First step towards multiple tilesets per tilemap. Code is very inefficient for now...
[supertux.git] / src / sector.cpp
index b815ba2..c340ddb 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
 //  You should have received a copy of the GNU General Public License
 //  along with this program; if not, write to the Free Software
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
-#include "sector.h"
+#include <config.h>
 
 #include <memory>
+#include <algorithm>
 #include <stdexcept>
 #include <iostream>
 #include <fstream>
+#include <sstream>
 #include <stdexcept>
-#include "lispreader.h"
-
-#include "badguy.h"
-#include "special.h"
-#include "gameobjs.h"
-#include "camera.h"
-#include "background.h"
-#include "particlesystem.h"
-#include "tile.h"
-#include "tilemap.h"
-#include "sound_manager.h"
-#include "gameloop.h"
-#include "resources.h"
-#include "interactive_object.h"
-#include "door.h"
+#include <float.h>
+#include <math.h>
+#include <limits>
+#include <physfs.h>
+
+#include "sector.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"
+#include "lisp/parser.hpp"
+#include "lisp/lisp.hpp"
+#include "lisp/writer.hpp"
+#include "lisp/list_iterator.hpp"
+#include "tile.hpp"
+#include "audio/sound_manager.hpp"
+#include "game_session.hpp"
+#include "resources.hpp"
+#include "statistics.hpp"
+#include "object_factory.hpp"
+#include "collision.hpp"
+#include "spawn_point.hpp"
+#include "math/rect.hpp"
+#include "math/aatriangle.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 "trigger/sequence_trigger.hpp"
+#include "player_status.hpp"
+#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), background(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 = "Mortimers_chipdisko.mod";
-  player = new Player();
-  add_object(player);
+  add_object(new Player(player_status, "Tux"));
+  add_object(new DisplayEffect("Effect"));
+  add_object(new TextObject("Text"));
+
+  // 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()
 {
-  for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
-      ++i)
-    delete *i;
+  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);
+
+  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->parse(reader);
+    return camera;
+  } else if(name == "particles-snow") {
+    SnowParticleSystem* partsys = new SnowParticleSystem();
+    partsys->parse(reader);
+    return partsys;
+  } else if(name == "particles-rain") {
+    RainParticleSystem* partsys = new RainParticleSystem();
+    partsys->parse(reader);
+    return partsys;
+  } else if(name == "particles-comets") {
+    CometParticleSystem* partsys = new CometParticleSystem();
+    partsys->parse(reader);
+    return partsys;
+  } else if(name == "particles-ghosts") {
+    GhostParticleSystem* partsys = new GhostParticleSystem();
+    partsys->parse(reader);
+    return partsys;
+  } else if(name == "particles-clouds") {
+    CloudParticleSystem* partsys = new CloudParticleSystem();
+    partsys->parse(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) {
+    log_warning << e.what() << "" << std::endl;
+  }
+
+  return 0;
 }
 
 void
-Sector::parse(LispReader& lispreader)
+Sector::parse(const lisp::Lisp& sector)
 {
-  _current = this;
-  
-  for(lisp_object_t* cur = lispreader.get_lisp(); !lisp_nil_p(cur);
-      cur = lisp_cdr(cur)) {
-    std::string token = lisp_symbol(lisp_car(lisp_car(cur)));
-    lisp_object_t* data = lisp_car(lisp_cdr(lisp_car(cur)));
-    LispReader reader(lisp_cdr(lisp_car(cur)));
 
+  TileMap::loading_worldmap = false;
+
+  bool has_background = false;
+  lisp::ListIterator iter(&sector);
+  while(iter.next()) {
+    const std::string& token = iter.item();
     if(token == "name") {
-      name = lisp_string(data);
+      iter.value()->get(name);
     } else if(token == "gravity") {
-      gravity = lisp_integer(data);
+      iter.value()->get(gravity);
     } else if(token == "music") {
-      song_title = lisp_string(data);
-      load_music();
-    } else if(token == "camera") {
-      if(camera) {
-        std::cerr << "Warning: More than 1 camera defined in sector.\n";
-        continue;
-      }
-      camera = new Camera(this);
-      camera->read(reader);
-      add_object(camera);
-    } else if(token == "background") {
-      background = new Background(reader);
-      add_object(background);
-    } else if(token == "playerspawn") {
-      SpawnPoint* sp = new SpawnPoint;
-      reader.read_string("name", sp->name);
-      reader.read_float("x", sp->pos.x);
-      reader.read_float("y", sp->pos.y);
+      iter.value()->get(music);
+    } else if(token == "spawnpoint") {
+      SpawnPoint* sp = new SpawnPoint(iter.lisp());
       spawnpoints.push_back(sp);
-    } else if(token == "tilemap") {
-      TileMap* tilemap = new TileMap(reader);
-      add_object(tilemap);
-
-      if(tilemap->is_solid()) {
-        if(solids) {
-          std::cerr << "Warning multiple solid tilemaps in sector.\n";
-          continue;
-        }
-        solids = tilemap;
+    } 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 if(badguykind_from_string(token) != BAD_INVALID) {
-      add_object(new BadGuy(badguykind_from_string(token), reader));
-    } else if(token == "trampoline") {
-      add_object(new Trampoline(reader));
-    } else if(token == "flying-platform") {
-      add_object(new FlyingPlatform(reader));
-    } else if(token == "particles-snow") {
-      SnowParticleSystem* partsys = new SnowParticleSystem();
-      partsys->parse(reader);
-      add_object(partsys);
-    } else if(token == "particles-clouds") {
-      CloudParticleSystem* partsys = new CloudParticleSystem();
-      partsys->parse(reader);
-      add_object(partsys);
-    } else if(token == "door") {
-      add_object(new Door(reader));
     } else {
-      std::cerr << "Unknown object type '" << token << "'.\n";
+      GameObject* object = parse_object(token, *(iter.lisp()));
+      if(object) {
+        if(dynamic_cast<Background *>(object)) {
+           has_background = true;
+        } else if(dynamic_cast<Gradient *>(object)) {
+           has_background = true;
+        }
+        add_object(object);
+      }
     }
   }
 
+  if(!has_background) {
+    Gradient* gradient = new Gradient();
+    gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1));
+    add_object(gradient);
+  }
+
+  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";
-    camera = new Camera(this);
-    add_object(camera);
+    log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
+    update_game_objects();
+    add_object(new Camera(this, "Camera"));
   }
-  if(!solids)
-    throw std::runtime_error("sector does not contain a solid tile layer.");
+
+  update_game_objects();
 }
 
 void
-Sector::parse_old_format(LispReader& reader)
+Sector::parse_old_format(const lisp::Lisp& reader)
 {
-  _current = this;
-  
+
+  TileMap::loading_worldmap = false;
+
   name = "main";
-  reader.read_float("gravity", gravity);
+  reader.get("gravity", gravity);
 
   std::string backgroundimage;
-  reader.read_string("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.read_float("bkgd_speed", bgspeed);
+  reader.get("bkgd_speed", bgspeed);
+  bgspeed /= 100;
 
   Color bkgd_top, bkgd_bottom;
   int r = 0, g = 0, b = 128;
-  reader.read_int("bkgd_red_top", r);
-  reader.read_int("bkgd_green_top",  g);
-  reader.read_int("bkgd_blue_top",  b);
-  bkgd_top.red = r;
-  bkgd_top.green = g;
-  bkgd_top.blue = b;
-  
-  reader.read_int("bkgd_red_bottom",  r);
-  reader.read_int("bkgd_green_bottom", g);
-  reader.read_int("bkgd_blue_bottom", b);
-  bkgd_bottom.red = r;
-  bkgd_bottom.green = g;
-  bkgd_bottom.blue = b;
-  
+  reader.get("bkgd_red_top", r);
+  reader.get("bkgd_green_top",  g);
+  reader.get("bkgd_blue_top",  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 = 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 = new Background;
+    Background* background = new Background();
     background->set_image(backgroundimage, bgspeed);
     add_object(background);
   } else {
-    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;
-  reader.read_string("particle_system", particlesystem);
+  reader.get("particle_system", particlesystem);
   if(particlesystem == "clouds")
     add_object(new CloudParticleSystem());
   else if(particlesystem == "snow")
     add_object(new SnowParticleSystem());
+  else if(particlesystem == "rain")
+    add_object(new RainParticleSystem());
 
   Vector startpos(100, 170);
-  reader.read_float("start_pos_x", startpos.x);
-  reader.read_float("start_pos_y", startpos.y);
+  reader.get("start_pos_x", startpos.x);
+  reader.get("start_pos_y", startpos.y);
 
   SpawnPoint* spawn = new SpawnPoint;
   spawn->pos = startpos;
   spawn->name = "main";
   spawnpoints.push_back(spawn);
 
-  song_title = "Mortimers_chipdisko.mod";
-  reader.read_string("music", song_title);
-  load_music();
+  music = "chipdisko.ogg";
+  // skip reading music filename. It's all .ogg now, anyway
+  /*
+  reader.get("music", music);
+  */
+  music = "music/" + music;
+
+  int width = 30, height = 15;
+  reader.get("width", width);
+  reader.get("height", height);
 
-  int width, height = 15;
-  reader.read_int("width", width);
-  reader.read_int("height", height);
-  
   std::vector<unsigned int> tiles;
-  if(reader.read_int_vector("interactive-tm", tiles)
-      || reader.read_int_vector("tilemap", 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);
-    solids = tilemap;
+
+    // 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.read_int_vector("background-tm", tiles)) {
+  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.read_int_vector("foreground-tm", tiles)) {
+  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);
   }
 
-  // TODO read resetpoints
+  // read reset-points (now spawn-points)
+  const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
+  if(resetpoints) {
+    lisp::ListIterator iter(resetpoints);
+    while(iter.next()) {
+      if(iter.item() == "point") {
+        Vector sp_pos;
+        if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
+          {
+          SpawnPoint* sp = new SpawnPoint;
+          sp->name = "main";
+          sp->pos = sp_pos;
+          spawnpoints.push_back(sp);
+          }
+      } else {
+        log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
+      }
+    }
+  }
 
   // read objects
-  {
-    lisp_object_t* cur = 0;
-    if(reader.read_lisp("objects", cur)) {
-      while(!lisp_nil_p(cur)) {
-        lisp_object_t* data = lisp_car(cur);
-        std::string object_type = lisp_symbol(lisp_car(data));
-                                                                                
-        LispReader reader(lisp_cdr(data));
-                                                                                
-        if(object_type == "trampoline") {
-          add_object(new Trampoline(reader));
-        }
-        else if(object_type == "flying-platform") {
-          add_object(new FlyingPlatform(reader));
-        }
-        else {
-          BadGuyKind kind = badguykind_from_string(object_type);
-          add_object(new BadGuy(kind, reader));
-        }
-                                                                                
-        cur = lisp_cdr(cur);
+  const lisp::Lisp* objects = reader.get_lisp("objects");
+  if(objects) {
+    lisp::ListIterator iter(objects);
+    while(iter.next()) {
+      GameObject* object = parse_object(iter.item(), *(iter.lisp()));
+      if(object) {
+        add_object(object);
+      } else {
+        log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
       }
     }
   }
 
   // add a 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();
+}
+
+void
+Sector::fix_old_tiles()
+{
+  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, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
+       }
+       // 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, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
+         }
+       }
+
+      }
+    }
+  }
+
+
 }
 
 void
-Sector::write(LispWriter& writer)
+Sector::write(lisp::Writer& writer)
 {
   writer.write_string("name", name);
   writer.write_float("gravity", gravity);
+  writer.write_string("music", music);
 
+  // write spawnpoints
+  for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
+      ++i) {
+    SpawnPoint* spawn = *i;
+    writer.start_list("spawn-points");
+    writer.write_string("name", spawn->name);
+    writer.write_float("x", spawn->pos.x);
+    writer.write_float("y", spawn->pos.y);
+    writer.end_list("spawn-points");
+  }
+
+  // write objects
   for(GameObjects::iterator i = gameobjects.begin();
       i != gameobjects.end(); ++i) {
     Serializable* serializable = dynamic_cast<Serializable*> (*i);
@@ -271,32 +488,66 @@ Sector::write(LispWriter& 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)
 {
+  // make sure the object isn't already in the list
+#ifdef DEBUG
+  for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
+      ++i) {
+    if(*i == object) {
+      assert("object already added to sector" == 0);
+    }
+  }
+  for(GameObjects::iterator i = gameobjects_new.begin();
+      i != gameobjects_new.end(); ++i) {
+    if(*i == object) {
+      assert("object already added to sector" == 0);
+    }
+  }
+#endif
+
+  object->ref();
   gameobjects_new.push_back(object);
 }
 
 void
 Sector::activate(const std::string& spawnpoint)
 {
-  _current = this;
-
-  // Apply bonuses from former levels
-  switch (player_status.bonus)
-    {
-    case PlayerStatus::NO_BONUS:
-      break;
-                                                                                
-    case PlayerStatus::FLOWER_BONUS:
-      player->got_power = Player::FIRE_POWER;  // FIXME: add ice power to here
-      // fall through
-                                                                                
-    case PlayerStatus::GROWUP_BONUS:
-      player->grow(false);
-      break;
-    }
-
   SpawnPoint* sp = 0;
   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
       ++i) {
@@ -306,554 +557,1019 @@ Sector::activate(const std::string& spawnpoint)
     }
   }
   if(!sp) {
-    std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+    log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
+    if(spawnpoint != "main") {
+      activate("main");
+    } else {
+      activate(Vector(0, 0));
+    }
+  } 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(sp->pos);
+    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 != "") {
+    std::istringstream in(init_script);
+    run_script(in, std::string("Sector(") + name + ") - init");
+  }
+}
+
+void
+Sector::deactivate()
+{
+  if(_current != this)
+    return;
+
+  // 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);
   }
 
-  camera->reset(Vector(player->base.x, player->base.y));
+  try_unexpose_me();
+  _current = NULL;
+}
+
+Rect
+Sector::get_active_region()
+{
+  return Rect(
+    camera->get_translation() - Vector(1600, 1200),
+    camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
 }
 
 void
-Sector::action(float elapsed_time)
+Sector::update(float elapsed_time)
 {
   player->check_bounds(camera);
-                                                                                
-  /* update objects (don't use iterators here, because the list might change
-   * during the iteration)
-   */
-  for(size_t i = 0; i < gameobjects.size(); ++i)
-    if(gameobjects[i]->is_valid())
-      gameobjects[i]->action(elapsed_time);
-                                                                                
+
+  /* update objects */
+  for(GameObjects::iterator i = gameobjects.begin();
+          i != gameobjects.end(); ++i) {
+    GameObject* object = *i;
+    if(!object->is_valid())
+      continue;
+
+    object->update(elapsed_time);
+  }
+
   /* Handle all possible collisions. */
-  collision_handler();
-                                                                                
+  handle_collisions();
+  update_game_objects();
+}
+
+void
+Sector::update_game_objects()
+{
   /** cleanup marked objects */
   for(std::vector<GameObject*>::iterator i = gameobjects.begin();
       i != gameobjects.end(); /* nothing */) {
-    if((*i)->is_valid() == false) {
-      BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
-      if(badguy) {
-        badguys.erase(std::remove(badguys.begin(), badguys.end(), badguy),
-            badguys.end());
-      }
-      Bullet* bullet = dynamic_cast<Bullet*> (*i);
-      if(bullet) {
-        bullets.erase(
-            std::remove(bullets.begin(), bullets.end(), bullet),
-            bullets.end());
-      }
-      InteractiveObject* interactive_object =
-          dynamic_cast<InteractiveObject*> (*i);
-      if(interactive_object) {
-        interactive_objects.erase(
-            std::remove(interactive_objects.begin(), interactive_objects.end(),
-                interactive_object), interactive_objects.end());
-      }
-      Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
-      if(upgrade) {
-        upgrades.erase(
-            std::remove(upgrades.begin(), upgrades.end(), upgrade),
-            upgrades.end());
-      }
-      Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
-      if(trampoline) {
-        trampolines.erase(
-            std::remove(trampolines.begin(), trampolines.end(), trampoline),
-            trampolines.end());
-      }
-      FlyingPlatform* flying_platform= dynamic_cast<FlyingPlatform*> (*i);
-      if(flying_platform) {
-        flying_platforms.erase(
-            std::remove(flying_platforms.begin(), flying_platforms.end(), flying_platform),
-            flying_platforms.end());
-      }
-                                                                                
-      delete *i;
-      i = gameobjects.erase(i);
-    } else {
+    GameObject* object = *i;
+
+    if(object->is_valid()) {
       ++i;
+      continue;
     }
+
+    before_object_remove(object);
+
+    object->unref();
+    i = gameobjects.erase(i);
   }
 
   /* add newly created objects */
   for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
       i != gameobjects_new.end(); ++i)
   {
-          BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
-          if(badguy)
-            badguys.push_back(badguy);
-          Bullet* bullet = dynamic_cast<Bullet*> (*i);
-          if(bullet)
-            bullets.push_back(bullet);
-          Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
-          if(upgrade)
-            upgrades.push_back(upgrade);
-          Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
-          if(trampoline)
-            trampolines.push_back(trampoline);
-          FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
-          if(flying_platform)
-            flying_platforms.push_back(flying_platform);
-          InteractiveObject* interactive_object 
-              = dynamic_cast<InteractiveObject*> (*i);
-          if(interactive_object)
-            interactive_objects.push_back(interactive_object);
-
-          gameobjects.push_back(*i);
+    GameObject* object = *i;
+
+    before_object_add(object);
+
+    gameobjects.push_back(object);
   }
   gameobjects_new.clear();
 
+  /* update solid_tilemaps list */
+  //FIXME: this could be more efficient
+  solid_tilemaps.clear();
+  for(std::vector<GameObject*>::iterator i = gameobjects.begin();
+      i != gameobjects.end(); ++i)
+  {
+    TileMap* tm = dynamic_cast<TileMap*>(*i);
+    if (!tm) continue;
+    if (tm->is_solid()) solid_tilemaps.push_back(tm);
+  }
+
+}
+
+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());
-  
+
   for(GameObjects::iterator i = gameobjects.begin();
       i != gameobjects.end(); ++i) {
-    if( (*i)->is_valid() )
-      (*i)->draw(context);
+    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);
+  }
+
+  if(show_collrects) {
+    Color col(0.2f, 0.2f, 0.2f, 0.7f);
+    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();
 }
 
-void
-Sector::collision_handler()
+/*-------------------------------------------------------------------------
+ * Collision Detection
+ *-------------------------------------------------------------------------*/
+
+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)
 {
-  // CO_BULLET & CO_BADGUY check
-  for(unsigned int i = 0; i < bullets.size(); ++i)
-    {
-      for (BadGuys::iterator j = badguys.begin(); j != badguys.end(); ++j)
-        {
-          if((*j)->dying != DYING_NOT)
-            continue;
-                                                                                
-          if(rectcollision(bullets[i]->base, (*j)->base))
-            {
-              // We have detected a collision and now call the
-              // collision functions of the collided objects.
-              (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
-              bullets[i]->collision(CO_BADGUY);
-              break; // bullet is invalid now, so break
-            }
-        }
+  if(!collision::intersects(r1, r2))
+    return;
+
+  MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
+  CollisionHit dummy;
+  if(other != NULL && !other->collides(*object, dummy))
+    return;
+  if(moving_object != NULL && !moving_object->collides(*other, dummy))
+    return;
+
+  // 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;
     }
-                                                                                
-  /* CO_BADGUY & CO_BADGUY check */
-  for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
-    {
-      if((*i)->dying != DYING_NOT)
-        continue;
-                                                                                
-      BadGuys::iterator j = i;
-      ++j;
-      for (; j != badguys.end(); ++j)
-        {
-          if(j == i || (*j)->dying != DYING_NOT)
-            continue;
-                                                                                
-          if(rectcollision((*i)->base, (*j)->base))
-            {
-              // We have detected a collision and now call the
-              // collision functions of the collided objects.
-              (*j)->collision(*i, CO_BADGUY);
-              (*i)->collision(*j, CO_BADGUY);
-            }
-        }
+  } else {
+    // 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(player->dying != DYING_NOT) return;
-                                                                                
-  // CO_BADGUY & CO_PLAYER check
-  for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
-    {
-      if((*i)->dying != DYING_NOT)
-        continue;
-                                                                                
-      if(rectcollision_offset((*i)->base, player->base, 0, 0))
-        {
-          // We have detected a collision and now call the collision
-          // functions of the collided objects.
-          if (player->previous_base.y < player->base.y &&
-              player->previous_base.y + player->previous_base.height
-              < (*i)->base.y + (*i)->base.height/2
-              && !player->invincible_timer.started())
-            {
-              (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
-            }
-          else
-            {
-              player->collision(*i, CO_BADGUY);
-              (*i)->collision(player, CO_PLAYER, COLLISION_NORMAL);
-            }
-        }
+  }
+
+  if(other != NULL) {
+    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();
     }
-                                                                                
-  // CO_UPGRADE & CO_PLAYER check
-  for(unsigned int i = 0; i < upgrades.size(); ++i)
-    {
-      if(rectcollision(upgrades[i]->base, player->base))
-        {
-          // We have detected a collision and now call the collision
-          // functions of the collided objects.
-          upgrades[i]->collision(player, CO_PLAYER, COLLISION_NORMAL);
-        }
+  }
+
+  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;
     }
-                                                                                
-  // CO_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
-  for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
-  {
-    if (rectcollision((*i)->base, player->base))
-    {
-      if (player->previous_base.y < player->base.y &&
-          player->previous_base.y + player->previous_base.height
-          < (*i)->base.y + (*i)->base.height/2)
-      {
-        (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
-      }
-      else if (player->previous_base.y <= player->base.y)
-      {
-        player->collision(*i, CO_TRAMPOLINE);
-        (*i)->collision(player, CO_PLAYER, COLLISION_NORMAL);
-      }
+  } else {
+    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;
     }
   }
-                                                                                
-  // CO_FLYING_PLATFORM & (CO_PLAYER or CO_BADGUY)
-  for (FlyingPlatforms::iterator i = flying_platforms.begin(); i != flying_platforms.end(); ++i)
-  {
-    if (rectcollision((*i)->base, player->base))
-    {
-      if (player->previous_base.y < player->base.y &&
-          player->previous_base.y + player->previous_base.height
-          < (*i)->base.y + (*i)->base.height/2)
-      {
-        (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
-        player->collision(*i, CO_FLYING_PLATFORM);
+}
+
+static const float DELTA = .001f;
+
+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);
+       }
       }
-/*      else if (player->previous_base.y <= player->base.y)
-      {
-      }*/
     }
   }
 }
 
-void
-Sector::add_score(const Vector& pos, int s)
+uint32_t
+Sector::collision_tile_attributes(const Rect& dest) const
 {
-  player_status.score += s;
-                                                                                
-  add_object(new FloatingScore(pos, s));
+  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();
+      }
+    }
+  }
+
+  return result;
 }
-                                                                                
-void
-Sector::add_bouncy_distro(const Vector& pos)
+
+/** 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)
 {
-  add_object(new BouncyDistro(pos));
+  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;
+    }
+  }
 }
-                                                                                
+
 void
-Sector::add_broken_brick(const Vector& pos, Tile* tile)
+Sector::collision_object(MovingObject* object1, MovingObject* object2) const
 {
-  add_broken_brick_piece(pos, Vector(-1, -4), tile);
-  add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
-                                                                                
-  add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
-  add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
+  using namespace collision;
+
+  const Rect& r1 = object1->dest;
+  const Rect& r2 = object2->dest;
+
+  CollisionHit hit;
+  if(intersects(object1->dest, object2->dest)) {
+    Vector normal;
+    get_hit_normal(r1, r2, hit, normal);
+
+    if(!object1->collides(*object2, hit))
+      return;
+    std::swap(hit.left, hit.right);
+    std::swap(hit.top, hit.bottom);
+    if(!object2->collides(*object1, hit))
+      return;
+    std::swap(hit.left, hit.right);
+    std::swap(hit.top, hit.bottom);
+
+    HitResponse response1 = object1->collision(*object2, hit);
+    std::swap(hit.left, hit.right);
+    std::swap(hit.top, hit.bottom);
+    HitResponse response2 = object2->collision(*object1, hit);
+    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::add_broken_brick_piece(const Vector& pos, const Vector& movement,
-    Tile* tile)
+Sector::collision_static(collision::Constraints* constraints,
+                         const Vector& movement, const Rect& dest,
+                         GameObject& object)
 {
-  add_object(new BrokenBrick(tile, pos, movement));
+  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;
+    if(!moving_object->is_valid())
+      continue;
+
+    if(moving_object != &object)
+      check_collisions(constraints, movement, dest, moving_object->bbox,
+          &object, moving_object);
+  }
 }
-                                                                                
+
 void
-Sector::add_bouncy_brick(const Vector& pos)
+Sector::collision_static_constrains(MovingObject& object)
 {
-  add_object(new BouncyBrick(pos));
+  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) {
+#if 0
+        printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
+            constraints.left, constraints.right);
+#endif
+        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) {
+#if 0
+      printf("Object %p crushed vertically...\n", &object);
+#endif
+      CollisionHit h;
+      h.top = true;
+      h.bottom = true;
+      h.crush = true;
+      object.collision_solid(h);
+    }
+  }
 }
 
-BadGuy*
-Sector::add_bad_guy(float x, float y, BadGuyKind kind)
-{
-  BadGuy* badguy = new BadGuy(kind, x, y);
-  add_object(badguy);
-  return badguy;
+namespace {
+  const float MAX_SPEED = 16.0f;
 }
-                                                                                
+
 void
-Sector::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
+Sector::handle_collisions()
 {
-  add_object(new Upgrade(pos, dir, kind));
+  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;
+    Vector mov = moving_object->get_movement();
+
+    // make sure movement is never faster than MAX_SPEED. Norm is pretty fat, so two addl. checks are done before.
+    if (((mov.x > MAX_SPEED * M_SQRT1_2) || (mov.y > MAX_SPEED * M_SQRT1_2)) && (mov.norm() > MAX_SPEED)) {
+      moving_object->movement = mov.unit() * MAX_SPEED;
+      //log_debug << "Temporarily reduced object's speed of " << mov.norm() << " to " << moving_object->movement.norm() << "." << std::endl;
+    }
+
+    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);
+    }
+  }
+
+  // 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;
+
+    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;
+
+      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);
+        if(!moving_object->collides(*moving_object_2, hit))
+          continue;
+        if(!moving_object_2->collides(*moving_object, hit))
+          continue;
+
+        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(moving_object, moving_object_2);
+    }
+  }
+
+  // apply object movement
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
+
+    moving_object->bbox = moving_object->dest;
+    moving_object->movement = Vector(0, 0);
+  }
 }
-                                                                                
+
 bool
-Sector::add_bullet(const Vector& pos, float xm, Direction dir)
+Sector::is_free_of_tiles(const Rect& rect, const bool ignoreUnisolid) const
 {
-  if(player->got_power == Player::FIRE_POWER)
-    {
-    if(bullets.size() > MAX_FIRE_BULLETS-1)
-      return false;
-    }
-  else if(player->got_power == Player::ICE_POWER)
-    {
-    if(bullets.size() > MAX_ICE_BULLETS-1)
-      return false;
+  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) && !ignoreUnisolid) return false;
+       if((tile->getAttributes() & Tile::SOLID) && !(tile->getAttributes() & Tile::UNISOLID)) return false;
+      }
     }
-                                                                                
-  Bullet* new_bullet = 0;
-  if(player->got_power == Player::FIRE_POWER)
-    new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
-  else if(player->got_power == Player::ICE_POWER)
-    new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
-  else
-    throw std::runtime_error("wrong bullet type.");
-  add_object(new_bullet);
-                                                                                
-  sound_manager->play_sound(sounds[SND_SHOOT]);
-                                                                                
+  }
+
   return true;
 }
 
-/* Break a brick: */
 bool
-Sector::trybreakbrick(const Vector& pos, bool small)
+Sector::is_free_of_statics(const Rect& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
 {
-  Tile* tile = solids->get_tile_at(pos);
-  if (!tile)
-  {
-    char errmsg[64];
-    sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
-    throw SuperTuxException(errmsg, __FILE__, __LINE__);
-  }
+  using namespace collision;
 
-  if (tile->attributes & Tile::BRICK)
-    {
-      if (tile->data > 0)
-        {
-          /* Get a distro from it: */
-          add_bouncy_distro(
-              Vector(((int)(pos.x + 1) / 32) * 32, (int)(pos.y / 32) * 32));
-                                                                                
-          // TODO: don't handle this in a global way but per-tile...
-          if (!counting_distros)
-            {
-              counting_distros = true;
-              distro_counter = 5;
-            }
-          else
-            {
-              distro_counter--;
-            }
-                                                                                
-          if (distro_counter <= 0)
-            {
-              counting_distros = false;
-              solids->change_at(pos, tile->next_tile);
-            }
-                                                                                
-          sound_manager->play_sound(sounds[SND_DISTRO]);
-          player_status.score = player_status.score + SCORE_DISTRO;
-          player_status.distros++;
-          return true;
-        }
-      else if (!small)
-        {
-          /* Get rid of it: */
-          solids->change_at(pos, tile->next_tile);
-                                                                                
-          /* Replace it with broken bits: */
-          add_broken_brick(Vector(
-                                 ((int)(pos.x + 1) / 32) * 32,
-                                 (int)(pos.y / 32) * 32), tile);
-                                                                                
-          /* Get some score: */
-          sound_manager->play_sound(sounds[SND_BRICK]);
-          player_status.score = player_status.score + SCORE_BRICK;
-                                                                                
-          return true;
-        }
+  if (!is_free_of_tiles(rect, ignoreUnisolid)) 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 false;
+  }
+
+  return true;
 }
-                                                                                
-/* Empty a box: */
-void
-Sector::tryemptybox(const Vector& pos, Direction col_side)
+
+bool
+Sector::is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object) const
 {
-  Tile* tile = solids->get_tile_at(pos);
-  if (!tile)
-  {
-    char errmsg[64];
-    sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
-    throw SuperTuxException(errmsg, __FILE__, __LINE__);
+  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;
+}
 
-  if (!(tile->attributes & Tile::FULLBOX))
-    return;
-                                                                                
-  // according to the collision side, set the upgrade direction
-  if(col_side == LEFT)
-    col_side = RIGHT;
-  else
-    col_side = LEFT;
-                                                                                
-  int posx = ((int)(pos.x+1) / 32) * 32;
-  int posy = (int)(pos.y/32) * 32 - 32;
-  switch(tile->data)
-    {
-    case 1: // Box with a distro!
-      add_bouncy_distro(Vector(posx, posy));
-      sound_manager->play_sound(sounds[SND_DISTRO]);
-      player_status.score = player_status.score + SCORE_DISTRO;
-      player_status.distros++;
-      break;
-                                                                                
-    case 2: // Add a fire flower upgrade!
-      if (player->size == SMALL)     /* Tux is small, add mints! */
-        add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
-      else     /* Tux is big, add a fireflower: */
-        add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
-      sound_manager->play_sound(sounds[SND_UPGRADE]);
-      break;
-                                                                                
-    case 5: // Add an ice flower upgrade!
-      if (player->size == SMALL)     /* Tux is small, add mints! */
-        add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
-      else     /* Tux is big, add an iceflower: */
-        add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
-      sound_manager->play_sound(sounds[SND_UPGRADE]);
+bool
+Sector::add_bullet(const Vector& pos, float xm, Direction dir)
+{
+  // TODO remove this function and move these checks elsewhere...
+
+  Bullet* new_bullet = 0;
+  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.wav");
+
+  return true;
+}
+
+bool
+Sector::add_smoke_cloud(const Vector& pos)
+{
+  add_object(new SmokeCloud(pos));
+  return true;
+}
+
+void
+Sector::play_music(MusicType type)
+{
+  currentmusic = type;
+  switch(currentmusic) {
+    case LEVEL_MUSIC:
+      sound_manager->play_music(music);
       break;
-                                                                                
-    case 3: // Add a golden herring
-      add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
+    case HERRING_MUSIC:
+      sound_manager->play_music("music/salcon.ogg");
       break;
-                                                                                
-    case 4: // Add a 1up extra
-      add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
+    case HERRING_WARNING_MUSIC:
+      sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
       break;
     default:
+      sound_manager->play_music("");
       break;
-    }
-                                                                                
-  /* Empty the box: */
-  solids->change_at(pos, tile->next_tile);
+  }
 }
-                                                                                
-/* Try to grab a distro: */
-void
-Sector::trygrabdistro(const Vector& pos, int bounciness)
+
+MusicType
+Sector::get_music_type()
 {
-  Tile* tile = solids->get_tile_at(pos);
-  if (!tile)
-  {
-    /*char errmsg[64];
-    sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
-    throw SuperTuxException(errmsg, __FILE__, __LINE__); */
-    
-    //Bad tiles (i.e. tiles that are not defined in supertux.stgt but appear in the map) are changed to ID 0 (blank tile)
-    std::cout << "Warning: Undefined tile at " <<(int)pos.x/32 << "/" << (int)pos.y/32 << " (ID: " << (int)solids->get_tile_id_at(pos) << ")" << std::endl;
-    solids->change_at(pos,0);
-    tile = solids->get_tile_at(pos);
+  return currentmusic;
+}
+
+int
+Sector::get_total_badguys()
+{
+  int total_badguys = 0;
+  for(GameObjects::iterator i = gameobjects.begin();
+      i != gameobjects.end(); ++i) {
+    BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+    if (badguy && badguy->countMe)
+      total_badguys++;
   }
 
+  return total_badguys;
+}
 
-  if (!(tile->attributes & Tile::COIN))
-    return;
+bool
+Sector::inside(const Rect& rect) const
+{
+  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());
 
-  solids->change_at(pos, tile->next_tile);
-  sound_manager->play_sound(sounds[SND_DISTRO]);
-                                                                            
-  if (bounciness == BOUNCE)
-    {
-      add_bouncy_distro(Vector(((int)(pos.x + 1) / 32) * 32,
-                              (int)(pos.y / 32) * 32));
+    if (horizontally && vertically)
+      return true;
+  }
+  return false;
+}
+
+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();
     }
-                                                                            
-  player_status.score = player_status.score + SCORE_DISTRO;
-  player_status.distros++;
+  }
 
+  return width;
 }
-                                                                                
-/* Try to bump a bad guy from below: */
-void
-Sector::trybumpbadguy(const Vector& pos)
+
+float
+Sector::get_height() const
 {
-  // Bad guys:
-  for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
-    {
-      if ((*i)->base.x >= pos.x - 32 && (*i)->base.x <= pos.x + 32 &&
-          (*i)->base.y >= pos.y - 16 && (*i)->base.y <= pos.y + 16)
-        {
-          (*i)->collision(player, CO_PLAYER, COLLISION_BUMP);
-        }
-    }
-                                                                                
-  // Upgrades:
-  for (unsigned int i = 0; i < upgrades.size(); i++)
-    {
-      if (upgrades[i]->base.height == 32 &&
-          upgrades[i]->base.x >= pos.x - 32 && upgrades[i]->base.x <= pos.x + 32 &&
-          upgrades[i]->base.y >= pos.y - 16 && upgrades[i]->base.y <= pos.y + 16)
-        {
-          upgrades[i]->collision(player, CO_PLAYER, COLLISION_BUMP);
-        }
+  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::load_music()
-{
-  char* song_path;
-  char* song_subtitle;
-                                                                                
-  level_song = sound_manager->load_music(datadir + "/music/" + song_title);
-                                                                                
-  song_path = (char *) malloc(sizeof(char) * datadir.length() +
-                              strlen(song_title.c_str()) + 8 + 5);
-  song_subtitle = strdup(song_title.c_str());
-  strcpy(strstr(song_subtitle, "."), "\0");
-  sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
-          song_subtitle, strstr(song_title.c_str(), "."));
-  if(!sound_manager->exists_music(song_path)) {
-    level_song_fast = level_song;
-  } else {
-    level_song_fast = sound_manager->load_music(song_path);
+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);
   }
-  free(song_subtitle);
-  free(song_path);
 }
 
+
 void
-Sector::play_music(int type)
+Sector::set_ambient_light(float red, float green, float blue)
 {
-  currentmusic = type;
-  switch(currentmusic) {
-    case HURRYUP_MUSIC:
-      sound_manager->play_music(level_song_fast);
-      break;
-    case LEVEL_MUSIC:
-      sound_manager->play_music(level_song);
-      break;
-    case HERRING_MUSIC:
-      sound_manager->play_music(herring_song);
-      break;
-    default:
-      sound_manager->halt_music();
-      break;
-  }
+  ambient_light.red = red;
+  ambient_light.green = green;
+  ambient_light.blue = blue;
 }
 
-int
-Sector::get_music_type()
+float
+Sector::get_ambient_red()
 {
-  return currentmusic;
+  return ambient_light.red;
+}
+
+float
+Sector::get_ambient_green()
+{
+  return ambient_light.green;
+}
+
+float
+Sector::get_ambient_blue()
+{
+  return ambient_light.blue;
 }