-bool collision_object_map(base_type* object);
-
-/* Checks for all possible collisions.
- And calls the collision_handlers, which the collision_objects provide for this case (or not). */
-void collision_handler();
+bool collision_object_map(const base_type& object);
+bool collision_object_map(const Rectangle& rect);
+
+/** Return a pointer to the tile at the given x/y coordinates */
+const Tile* gettile(float x, float y);
+
+// Some little helper function to check for tile properties
+bool issolid(float x, float y);
+bool isbrick(float x, float y);
+bool isice(float x, float y);
+bool isspike(float x, float y);
+bool isfullbox(float x, float y);
+
+typedef void* (*tiletestfunction)(const Tile* tile);
+/** invokes the function for each tile the baserectangle collides with. The
+ * function aborts and returns true as soon as the tiletestfunction returns
+ * != 0 then this value is returned. returns 0 if all tests failed.
+ */
+void* collision_func(const base_type& base, tiletestfunction* function);
+const Tile* collision_goal(const Rectangle& rect);
+#endif