+         if (((tm->get_tile(x-1, y)->getID() != tm->get_tile(x,y)->getID()) 
+             && (tm->get_tile(x, y-1)->getID() != tm->get_tile(x,y)->getID())) 
+             || ((x % 3 == 0) && (y % 3 == 0))) {
+           float pseudo_rnd = (float)((int)pos.x % 10) / 10;
+           add_object(new PulsingLight(center, 1.0 + pseudo_rnd, 0.8, 1.0, Color(1.0, 0.3, 0.0, 1.0)));
+         }
+       }
+
       }
-    }                                                   
+    }
   }
+
+
 }
 
 void
@@ -360,7 +448,7 @@ Sector::write(lisp::Writer& writer)
 {
   writer.write_string("name", name);
   writer.write_float("gravity", gravity);
-  writer.write_string("music", song_title);
+  writer.write_string("music", music);
 
   // write spawnpoints
   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
@@ -382,6 +470,40 @@ Sector::write(lisp::Writer& writer)
   }
 }
 
+HSQUIRRELVM
+Sector::run_script(std::istream& in, const std::string& sourcename)
+{
+  using namespace Scripting;
+
+  // garbage collect thread list
+  for(ScriptList::iterator i = scripts.begin();
+      i != scripts.end(); ) {
+    HSQOBJECT& object = *i;
+    HSQUIRRELVM vm = object_to_vm(object);
+
+    if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
+      sq_release(global_vm, &object);
+      i = scripts.erase(i);
+      continue;
+    }
+
+    ++i;
+  }
+
+  HSQOBJECT object = create_thread(global_vm);
+  scripts.push_back(object);
+
+  HSQUIRRELVM vm = object_to_vm(object);
+
+  // set sector_table as roottable for the thread
+  sq_pushobject(vm, sector_table);
+  sq_setroottable(vm);
+
+  compile_and_run(vm, in, sourcename);
+
+  return vm;
+}
+
 void
 Sector::add_object(GameObject* object)
 {
@@ -401,6 +523,7 @@ Sector::add_object(GameObject* object)
   }
 #endif
 
+  object->ref();
   gameobjects_new.push_back(object);
 }
 
@@ -414,9 +537,9 @@ Sector::activate(const std::string& spawnpoint)
       sp = *i;
       break;
     }
-  }                                                                           
+  }
   if(!sp) {
-    std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+    log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
     if(spawnpoint != "main") {
       activate("main");
     } else {
@@ -425,21 +548,82 @@ Sector::activate(const std::string& spawnpoint)
   } else {
     activate(sp->pos);
   }
+}
+
+void
+Sector::activate(const Vector& player_pos)
+{
+  if(_current != this) {
+    if(_current != NULL)
+      _current->deactivate();
+    _current = this;
+
+    // register sectortable as sector in scripting
+    HSQUIRRELVM vm = Scripting::global_vm;
+    sq_pushroottable(vm);
+    sq_pushstring(vm, "sector", -1);
+    sq_pushobject(vm, sector_table);
+    if(SQ_FAILED(sq_createslot(vm, -3)))
+      throw Scripting::SquirrelError(vm, "Couldn't set sector in roottable");
+    sq_pop(vm, 1);
+
+    for(GameObjects::iterator i = gameobjects.begin();
+        i != gameobjects.end(); ++i) {
+      GameObject* object = *i;
+
+      try_expose(object);
+    }
+  }
+  try_expose_me();
+
+  // spawn smalltux below spawnpoint
+  if (!player->is_big()) {
+    player->move(player_pos + Vector(0,32));
+  } else {
+    player->move(player_pos);
+  }
+
+  // spawning tux in the ground would kill him
+  if(!is_free_of_tiles(player->get_bbox())) {
+    log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
+    Vector npos = player->get_bbox().p1;
+    npos.y-=32;
+    player->move(npos);
+  }
+  
+  camera->reset(player->get_pos());
+  update_game_objects();
 
   // Run init script
   if(init_script != "") {
-    ScriptInterpreter::add_script_object(this,
-        std::string("Sector(") + name + ") - init", init_script);
+    std::istringstream in(init_script);
+    run_script(in, std::string("Sector(") + name + ") - init");
   }
 }
 
 void
-Sector::activate(const Vector& player_pos)
+Sector::deactivate()
 {
-  _current = this;
+  if(_current != this)
+    return;
 
-  player->move(player_pos);
-  camera->reset(player->get_pos());
+  // remove sector entry from global vm
+  HSQUIRRELVM vm = Scripting::global_vm;
+  sq_pushroottable(vm);
+  sq_pushstring(vm, "sector", -1);
+  if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
+    throw Scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
+  sq_pop(vm, 1);
+
+  for(GameObjects::iterator i = gameobjects.begin();
+      i != gameobjects.end(); ++i) {
+    GameObject* object = *i;
+
+    try_unexpose(object);
+  }
+
+  try_unexpose_me();
+  _current = NULL;
 }
 
 Rect
@@ -447,7 +631,7 @@ Sector::get_active_region()
 {
   return Rect(
     camera->get_translation() - Vector(1600, 1200),
-    camera->get_translation() + Vector(1600, 1200));
+    camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
 }
 
 void
@@ -455,28 +639,18 @@ Sector::update(float elapsed_time)
 {
   player->check_bounds(camera);
 
-#if 0
-  CollisionGridIterator iter(*grid, get_active_region());
-  while(MovingObject* object = iter.next()) {
-    if(!object->is_valid())
-      continue;
-
-    object->update(elapsed_time);
-  }
-#else
   /* update objects */
   for(GameObjects::iterator i = gameobjects.begin();
           i != gameobjects.end(); ++i) {
     GameObject* object = *i;
     if(!object->is_valid())
       continue;
-    
+
     object->update(elapsed_time);
   }
-#endif
-  
+
   /* Handle all possible collisions. */
-  collision_handler();                                                                              
+  handle_collisions();
   update_game_objects();
 }
 
@@ -487,25 +661,15 @@ Sector::update_game_objects()
   for(std::vector<GameObject*>::iterator i = gameobjects.begin();
       i != gameobjects.end(); /* nothing */) {
     GameObject* object = *i;
-    
+
     if(object->is_valid()) {
       ++i;
       continue;
     }
-    
-    Bullet* bullet = dynamic_cast<Bullet*> (object);
-    if(bullet) {
-      bullets.erase(
-          std::remove(bullets.begin(), bullets.end(), bullet),
-          bullets.end());
-    }
-#ifdef USE_GRID
-    MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
-    if(movingobject) {
-      grid->remove_object(movingobject);
-    }
-#endif
-    delete *i;
+
+    before_object_remove(object);
+
+    object->unref();
     i = gameobjects.erase(i);
   }
 
@@ -514,262 +678,706 @@ Sector::update_game_objects()
       i != gameobjects_new.end(); ++i)
   {
     GameObject* object = *i;
-    
-    Bullet* bullet = dynamic_cast<Bullet*> (object);
-    if(bullet)
-      bullets.push_back(bullet);
-
-#ifdef USE_GRID
-    MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
-    if(movingobject)
-      grid->add_object(movingobject);
-#endif
-    
-    TileMap* tilemap = dynamic_cast<TileMap*> (object);
-    if(tilemap && tilemap->is_solid()) {
-      if(solids == 0) {
-        solids = tilemap;
-      } else {
-        std::cerr << "Another solid tilemaps added. Ignoring.";
-      }
-    }
 
-    Camera* camera = dynamic_cast<Camera*> (object);
-    if(camera) {
-      if(this->camera != 0) {
-        std::cerr << "Warning: Multiple cameras added. Ignoring.";
-        continue;
-      }
-      this->camera = camera;
-    }
+    before_object_add(object);
 
     gameobjects.push_back(object);
   }
   gameobjects_new.clear();
 }
 
+bool
+Sector::before_object_add(GameObject* object)
+{
+  Bullet* bullet = dynamic_cast<Bullet*> (object);
+  if(bullet != NULL) {
+    bullets.push_back(bullet);
+  }
+
+  MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+  if(movingobject != NULL) {
+    moving_objects.push_back(movingobject);
+  }
+
+  Portable* portable = dynamic_cast<Portable*> (object);
+  if(portable != NULL) {
+    portables.push_back(portable);
+  }
+
+  TileMap* tilemap = dynamic_cast<TileMap*> (object);
+  if(tilemap != NULL && tilemap->is_solid()) {
+    solid_tilemaps.push_back(tilemap);
+  }
+
+  Camera* camera = dynamic_cast<Camera*> (object);
+  if(camera != NULL) {
+    if(this->camera != 0) {
+      log_warning << "Multiple cameras added. Ignoring" << std::endl;
+      return false;
+    }
+    this->camera = camera;
+  }
+
+  Player* player = dynamic_cast<Player*> (object);
+  if(player != NULL) {
+    if(this->player != 0) {
+      log_warning << "Multiple players added. Ignoring" << std::endl;
+      return false;
+    }
+    this->player = player;
+  }
+
+  UsesPhysic *physic_object = dynamic_cast<UsesPhysic *>(object);
+  if(physic_object)
+  {
+    physic_object->physic.set_gravity(gravity);
+  }
+
+
+  if(_current == this) {
+    try_expose(object);
+  }
+
+  return true;
+}
+
+void
+Sector::try_expose(GameObject* object)
+{
+  ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
+  if(interface != NULL) {
+    HSQUIRRELVM vm = Scripting::global_vm;
+    sq_pushobject(vm, sector_table);
+    interface->expose(vm, -1);
+    sq_pop(vm, 1);
+  }
+}
+
+void
+Sector::try_expose_me()
+{
+  HSQUIRRELVM vm = Scripting::global_vm;
+  sq_pushobject(vm, sector_table);
+  Scripting::SSector* interface = static_cast<Scripting::SSector*> (this);
+  expose_object(vm, -1, interface, "settings", false);
+  sq_pop(vm, 1);
+}
+
+void
+Sector::before_object_remove(GameObject* object)
+{
+  Portable* portable = dynamic_cast<Portable*> (object);
+  if(portable != NULL) {
+    portables.erase(std::find(portables.begin(), portables.end(), portable));
+  }
+  Bullet* bullet = dynamic_cast<Bullet*> (object);
+  if(bullet != NULL) {
+    bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
+  }
+  MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
+  if(moving_object != NULL) {
+    moving_objects.erase(
+        std::find(moving_objects.begin(), moving_objects.end(), moving_object));
+  }
+          
+  if(_current == this)
+    try_unexpose(object);
+}
+
+void
+Sector::try_unexpose(GameObject* object)
+{
+  ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
+  if(interface != NULL) {
+    HSQUIRRELVM vm = Scripting::global_vm;
+    SQInteger oldtop = sq_gettop(vm);
+    sq_pushobject(vm, sector_table);
+    try {
+      interface->unexpose(vm, -1);
+    } catch(std::exception& e) {
+      log_warning << "Couldn't unregister object: " << e.what() << std::endl;
+    }
+    sq_settop(vm, oldtop);
+  }
+}
+
+void
+Sector::try_unexpose_me()
+{
+  HSQUIRRELVM vm = Scripting::global_vm;
+  SQInteger oldtop = sq_gettop(vm);
+  sq_pushobject(vm, sector_table);
+  try {
+    Scripting::unexpose_object(vm, -1, "settings");
+  } catch(std::exception& e) {
+    log_warning << "Couldn't unregister object: " << e.what() << std::endl;
+  }
+  sq_settop(vm, oldtop);
+}
 void
 Sector::draw(DrawingContext& context)
 {
+  context.set_ambient_color( ambient_light );
   context.push_transform();
   context.set_translation(camera->get_translation());
 
-#if 0
-  CollisionGridIterator iter(*grid, get_active_region());
-  while(MovingObject* object = iter.next()) {
-    if(!object->is_valid())
-      continue;
-
-    object->draw(context);
-  }
-#else
   for(GameObjects::iterator i = gameobjects.begin();
       i != gameobjects.end(); ++i) {
-    GameObject* object = *i; 
+    GameObject* object = *i;
     if(!object->is_valid())
       continue;
-    
+
+    if (draw_solids_only)
+    {
+      TileMap* tm = dynamic_cast<TileMap*>(object);
+      if (tm && !tm->is_solid())
+        continue;
+    }
+
     object->draw(context);
   }
-#endif
+
+  if(show_collrects) {
+    Color col(0.2, 0.2, 0.2, 0.7);
+    for(MovingObjects::iterator i = moving_objects.begin();
+            i != moving_objects.end(); ++i) {
+      MovingObject* object = *i;
+      const Rect& rect = object->get_bbox();
+
+      context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10);
+    }
+  }
 
   context.pop_transform();
 }
 
-static const float DELTA = .001;
+/*-------------------------------------------------------------------------
+ * Collision Detection
+ *-------------------------------------------------------------------------*/
 
-void
-Sector::collision_tilemap(MovingObject* object, int depth)
+static const float SHIFT_DELTA = 7.0f;
+
+/** r1 is supposed to be moving, r2 a solid object */
+void check_collisions(collision::Constraints* constraints,
+                      const Vector& movement, const Rect& r1, const Rect& r2,
+                      GameObject* object = NULL, MovingObject* other = NULL)
 {
-  if(depth >= 4) {
-#ifdef DEBUG
-    std::cout << "Max collision depth reached.\n";
-#endif
-    object->movement = Vector(0, 0);
+  if(!collision::intersects(r1, r2))
     return;
-  }
 
-  // calculate rectangle where the object will move
-  float x1, x2;
-  if(object->get_movement().x >= 0) {
-    x1 = object->get_pos().x;
-    x2 = object->get_bbox().p2.x + object->get_movement().x;
+  // calculate intersection
+  float itop = r1.get_bottom() - r2.get_top();
+  float ibottom = r2.get_bottom() - r1.get_top();
+  float ileft = r1.get_right() - r2.get_left();
+  float iright = r2.get_right() - r1.get_left();
+
+  if(fabsf(movement.y) > fabsf(movement.x)) {
+    if(ileft < SHIFT_DELTA) {
+      constraints->right = std::min(constraints->right, r2.get_left());
+      return;
+    } else if(iright < SHIFT_DELTA) {
+      constraints->left = std::max(constraints->left, r2.get_right());
+      return;
+    }
   } else {
-    x1 = object->get_pos().x + object->get_movement().x;
-    x2 = object->get_bbox().p2.x;
+    // shiftout bottom/top
+    if(itop < SHIFT_DELTA) {
+      constraints->bottom = std::min(constraints->bottom, r2.get_top());
+      return;
+    } else if(ibottom < SHIFT_DELTA) {
+      constraints->top = std::max(constraints->top, r2.get_bottom());
+      return;
+    }
+  }
+
+  if(other != NULL) {
+    CollisionHit dummy;
+    HitResponse response = other->collision(*object, dummy);
+    if(response == PASSTHROUGH)
+      return;
+    if(other->get_movement() != Vector(0, 0)) {
+      // TODO what todo when we collide with 2 moving objects?!?
+      constraints->ground_movement = other->get_movement();
+    }
   }
-  float y1, y2;
-  if(object->get_movement().y >= 0) {
-    y1 = object->get_pos().y;
-    y2 = object->get_bbox().p2.y + object->get_movement().y;
+
+  float vert_penetration = std::min(itop, ibottom);
+  float horiz_penetration = std::min(ileft, iright);
+  if(vert_penetration < horiz_penetration) {
+    if(itop < ibottom) {
+      constraints->bottom = std::min(constraints->bottom, r2.get_top());
+      constraints->hit.bottom = true;
+    } else {
+      constraints->top = std::max(constraints->top, r2.get_bottom());
+      constraints->hit.top = true;
+    }
   } else {
-    y1 = object->get_pos().y + object->get_movement().y;
-    y2 = object->get_bbox().p2.y;
-  }
-
-  // test with all tiles in this rectangle
-  int starttilex = int(x1-1) / 32;
-  int starttiley = int(y1-1) / 32;
-  int max_x = int(x2+1);
-  int max_y = int(y2+1);
-
-  CollisionHit temphit, hit;
-  Rect dest = object->get_bbox();
-  dest.move(object->movement);
-  hit.time = -1; // represents an invalid value
-  for(int x = starttilex; x*32 < max_x; ++x) {
-    for(int y = starttiley; y*32 < max_y; ++y) {
-      const Tile* tile = solids->get_tile(x, y);
-      if(!tile)
-        continue;
-      // skip non-solid tiles
-      if(!(tile->getAttributes() & Tile::SOLID))
-        continue;
-      // only handle unisolid when the player is falling down and when he was
-      // above the tile before
-      if(tile->getAttributes() & Tile::UNISOLID) {
-        if(object->movement.y < 0 || object->get_bbox().p2.y > y*32)
-          continue;
-      }
+    if(ileft < iright) {
+      constraints->right = std::min(constraints->right, r2.get_left());
+      constraints->hit.right = true;
+    } else {
+      constraints->left = std::max(constraints->left, r2.get_right());
+      constraints->hit.left = true;
+    }
+  }
+}
+
+static const float DELTA = .001;
 
-      if(tile->getAttributes() & Tile::SLOPE) { // slope tile
-        AATriangle triangle;
-        Vector p1(x*32, y*32);
-        Vector p2((x+1)*32, (y+1)*32);
-        triangle = AATriangle(p1, p2, tile->getData());
-
-        if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
-              triangle)) {
-          if(temphit.time > hit.time)
-            hit = temphit;
-        }
-      } else { // normal rectangular tile
-        Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
-        if(Collision::rectangle_rectangle(temphit, dest,
-              object->movement, rect)) {
-          if(temphit.time > hit.time)
-            hit = temphit;
-        }
+void
+Sector::collision_tilemap(collision::Constraints* constraints,
+                          const Vector& movement, const Rect& dest) const
+{
+  // calculate rectangle where the object will move
+  float x1 = dest.get_left();
+  float x2 = dest.get_right();
+  float y1 = dest.get_top();
+  float y2 = dest.get_bottom();
+
+  for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+    TileMap* solids = *i;
+
+    // test with all tiles in this rectangle
+    int starttilex = int(x1 - solids->get_x_offset()) / 32;
+    int starttiley = int(y1 - solids->get_y_offset()) / 32;
+    int max_x = int(x2 - solids->get_x_offset());
+    int max_y = int(y2+1 - solids->get_y_offset());
+
+    for(int x = starttilex; x*32 < max_x; ++x) {
+      for(int y = starttiley; y*32 < max_y; ++y) {
+       const Tile* tile = solids->get_tile(x, y);
+       if(!tile)
+         continue;
+       // skip non-solid tiles
+       if((tile->getAttributes() & Tile::SOLID) == 0)
+         continue;
+       // only handle unisolid when the player is falling down and when he was
+       // above the tile before
+       if(tile->getAttributes() & Tile::UNISOLID) {
+         if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
+           continue;
+       }
+
+       if(tile->getAttributes() & Tile::SLOPE) { // slope tile
+         AATriangle triangle;
+         Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
+         Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
+         triangle = AATriangle(p1, p2, tile->getData());
+
+         collision::rectangle_aatriangle(constraints, dest, triangle);
+       } else { // normal rectangular tile
+         Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
+         check_collisions(constraints, movement, dest, rect);
+       }
       }
     }
   }
+}
 
-  // did we collide at all?
-  if(hit.time < 0)
-    return;
-  // call collision function
-  HitResponse response = object->collision(*solids, hit);
-  if(response == ABORT_MOVE) {
-    object->movement = Vector(0, 0);
-    return;
+uint32_t
+Sector::collision_tile_attributes(const Rect& dest) const
+{
+  float x1 = dest.p1.x;
+  float y1 = dest.p1.y;
+  float x2 = dest.p2.x;
+  float y2 = dest.p2.y;
+
+  uint32_t result = 0;
+  for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+    TileMap* solids = *i;
+
+    // test with all tiles in this rectangle
+    int starttilex = int(x1 - solids->get_x_offset()) / 32;
+    int starttiley = int(y1 - solids->get_y_offset()) / 32;
+    int max_x = int(x2 - solids->get_x_offset());
+    int max_y = int(y2+1 - solids->get_y_offset());
+
+    for(int x = starttilex; x*32 < max_x; ++x) {
+      for(int y = starttiley; y*32 < max_y; ++y) {
+       const Tile* tile = solids->get_tile(x, y);
+       if(!tile)
+         continue;
+       result |= tile->getAttributes();
+      }
+    }
   }
-  if(response == FORCE_MOVE) {
-      return;
+
+  return result;
+}
+
+/** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
+static void get_hit_normal(const Rect& r1, const Rect& r2, CollisionHit& hit,
+                           Vector& normal)
+{
+  float itop = r1.get_bottom() - r2.get_top();
+  float ibottom = r2.get_bottom() - r1.get_top();
+  float ileft = r1.get_right() - r2.get_left();
+  float iright = r2.get_right() - r1.get_left();
+
+  float vert_penetration = std::min(itop, ibottom);
+  float horiz_penetration = std::min(ileft, iright);
+  if(vert_penetration < horiz_penetration) {
+    if(itop < ibottom) {
+      hit.bottom = true;
+      normal.y = vert_penetration;
+    } else {
+      hit.top = true;
+      normal.y = -vert_penetration;
+    }
+  } else {
+    if(ileft < iright) {
+      hit.right = true;
+      normal.x = horiz_penetration;
+    } else {
+      hit.left = true;
+      normal.x = -horiz_penetration;
+    }
   }
-  // move out of collision and try again
-  object->movement += hit.normal * (hit.depth + DELTA);
-  collision_tilemap(object, depth+1);
 }
 
 void
-Sector::collision_object(MovingObject* object1, MovingObject* object2)
+Sector::collision_object(MovingObject* object1, MovingObject* object2) const
 {
+  using namespace collision;
+
+  const Rect& r1 = object1->dest;
+  const Rect& r2 = object2->dest;
+
   CollisionHit hit;
-  Rect dest1 = object1->get_bbox();
-  dest1.move(object1->get_movement());
-  Rect dest2 = object2->get_bbox();
-  dest2.move(object2->get_movement());
+  if(intersects(object1->dest, object2->dest)) {
+    Vector normal;
+    get_hit_normal(r1, r2, hit, normal);
 
-  Vector movement = object1->get_movement() - object2->get_movement();
-  if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
     HitResponse response1 = object1->collision(*object2, hit);
-    hit.normal *= -1;
+    std::swap(hit.left, hit.right);
+    std::swap(hit.top, hit.bottom);
     HitResponse response2 = object2->collision(*object1, hit);
-
-    if(response1 != CONTINUE) {
-      if(response1 == ABORT_MOVE)
-        object1->movement = Vector(0, 0);
-      if(response2 == CONTINUE)
-        object2->movement += hit.normal * (hit.depth + DELTA);
-    } else if(response2 != CONTINUE) {
-      if(response2 == ABORT_MOVE)
-        object2->movement = Vector(0, 0);
-      if(response1 == CONTINUE)
-        object1->movement += -hit.normal * (hit.depth + DELTA);
-    } else {
-      object1->movement += -hit.normal * (hit.depth/2 + DELTA);
-      object2->movement += hit.normal * (hit.depth/2 + DELTA);
+    assert( response1 != SOLID && response1 != PASSTHROUGH );
+    assert( response2 != SOLID && response2 != PASSTHROUGH );
+    if(response1 == CONTINUE && response2 == CONTINUE) {
+      normal *= (0.5 + DELTA);
+      object1->dest.move(-normal);
+      object2->dest.move(normal);
+    } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
+      normal *= (1 + DELTA);
+      object1->dest.move(-normal);
+    } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
+      normal *= (1 + DELTA);
+      object2->dest.move(normal);
     }
   }
 }
 
 void
-Sector::collision_handler()
+Sector::collision_static(collision::Constraints* constraints,
+                         const Vector& movement, const Rect& dest,
+                         GameObject& object)
 {
-#ifdef USE_GRID
-  grid->check_collisions();
-#else
-  for(std::vector<GameObject*>::iterator i = gameobjects.begin();
-      i != gameobjects.end(); ++i) {
-    GameObject* gameobject = *i;
-    if(!gameobject->is_valid())
+  collision_tilemap(constraints, movement, dest);
+
+  // collision with other (static) objects
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
+    if(moving_object->get_group() != COLGROUP_STATIC
+       && moving_object->get_group() != COLGROUP_MOVING_STATIC)
       continue;
-    MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
-    if(!movingobject)
+    if(!moving_object->is_valid())
       continue;
-    if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
-      movingobject->bbox.move(movingobject->movement);
-      movingobject->movement = Vector(0, 0);
+
+    if(moving_object != &object)
+      check_collisions(constraints, movement, dest, moving_object->bbox,
+          &object, moving_object);
+  }
+}
+
+void
+Sector::collision_static_constrains(MovingObject& object)
+{
+  using namespace collision;
+  float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
+
+  Constraints constraints;
+  Vector movement = object.get_movement();
+  Rect& dest = object.dest;
+  float owidth = object.get_bbox().get_width();
+  float oheight = object.get_bbox().get_height();
+
+  for(int i = 0; i < 2; ++i) {
+    collision_static(&constraints, Vector(0, movement.y), dest, object);
+    if(!constraints.has_constraints())
+      break;
+
+    // apply calculated horizontal constraints
+    if(constraints.bottom < infinity) {
+      float height = constraints.bottom - constraints.top;
+      if(height < oheight) {
+        // we're crushed, but ignore this for now, we'll get this again
+        // later if we're really crushed or things will solve itself when
+        // looking at the vertical constraints
+      }
+      dest.p2.y = constraints.bottom - DELTA;
+      dest.p1.y = dest.p2.y - oheight;
+    } else if(constraints.top > -infinity) {
+      dest.p1.y = constraints.top + DELTA;
+      dest.p2.y = dest.p1.y + oheight;
+    }
+  }
+  if(constraints.has_constraints()) {
+    if(constraints.hit.bottom) {
+      dest.move(constraints.ground_movement);
+    }
+    if(constraints.hit.top || constraints.hit.bottom) {
+      constraints.hit.left = false;
+      constraints.hit.right = false;
+      object.collision_solid(constraints.hit);
+    }
+  }
+
+  constraints = Constraints();
+  for(int i = 0; i < 2; ++i) {
+    collision_static(&constraints, movement, dest, object);
+    if(!constraints.has_constraints())
+      break;
+
+    // apply calculated vertical constraints
+    if(constraints.right < infinity) {
+      float width = constraints.right - constraints.left;
+      if(width + SHIFT_DELTA < owidth) {
+        printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
+            constraints.left, constraints.right);
+        CollisionHit h;
+        h.left = true;
+        h.right = true;
+        h.crush = true;
+        object.collision_solid(h);
+      } else {
+        dest.p2.x = constraints.right - DELTA;
+        dest.p1.x = dest.p2.x - owidth;
+      }
+    } else if(constraints.left > -infinity) {
+      dest.p1.x = constraints.left + DELTA;
+      dest.p2.x = dest.p1.x + owidth;
+    }
+  }
+
+  if(constraints.has_constraints()) {
+    if( constraints.hit.left || constraints.hit.right
+        || constraints.hit.top || constraints.hit.bottom
+        || constraints.hit.crush )
+      object.collision_solid(constraints.hit);
+  }
+
+  // an extra pass to make sure we're not crushed horizontally
+  constraints = Constraints();
+  collision_static(&constraints, movement, dest, object);
+  if(constraints.bottom < infinity) {
+    float height = constraints.bottom - constraints.top;
+    if(height + SHIFT_DELTA < oheight) {
+      printf("Object %p crushed vertically...\n", &object);
+      CollisionHit h;
+      h.top = true;
+      h.bottom = true;
+      h.crush = true;
+      object.collision_solid(h);
+    }
+  }
+}
+
+void
+Sector::handle_collisions()
+{
+  using namespace collision;
+
+  // calculate destination positions of the objects
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
+
+    moving_object->dest = moving_object->get_bbox();
+    moving_object->dest.move(moving_object->get_movement());
+  }
+
+  // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
+    if((moving_object->get_group() != COLGROUP_MOVING
+          && moving_object->get_group() != COLGROUP_MOVING_STATIC
+          && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
+        || !moving_object->is_valid())
       continue;
+
+    collision_static_constrains(*moving_object);
+  }
+
+
+  // part2: COLGROUP_MOVING vs tile attributes
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
+    if((moving_object->get_group() != COLGROUP_MOVING
+          && moving_object->get_group() != COLGROUP_MOVING_STATIC
+          && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
+        || !moving_object->is_valid())
+      continue;
+
+    uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
+    if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
+      moving_object->collision_tile(tile_attributes);
     }
+  }
 
-    // collision with tilemap
-    if(! (movingobject->movement == Vector(0, 0)))
-      collision_tilemap(movingobject, 0);
+  // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
+    if((moving_object->get_group() != COLGROUP_MOVING
+          && moving_object->get_group() != COLGROUP_MOVING_STATIC)
+        || !moving_object->is_valid())
+      continue;
 
-    // collision with other objects
-    for(std::vector<GameObject*>::iterator i2 = i+1;
-        i2 != gameobjects.end(); ++i2) {
-      GameObject* other_object = *i2;
-      if(!other_object->is_valid() 
-          || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
+    for(MovingObjects::iterator i2 = moving_objects.begin();
+        i2 != moving_objects.end(); ++i2) {
+      MovingObject* moving_object_2 = *i2;
+      if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
+         || !moving_object_2->is_valid())
         continue;
-      MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
-      if(!movingobject2)
+
+      if(intersects(moving_object->dest, moving_object_2->dest)) {
+        Vector normal;
+        CollisionHit hit;
+        get_hit_normal(moving_object->dest, moving_object_2->dest,
+                       hit, normal);
+        moving_object->collision(*moving_object_2, hit);
+        moving_object_2->collision(*moving_object, hit);
+      }
+    }
+  }
+
+  // part3: COLGROUP_MOVING vs COLGROUP_MOVING
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
+
+    if((moving_object->get_group() != COLGROUP_MOVING
+          && moving_object->get_group() != COLGROUP_MOVING_STATIC)
+        || !moving_object->is_valid())
+      continue;
+
+    for(MovingObjects::iterator i2 = i+1;
+        i2 != moving_objects.end(); ++i2) {
+      MovingObject* moving_object_2 = *i2;
+      if((moving_object_2->get_group() != COLGROUP_MOVING
+            && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
+         || !moving_object_2->is_valid())
         continue;
 
-      collision_object(movingobject, movingobject2);
+      collision_object(moving_object, moving_object_2);
     }
+  }
+
+  // apply object movement
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
 
-    movingobject->bbox.move(movingobject->get_movement());
-    movingobject->movement = Vector(0, 0);
+    moving_object->bbox = moving_object->dest;
+    moving_object->movement = Vector(0, 0);
   }
-#endif
+}
+
+bool
+Sector::is_free_of_tiles(const Rect& rect) const
+{
+  using namespace collision;
+
+  for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+    TileMap* solids = *i;
+
+    // test with all tiles in this rectangle
+    int starttilex = int(rect.p1.x - solids->get_x_offset()) / 32;
+    int starttiley = int(rect.p1.y - solids->get_y_offset()) / 32;
+    int max_x = int(rect.p2.x - solids->get_x_offset());
+    int max_y = int(rect.p2.y - solids->get_y_offset());
+
+    for(int x = starttilex; x*32 <= max_x; ++x) {
+      for(int y = starttiley; y*32 <= max_y; ++y) {
+       const Tile* tile = solids->get_tile(x, y);
+       if(!tile) continue;
+       if(tile->getAttributes() & Tile::SLOPE) {
+         AATriangle triangle;
+         Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
+         Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
+         triangle = AATriangle(p1, p2, tile->getData());
+         Constraints constraints;
+         return collision::rectangle_aatriangle(&constraints, rect, triangle);
+       }
+       if(tile->getAttributes() & Tile::SOLID) return false;
+      }
+    }
+  }
+
+  return true;
+}
+
+bool
+Sector::is_free_of_statics(const Rect& rect, const MovingObject* ignore_object) const
+{
+  using namespace collision;
+
+  if (!is_free_of_tiles(rect)) return false;
+
+  for(MovingObjects::const_iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    const MovingObject* moving_object = *i;
+    if (moving_object == ignore_object) continue;
+    if (!moving_object->is_valid()) continue;
+    if (moving_object->get_group() == COLGROUP_STATIC) {
+      if(intersects(rect, moving_object->get_bbox())) return false;
+    }
+  }
+
+  return true;
+}
+
+bool
+Sector::is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object) const
+{
+  using namespace collision;
+
+  if (!is_free_of_tiles(rect)) return false;
+
+  for(MovingObjects::const_iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    const MovingObject* moving_object = *i;
+    if (moving_object == ignore_object) continue;
+    if (!moving_object->is_valid()) continue;
+    if ((moving_object->get_group() == COLGROUP_MOVING) 
+      || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
+      || (moving_object->get_group() == COLGROUP_STATIC)) {
+      if(intersects(rect, moving_object->get_bbox())) return false;
+    }
+  }
+
+  return true;
 }
 
 bool
 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
 {
   // TODO remove this function and move these checks elsewhere...
-  static const size_t MAX_FIRE_BULLETS = 2;
-  static const size_t MAX_ICE_BULLETS = 1;
 
   Bullet* new_bullet = 0;
-  if(player_status.bonus == FIRE_BONUS) {
-    if(bullets.size() > MAX_FIRE_BULLETS-1)
-      return false;
-    new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
-  } else if(player_status.bonus == ICE_BONUS) {
-    if(bullets.size() > MAX_ICE_BULLETS-1)
-      return false;
-    new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
-  } else {
+  if((player_status->bonus == FIRE_BONUS &&
+      (int)bullets.size() >= player_status->max_fire_bullets) ||
+     (player_status->bonus == ICE_BONUS &&
+      (int)bullets.size() >= player_status->max_ice_bullets))
     return false;
-  }
+  new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
   add_object(new_bullet);
 
-  sound_manager->play("sounds/shoot.ogg");
+  sound_manager->play("sounds/shoot.wav");
 
   return true;
 }
@@ -782,22 +1390,19 @@ Sector::add_smoke_cloud(const Vector& pos)
 }
 
 void
-Sector::add_floating_text(const Vector& pos, const std::string& text)
-{
-  add_object(new FloatingText(pos, text));
-}
-
-void
 Sector::play_music(MusicType type)
 {
   currentmusic = type;
   switch(currentmusic) {
     case LEVEL_MUSIC:
-      sound_manager->play_music(std::string("music/") + song_title);
+      sound_manager->play_music(music);
       break;
     case HERRING_MUSIC:
       sound_manager->play_music("music/salcon.ogg");
       break;
+    case HERRING_WARNING_MUSIC:
+      sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
+      break;
     default:
       sound_manager->play_music("");
       break;
@@ -827,10 +1432,69 @@ Sector::get_total_badguys()
 bool
 Sector::inside(const Rect& rect) const
 {
-  if(rect.p1.x > solids->get_width() * 32 
-      || rect.p1.y > solids->get_height() * 32
-      || rect.p2.x < 0 || rect.p2.y < 0)
-    return false;
+  for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+    TileMap* solids = *i;
+    bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset()));
+    bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset());
+    if (horizontally && vertically) return true;
+  }
+  return false;
+}
 
-  return true;
+float
+Sector::get_width() const
+{
+  float width = 0;
+  for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+    TileMap* solids = *i;
+    if ((solids->get_width() * 32 + solids->get_x_offset()) > width) width = (solids->get_width() * 32 + solids->get_x_offset());
+  }
+  return width;
+}
+
+float
+Sector::get_height() const
+{
+  float height = 0;
+  for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+    TileMap* solids = *i;
+    if ((solids->get_height() * 32 + solids->get_y_offset()) > height) height = (solids->get_height() * 32 + solids->get_y_offset());
+  }
+  return height;
+}
+
+void
+Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
+{
+  for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+    TileMap* solids = *i;
+    solids->change_all(old_tile_id, new_tile_id);
+  }
+}
+
+
+void
+Sector::set_ambient_light(float red, float green, float blue)
+{
+  ambient_light.red = red;
+  ambient_light.green = green;
+  ambient_light.blue = blue;
+}
+
+float
+Sector::get_ambient_red()
+{
+  return ambient_light.red;
+}
+
+float
+Sector::get_ambient_green()
+{
+  return ambient_light.green;
+}
+
+float
+Sector::get_ambient_blue()
+{
+  return ambient_light.blue;
 }