+ Level* level; /**< Parent level containing this sector */
+ uint32_t collision_tile_attributes(const Rect& dest) const;
+
+ void before_object_remove(GameObject* object);
+ bool before_object_add(GameObject* object);
+
+ void try_expose(GameObject* object);
+ void try_unexpose(GameObject* object);
+ void try_expose_me();
+ void try_unexpose_me();
+
+ /** Checks for all possible collisions. And calls the
+ collision_handlers, which the collision_objects provide for this
+ case (or not). */
+ void handle_collisions();
+
+ /**
+ * Does collision detection between 2 objects and does instant
+ * collision response handling in case of a collision
+ */
+ void collision_object(MovingObject* object1, MovingObject* object2) const;
+
+ /**
+ * Does collision detection of an object against all other static
+ * objects (and the tilemap) in the level. Collision response is done
+ * for the first hit in time. (other hits get ignored, the function
+ * should be called repeatedly to resolve those)
+ *
+ * returns true if the collision detection should be aborted for this object
+ * (because of ABORT_MOVE in the collision response or no collisions)
+ */
+ void collision_static(collision::Constraints* constraints,
+ const Vector& movement, const Rect& dest, GameObject& object);
+
+ void collision_static_constrains(MovingObject& object);
+
+ GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
+