hopefully fixed the crash on exit, keep sectors script bundled in the sector and...
[supertux.git] / src / sector.cpp
index c31dda2..69571e1 100644 (file)
 //  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 <config.h>
 
 #include <memory>
 #include <algorithm>
 #include <stdexcept>
 #include <iostream>
 #include <fstream>
+#include <sstream>
 #include <stdexcept>
+#include <float.h>
 
-#include "app/globals.h"
-#include "sector.h"
-#include "utils/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 "audio/sound_manager.h"
-#include "gameloop.h"
-#include "resources.h"
-#include "interactive_object.h"
-#include "door.h"
+#include "sector.hpp"
+#include "player_status.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 "collision_grid.hpp"
+#include "collision_grid_iterator.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/bullet.hpp"
+#include "object/text_object.hpp"
+#include "badguy/jumpy.hpp"
+#include "trigger/sequence_trigger.hpp"
+#include "player_status.hpp"
+#include "script_manager.hpp"
+#include "scripting/wrapper_util.hpp"
+#include "script_interface.hpp"
+#include "msg.hpp"
 
 Sector* Sector::_current = 0;
 
 Sector::Sector()
-  : gravity(10), player(0), solids(0), background(0), camera(0),
-    currentmusic(LEVEL_MUSIC)
+  : currentmusic(LEVEL_MUSIC), gravity(10),
+    player(0), solids(0), camera(0)
 {
-  song_title = "Mortimers_chipdisko.mod";
-  player = new Player();
-  add_object(player);
+  add_object(new Player(player_status));
+  add_object(new DisplayEffect());
+  add_object(new TextObject());
+
+#ifdef USE_GRID
+  grid.reset(new CollisionGrid(32000, 32000));
+#endif
+
+  script_manager.reset(new ScriptManager(ScriptManager::instance));
+
+  // create a new squirrel table for the sector
+  HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+  
+  sq_newtable(vm);
+  sq_pushroottable(vm);
+  if(SQ_FAILED(sq_setdelegate(vm, -2)))
+    throw Scripting::SquirrelError(vm, "Couldn't set sector_table delegate");
+
+  sq_resetobject(&sector_table);
+  if(SQ_FAILED(sq_getstackobj(vm, -1, &sector_table)))
+    throw Scripting::SquirrelError(vm, "Couldn't get sector table");
+  sq_addref(vm, &sector_table);
+  sq_pop(vm, 1);
 }
 
 Sector::~Sector()
 {
+  deactivate();
+  
+  script_manager.reset(NULL);
+  sq_release(ScriptManager::instance->get_vm(), &sector_table);
+  update_game_objects();
+  assert(gameobjects_new.size() == 0);
+
   for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
-      ++i)
+      ++i) {
+    before_object_remove(*i);
     delete *i;
+  }
 
   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
       ++i)
     delete *i;
-    
-  if(_current == this)
-    _current = 0;
 }
 
-void
-Sector::parse(LispReader& lispreader)
+GameObject*
+Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
 {
-  _current = this;
+  if(name == "camera") {
+    Camera* camera = new Camera(this);
+    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) {
+    msg_warning << e.what() << "" << std::endl;
+  }
   
-  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)));
-    // FIXME: doesn't handle empty data
-    lisp_object_t* data = lisp_car(lisp_cdr(lisp_car(cur)));
-    LispReader reader(lisp_cdr(lisp_car(cur)));
+  return 0;
+}
 
+void
+Sector::parse(const lisp::Lisp& sector)
+{  
+  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_real(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(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 if(token == "init-script") {
+      iter.value()->get(init_script);
     } else {
-      std::cerr << "Unknown object type '" << token << "'.\n";
+      GameObject* object = parse_object(token, *(iter.lisp()));
+      if(object) {
+        add_object(object);
+      }
     }
   }
 
-  if(!camera) {
-    std::cerr << "sector '" << name << "' does not contain a camera.\n";
-    camera = new Camera(this);
-    add_object(camera);
-  }
+  update_game_objects();
+
   if(!solids)
     throw std::runtime_error("sector does not contain a solid tile layer.");
+
+  fix_old_tiles();
+  if(!camera) {
+    msg_warning << "sector '" << name << "' does not contain a camera." << std::endl;
+    update_game_objects();
+    add_object(new Camera(this));
+  }
+
+  update_game_objects();
 }
 
 void
-Sector::parse_old_format(LispReader& reader)
+Sector::parse_old_format(const lisp::Lisp& reader)
 {
-  _current = this;
-  
   name = "main";
-  reader.read_float("gravity", gravity);
+  reader.get("gravity", gravity);
 
   std::string backgroundimage;
-  reader.read_string("background", backgroundimage);
+  reader.get("background", 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.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.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_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->set_image(backgroundimage, bgspeed);
+    Background* background = new Background();
+    background->set_image(
+            std::string("images/background/") + 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";
+  reader.get("music", music);
+  music = "music/" + music;
 
-  int width, height = 15;
-  reader.read_int("width", width);
-  reader.read_int("height", height);
+  int width = 30, height = 15;
+  reader.get("width", width);
+  reader.get("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;
     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);
     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);
     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 {
+        msg_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 {
+        msg_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
       }
     }
   }
 
   // add a camera
-  camera = new Camera(this);
+  Camera* camera = new Camera(this);
   add_object(camera);
+
+  update_game_objects();
+
+  if(solids == 0)
+    throw std::runtime_error("sector does not contain a solid tile layer.");
+
+  fix_old_tiles();
+  update_game_objects();
+}
+
+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->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);
+      }
+    }
+  }
 }
 
 void
-Sector::write(LispWriter& writer)
+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();
       ++i) {
     SpawnPoint* spawn = *i;
-    writer.start_list("playerspawn");
+    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("playerspawn");
+    writer.end_list("spawn-points");
   }
 
   // write objects
@@ -288,64 +386,46 @@ Sector::write(LispWriter& writer)
   }
 }
 
-void
-Sector::do_vertical_flip()
-{
-  for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
-    {
-    TileMap* tilemap = dynamic_cast<TileMap*> (*i);
-    if(tilemap)
-      {
-      tilemap->do_vertical_flip();
-      }
+HSQUIRRELVM
+Sector::run_script(std::istream& in, const std::string& sourcename)
+{
+  // create new thread and keep a weakref
+  HSQUIRRELVM vm = script_manager->create_thread();
 
-    BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
-    if(badguy)
-      badguy->start_position.y = solids->get_height()*32 - badguy->start_position.y - 32;
-    Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
-    if(trampoline)
-      trampoline->base.y = solids->get_height()*32 - trampoline->base.y - 32;
-    FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
-    if(flying_platform)
-      flying_platform->base.y = solids->get_height()*32 - flying_platform->base.y - 32;
-    Door* door = dynamic_cast<Door*> (*i);
-    if(door)
-      door->set_area(door->get_area().x, solids->get_height()*32 - door->get_area().y - 32);
-    }
+  // set sector_table as roottable for the thread
+  sq_pushobject(vm, sector_table);
+  sq_setroottable(vm);
 
-  for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
-      ++i) {
-    SpawnPoint* spawn = *i;
-    spawn->pos.y = solids->get_height()*32 - spawn->pos.y - 32;
-  }
+  Scripting::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
+
   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) {
@@ -353,31 +433,115 @@ Sector::activate(const std::string& spawnpoint)
       sp = *i;
       break;
     }
-  }
+  }                                                                           
   if(!sp) {
-    std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+    msg_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
+    if(spawnpoint != "main") {
+      activate("main");
+    } else {
+      activate(Vector(0, 0));
+    }
   } else {
-    player->move(sp->pos);
+    activate(sp->pos);
+  }
+}
+
+void
+Sector::activate(const Vector& player_pos)
+{
+  if(_current != this) {
+    if(_current != NULL)
+      _current->deactivate();
+    _current = this;
+
+    // register sectortable as current_sector in scripting
+    HSQUIRRELVM vm = ScriptManager::instance->get_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);
+    }
   }
 
-  camera->reset(Vector(player->base.x, player->base.y));
+  player->move(player_pos);
+  camera->reset(player->get_pos());
+
+  // Run init script
+  if(init_script != "") {
+    std::istringstream in(init_script);
+    run_script(in, std::string("Sector(") + name + ") - init");
+  }
 }
 
 void
-Sector::action(float elapsed_time)
+Sector::deactivate()
 {
+  if(_current != this)
+    return;
+
+  // remove sector entry from global vm
+  HSQUIRRELVM vm = ScriptManager::instance->get_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);
+  }
+
+  _current = NULL;
+}
+
+Rect
+Sector::get_active_region()
+{
+  return Rect(
+    camera->get_translation() - Vector(1600, 1200),
+    camera->get_translation() + Vector(1600, 1200));
+}
+
+void
+Sector::update(float elapsed_time)
+{
+  script_manager->update();
+
   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);
-                                                                                
+
+#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();
 }
 
@@ -385,303 +549,536 @@ void
 Sector::update_game_objects()
 {
   /** cleanup marked objects */
+  for(std::vector<Bullet*>::iterator i = bullets.begin();
+      i != bullets.end(); /* nothing */) {
+    Bullet* bullet = *i;
+    if(bullet->is_valid()) {
+      ++i;
+      continue;
+    }
+
+    i = bullets.erase(i);
+  }
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); /* nothing */) {
+    MovingObject* moving_object = *i;
+    if(moving_object->is_valid()) {
+      ++i;
+      continue;
+    }
+
+#ifdef USE_GRID
+    grid->remove_object(moving_object);
+#endif
+    
+    i = moving_objects.erase(i);
+  }
   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());
-      }
-      SmokeCloud* smoke_cloud = dynamic_cast<SmokeCloud*> (*i);
-      if(smoke_cloud) {
-        smoke_clouds.erase(
-            std::remove(smoke_clouds.begin(), smoke_clouds.end(), smoke_cloud),
-            smoke_clouds.end());
-      }
-                                                                                
-      delete *i;
-      i = gameobjects.erase(i);
-    } else {
+    GameObject* object = *i;
+    
+    if(object->is_valid()) {
       ++i;
+      continue;
     }
+
+    before_object_remove(object);
+    
+    delete *i;
+    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);
-          SmokeCloud* smoke_cloud = dynamic_cast<SmokeCloud*> (*i);
-          if(smoke_cloud)
-            smoke_clouds.push_back(smoke_cloud);
-
-
-          gameobjects.push_back(*i);
+    GameObject* object = *i;
+
+    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)
+    bullets.push_back(bullet);
+
+  MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+  if(movingobject) {
+    moving_objects.push_back(movingobject);
+#ifdef USE_GRID
+    grid->add_object(movingobject);
+#endif
+  }
+  
+  TileMap* tilemap = dynamic_cast<TileMap*> (object);
+  if(tilemap && tilemap->is_solid()) {
+    if(solids == 0) {
+      solids = tilemap;
+    } else {
+      msg_warning << "Another solid tilemaps added. Ignoring" << std::endl;
+    }
+  }
+
+  Camera* camera = dynamic_cast<Camera*> (object);
+  if(camera) {
+    if(this->camera != 0) {
+      msg_warning << "Multiple cameras added. Ignoring" << std::endl;
+      return false;
+    }
+    this->camera = camera;
+  }
+
+  Player* player = dynamic_cast<Player*> (object);
+  if(player) {
+    if(this->player != 0) {
+      msg_warning << "Multiple players added. Ignoring" << std::endl;
+      return false;
+    }
+    this->player = player;
+  }
+
+  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 = script_manager->get_vm();
+    sq_pushobject(vm, sector_table);
+    interface->expose(vm, -1);
+    sq_pop(vm, 1);
+  }
+}
+
+void
+Sector::before_object_remove(GameObject* object)
+{
+  if(_current == this)
+    try_unexpose(object);
+}
+
+void
+Sector::try_unexpose(GameObject* object)
+{
+  ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
+  if(interface != NULL) {
+    HSQUIRRELVM vm = script_manager->get_vm();
+    sq_pushobject(vm, sector_table);
+    interface->unexpose(vm, -1);
+    sq_pop(vm, 1);
+  }
+} 
+
 void
 Sector::draw(DrawingContext& context)
 {
   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;
+    
+    object->draw(context);
   }
 
   context.pop_transform();
 }
 
+static const float DELTA = .001;
+
 void
-Sector::collision_handler()
-{
-  // 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
-            }
-        }
-    }
-                                                                                
-  /* CO_BADGUY & CO_BADGUY check */
-  for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
-    {
-      if((*i)->dying != DYING_NOT)
+Sector::collision_tilemap(const Rect& dest, const Vector& movement,
+                          CollisionHit& hit) 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();
+
+  // test with all tiles in this rectangle
+  int starttilex = int(x1) / 32;
+  int starttiley = int(y1) / 32;
+  int max_x = int(x2 + (1 - DELTA));
+  int max_y = int(y2 + (1 - DELTA));
+
+  CollisionHit temphit;
+  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;
-                                                                                
-      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);
-            }
-        }
-    }
-  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)
+      // skip non-solid tiles
+      if(tile->getAttributes() == 0)
         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);
-            }
+      // 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_top() - movement.y > y*32)
+          continue;
+      }
+
+      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, movement,
+              triangle)) {
+          if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
+            hit = temphit;
+          }
         }
-    }
-                                                                                
-  // 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);
+      } else { // normal rectangular tile
+        Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
+        if(Collision::rectangle_rectangle(temphit, dest, movement, rect)) {
+          if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
+            hit = temphit;
+          }
         }
-    }
-                                                                                
-  // 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);
       }
     }
   }
-                                                                                
-  // 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);
-      }
-/*      else if (player->previous_base.y <= player->base.y)
-      {
-      }*/
-    }
-  }
 }
 
-void
-Sector::add_score(const Vector& pos, int s)
-{
-  player_status.score += s;
-                                                                                
-  add_object(new FloatingScore(pos, s));
-}
-                                                                                
-void
-Sector::add_bouncy_distro(const Vector& pos)
+uint32_t
+Sector::collision_tile_attributes(const Rect& dest) const
 {
-  add_object(new BouncyDistro(pos));
+  /** XXX This function doesn't work correctly as it will check all tiles
+   * in the bounding box of the object movement, this might include tiles
+   * that have actually never been touched by the object
+   * (though this only occures for very fast objects...)
+   */
+#if 0
+  // calculate rectangle where the object will move
+  float x1, x2;
+  if(object->get_movement().x >= 0) {
+    x1 = object->get_bbox().p1.x;
+    x2 = object->get_bbox().p2.x + object->get_movement().x;
+  } else {
+    x1 = object->get_bbox().p1.x + object->get_movement().x;
+    x2 = object->get_bbox().p2.x;
+  }
+  float y1, y2;
+  if(object->get_movement().y >= 0) {
+    y1 = object->get_bbox().p1.y;
+    y2 = object->get_bbox().p2.y + object->get_movement().y;
+  } else {
+    y1 = object->get_bbox().p1.y + object->get_movement().y;
+    y2 = object->get_bbox().p2.y;
+  }
+#endif
+  float x1 = dest.p1.x;
+  float y1 = dest.p1.y;
+  float x2 = dest.p2.x;
+  float y2 = dest.p2.y;
+
+  // test with all tiles in this rectangle
+  int starttilex = int(x1) / 32;
+  int starttiley = int(y1) / 32;
+  int max_x = int(x2);
+  int max_y = int(y2);
+
+  uint32_t result = 0;
+  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_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);
+  CollisionHit hit;
+
+  Vector movement = object1->get_movement() - object2->get_movement();
+  if(Collision::rectangle_rectangle(hit, object1->dest, movement, object2->dest)) {
+    HitResponse response1 = object1->collision(*object2, hit);
+    hit.normal *= -1;
+    HitResponse response2 = object2->collision(*object1, hit);
+
+    if(response1 != CONTINUE) {
+      if(response1 == ABORT_MOVE)
+        object1->dest = object1->get_bbox();
+      if(response2 == CONTINUE)
+        object2->dest.move(hit.normal * (hit.depth + DELTA));
+    } else if(response2 != CONTINUE) {
+      if(response2 == ABORT_MOVE)
+        object2->dest = object2->get_bbox();
+      if(response1 == CONTINUE)
+        object1->dest.move(-hit.normal * (hit.depth + DELTA));
+    } else {
+      object1->dest.move(-hit.normal * (hit.depth/2 + DELTA));
+      object2->dest.move(hit.normal * (hit.depth/2 + DELTA));
+    }
+  }
 }
-                                                                                
-void
-Sector::add_broken_brick_piece(const Vector& pos, const Vector& movement,
-    Tile* tile)
+
+bool
+Sector::collision_static(MovingObject* object, const Vector& movement)
 {
-  add_object(new BrokenBrick(tile, pos, movement));
+  GameObject* collided_with = solids;
+  CollisionHit hit;
+  hit.time = -1;
+
+  collision_tilemap(object->dest, movement, hit);
+
+  // collision with other (static) objects
+  CollisionHit temphit;
+  for(MovingObjects::iterator i2 = moving_objects.begin();
+      i2 != moving_objects.end(); ++i2) {
+    MovingObject* moving_object_2 = *i2;
+    if(moving_object_2->get_group() != COLGROUP_STATIC
+        || !moving_object_2->is_valid())
+      continue;
+        
+    Rect dest = moving_object_2->dest;
+
+    Vector rel_movement 
+      = movement - moving_object_2->get_movement();
+
+    if(Collision::rectangle_rectangle(temphit, object->dest, rel_movement, dest)
+        && temphit.time > hit.time) {
+      hit = temphit;
+      collided_with = moving_object_2;
+    }
+  }
+
+  if(hit.time < 0)
+    return true;
+
+  HitResponse response = object->collision(*collided_with, hit);
+  hit.normal *= -1;
+  if(collided_with != solids) {
+    MovingObject* moving_object = (MovingObject*) collided_with;
+    HitResponse other_response = moving_object->collision(*object, hit);
+    if(other_response == ABORT_MOVE) {
+      moving_object->dest = moving_object->get_bbox();
+    } else if(other_response == FORCE_MOVE) {
+      // the static object "wins" move tux out of the collision
+      object->dest.move(-hit.normal * (hit.depth + DELTA));
+      return false;
+    } else if(other_response == PASS_MOVEMENT) {
+      object->dest.move(moving_object->get_movement());
+      //object->movement += moving_object->get_movement();
+    }
+  }
+
+  if(response == CONTINUE) {
+    object->dest.move(-hit.normal * (hit.depth + DELTA));
+    return false;
+  } else if(response == ABORT_MOVE) {
+    object->dest = object->get_bbox();
+    return true;
+  }
+  
+  // force move
+  return false;
 }
-                                                                                
+
 void
-Sector::add_bouncy_brick(const Vector& pos)
+Sector::handle_collisions()
 {
-  add_object(new BouncyBrick(pos));
-}
+  // calculate destination positions of the objects
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
 
-BadGuy*
-Sector::add_bad_guy(float x, float y, BadGuyKind kind)
-{
-  BadGuy* badguy = new BadGuy(kind, x, y);
-  add_object(badguy);
-  return badguy;
+    moving_object->dest = moving_object->get_bbox();
+    moving_object->dest.move(moving_object->get_movement());
+  }
+    
+  // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
+  //   we do this up to 4 times and have to sort all results for the smallest
+  //   one before we can continue here
+  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_ONLY_STATIC)
+        || !moving_object->is_valid())
+      continue;
+
+    Vector movement = moving_object->get_movement();
+
+    // test if x or y movement is dominant
+    if(fabsf(moving_object->get_movement().x) < fabsf(moving_object->get_movement().y)) {
+
+      // test in x direction first, then y direction
+      moving_object->dest.move(Vector(0, -movement.y));
+      for(int i = 0; i < 2; ++i) {
+        bool res = collision_static(moving_object, Vector(movement.x, 0));
+        if(res)
+          break;
+      }
+      moving_object->dest.move(Vector(0, movement.y));
+      for(int i = 0; i < 2; ++i) {
+        bool res = collision_static(moving_object, Vector(0, movement.y));
+        if(res)
+          break;
+      }
+      
+    } else {
+
+      // test in y direction first, then x direction
+      moving_object->dest.move(Vector(-movement.x, 0));
+      for(int i = 0; i < 2; ++i) {
+        bool res = collision_static(moving_object, Vector(0, movement.y));
+        if(res)
+          break;
+      }
+      moving_object->dest.move(Vector(movement.x, 0)); 
+      for(int i = 0; i < 2; ++i) {
+        bool res = collision_static(moving_object, Vector(movement.x, 0));
+        if(res)
+          break;
+      }
+    }
+  }
+
+  // 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_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->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;
+
+      collision_object(moving_object, moving_object_2);
+    } 
+  }
+
+  // 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->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->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);
+  }
 }
-                                                                                
-void
-Sector::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
+
+bool
+Sector::is_free_space(const Rect& rect) const
 {
-  add_object(new Upgrade(pos, dir, kind));
+  // test with all tiles in this rectangle
+  int starttilex = int(rect.p1.x) / 32;
+  int starttiley = int(rect.p1.y) / 32;
+  int max_x = int(rect.p2.x);
+  int max_y = int(rect.p2.y);
+
+  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::SOLID)
+        return false;
+    }
+  }
+
+  for(MovingObjects::const_iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    const MovingObject* moving_object = *i;
+    if(moving_object->get_group() != COLGROUP_STATIC
+        || !moving_object->is_valid())
+      continue;
+
+    if(Collision::intersects(rect, moving_object->get_bbox()))
+      return false;
+  }
+
+  return true;
 }
-                                                                                
+
 bool
 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
 {
-  if(player->got_power == Player::FIRE_POWER)
-    {
+  // 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;
-    }
-  else if(player->got_power == Player::ICE_POWER)
-    {
+    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;
-    }
-                                                                                
-  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.");
+  } else {
+    return false;
+  }
   add_object(new_bullet);
-                                                                                
-  SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
-                                                                                
+
+  sound_manager->play("sounds/shoot.wav");
+
   return true;
 }
 
@@ -692,239 +1089,56 @@ Sector::add_smoke_cloud(const Vector& pos)
   return true;
 }
 
-/* Break a brick: */
-bool
-Sector::trybreakbrick(const Vector& pos, bool small)
-{
-  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__);
-  }
-
-  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);
-            }
-                                                                                
-          SoundManager::get()->play_sound(IDToSound(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: */
-          SoundManager::get()->play_sound(IDToSound(SND_BRICK));
-          player_status.score = player_status.score + SCORE_BRICK;
-                                                                                
-          return true;
-        }
-    }
-                                                                                
-  return false;
-}
-                                                                                
-/* Empty a box: */
 void
-Sector::tryemptybox(const Vector& pos, Direction col_side)
+Sector::add_floating_text(const Vector& pos, const std::string& text)
 {
-  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__);
-  }
-
-
-  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));
-      SoundManager::get()->play_sound(IDToSound(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);
-      SoundManager::get()->play_sound(IDToSound(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);
-      SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
-      break;
-                                                                                
-    case 3: // Add a golden herring
-      add_upgrade(Vector(posx, posy), col_side, UPGRADE_STAR);
-      break;
-                                                                                
-    case 4: // Add a 1up extra
-      add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
-      break;
-    default:
-      break;
-    }
-                                                                                
-  /* Empty the box: */
-  solids->change_at(pos, tile->next_tile);
-}
-                                                                                
-/* Try to grab a distro: */
-void
-Sector::trygrabdistro(const Vector& pos, int bounciness)
-{
-  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).id << ")" << std::endl;
-    solids->change_at(pos,0);
-    tile = solids->get_tile_at(pos);
-  }
-
-
-  if (!(tile->attributes & Tile::COIN))
-    return;
-
-  solids->change_at(pos, tile->next_tile);
-  SoundManager::get()->play_sound(IDToSound(SND_DISTRO));
-                                                                            
-  if (bounciness == BOUNCE)
-    {
-      add_bouncy_distro(Vector(((int)(pos.x + 1) / 32) * 32,
-                              (int)(pos.y / 32) * 32));
-    }
-                                                                            
-  player_status.score = player_status.score + SCORE_DISTRO;
-  player_status.distros++;
-
-}
-                                                                                
-/* Try to bump a bad guy from below: */
-void
-Sector::trybumpbadguy(const Vector& pos)
-{
-  // 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);
-        }
-    }
+  add_object(new FloatingText(pos, text));
 }
 
 void
-Sector::load_music()
-{
-  char* song_path;
-  char* song_subtitle;
-                                                                                
-  level_song = SoundManager::get()->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(!SoundManager::get()->exists_music(song_path)) {
-    level_song_fast = level_song;
-  } else {
-    level_song_fast = SoundManager::get()->load_music(song_path);
-  }
-  free(song_subtitle);
-  free(song_path);
-}
-
-void
-Sector::play_music(int type)
+Sector::play_music(MusicType type)
 {
   currentmusic = type;
   switch(currentmusic) {
-    case HURRYUP_MUSIC:
-      SoundManager::get()->play_music(level_song_fast);
-      break;
     case LEVEL_MUSIC:
-      SoundManager::get()->play_music(level_song);
+      sound_manager->play_music(music);
       break;
     case HERRING_MUSIC:
-      SoundManager::get()->play_music(herring_song);
+      sound_manager->play_music("music/salcon.ogg");
       break;
     default:
-      SoundManager::get()->halt_music();
+      sound_manager->play_music("");
       break;
   }
 }
 
-int
+MusicType
 Sector::get_music_type()
 {
   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;
+}
+
+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;
+
+  return true;
+}