Removed stray code from -nogl branch
[supertux.git] / src / sector.cpp
index 6f2f3f2..7ea513a 100644 (file)
 #include <fstream>
 #include <sstream>
 #include <stdexcept>
-
-#include "sector.h"
-#include "player_status.h"
-#include "object/gameobjs.h"
-#include "object/camera.h"
-#include "object/background.h"
-#include "object/particlesystem.h"
-#include "object/particlesystem_interactive.h"
-#include "object/tilemap.h"
-#include "lisp/parser.h"
-#include "lisp/lisp.h"
-#include "lisp/writer.h"
-#include "lisp/list_iterator.h"
-#include "tile.h"
-#include "audio/sound_manager.h"
-#include "game_session.h"
-#include "resources.h"
-#include "statistics.h"
-#include "collision_grid.h"
-#include "collision_grid_iterator.h"
-#include "object_factory.h"
-#include "collision.h"
-#include "spawn_point.h"
-#include "math/rect.h"
-#include "math/aatriangle.h"
-#include "object/coin.h"
-#include "object/block.h"
-#include "object/invisible_block.h"
-#include "object/bullet.h"
-#include "object/text_object.h"
-#include "badguy/jumpy.h"
-#include "badguy/spike.h"
-#include "trigger/sequence_trigger.h"
-#include "player_status.h"
-#include "scripting/script_interpreter.h"
-#include "scripting/sound.h"
-#include "scripting/scripted_object.h"
-#include "scripting/text.h"
-
-//#define USE_GRID
+#include <float.h>
+
+#include "sector.hpp"
+#include "player_status.hpp"
+#include "object/gameobjs.hpp"
+#include "object/camera.hpp"
+#include "object/background.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 "scripting/script_interpreter.hpp"
+#include "scripting/sound.hpp"
+#include "scripting/scripted_object.hpp"
+#include "scripting/text.hpp"
+#include "msg.hpp"
 
 Sector* Sector::_current = 0;
 
@@ -72,8 +71,7 @@ Sector::Sector()
   : gravity(10), player(0), solids(0), camera(0),
     currentmusic(LEVEL_MUSIC)
 {
-  song_title = "Mortimers_chipdisko.mod";
-  player = new Player(&player_status);
+  player = new Player(player_status);
   add_object(player);
 
 #ifdef USE_GRID
@@ -137,7 +135,7 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
   try {
     return create_object(name, reader);
   } catch(std::exception& e) {
-    std::cerr << e.what() << "\n";
+    msg_warning(e.what() << "");
   }
   
   return 0;
@@ -156,7 +154,7 @@ Sector::parse(const lisp::Lisp& sector)
     } else if(token == "gravity") {
       iter.value()->get(gravity);
     } else if(token == "music") {
-      iter.value()->get(song_title);
+      iter.value()->get(music);
     } else if(token == "spawnpoint") {
       SpawnPoint* sp = new SpawnPoint(iter.lisp());
       spawnpoints.push_back(sp);
@@ -171,14 +169,16 @@ Sector::parse(const lisp::Lisp& sector)
   }
 
   update_game_objects();
+
+  if(!solids)
+    throw std::runtime_error("sector does not contain a solid tile layer.");
+
   fix_old_tiles();
   if(!camera) {
-    std::cerr << "sector '" << name << "' does not contain a camera.\n";
+    msg_warning("sector '" << name << "' does not contain a camera.");
     update_game_objects();
     add_object(new Camera(this));
   }
-  if(!solids)
-    throw std::runtime_error("sector does not contain a solid tile layer.");
 
   update_game_objects();
 }
@@ -202,20 +202,21 @@ Sector::parse_old_format(const lisp::Lisp& reader)
   reader.get("bkgd_red_top", r);
   reader.get("bkgd_green_top",  g);
   reader.get("bkgd_blue_top",  b);
-  bkgd_top.red = r;
-  bkgd_top.green = g;
-  bkgd_top.blue = b;
+  bkgd_top.red = static_cast<float> (r) / 255.0f;
+  bkgd_top.green = static_cast<float> (g) / 255.0f;
+  bkgd_top.blue = static_cast<float> (b) / 255.0f;
   
   reader.get("bkgd_red_bottom",  r);
   reader.get("bkgd_green_bottom", g);
   reader.get("bkgd_blue_bottom", b);
-  bkgd_bottom.red = r;
-  bkgd_bottom.green = g;
-  bkgd_bottom.blue = b;
+  bkgd_bottom.red = static_cast<float> (r) / 255.0f;
+  bkgd_bottom.green = static_cast<float> (g) / 255.0f;
+  bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
   
   if(backgroundimage != "") {
     Background* background = new Background;
-    background->set_image(backgroundimage, bgspeed);
+    background->set_image(
+            std::string("images/background/") + backgroundimage, bgspeed);
     add_object(background);
   } else {
     Background* background = new Background;
@@ -241,10 +242,11 @@ Sector::parse_old_format(const lisp::Lisp& reader)
   spawn->name = "main";
   spawnpoints.push_back(spawn);
 
-  song_title = "Mortimers_chipdisko.mod";
-  reader.get("music", song_title);
+  music = "chipdisko.ogg";
+  reader.get("music", music);
+  music = "music/" + music;
 
-  int width, height = 15;
+  int width = 30, height = 15;
   reader.get("width", width);
   reader.get("height", height);
   
@@ -283,7 +285,7 @@ Sector::parse_old_format(const lisp::Lisp& reader)
           spawnpoints.push_back(sp);
           }
       } else {
-        std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
+        msg_warning("Unknown token '" << iter.item() << "' in reset-points.");
       }
     }
   }
@@ -297,7 +299,7 @@ Sector::parse_old_format(const lisp::Lisp& reader)
       if(object) {
         add_object(object);
       } else {
-        std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
+        msg_warning("Unknown object '" << iter.item() << "' in level.");
       }
     }
   }
@@ -307,10 +309,12 @@ Sector::parse_old_format(const lisp::Lisp& reader)
   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();
-  if(solids == 0)
-    throw std::runtime_error("sector does not contain a solid tile layer.");  
 }
 
 void
@@ -325,18 +329,6 @@ Sector::fix_old_tiles()
       if(tile->getID() == 112) {
         add_object(new InvisibleBlock(pos));
         solids->change(x, y, 0);
-      } else if(tile->getID() == 295) {
-        add_object(new Spike(pos, Spike::NORTH));
-        solids->change(x, y, 0);
-      } else if(tile->getID() == 296) {
-        add_object(new Spike(pos, Spike::EAST));
-        solids->change(x, y, 0);
-      } else if(tile->getID() == 297) {
-        add_object(new Spike(pos, Spike::SOUTH));
-        solids->change(x, y, 0);
-      } else if(tile->getID() == 298) {
-        add_object(new Spike(pos, Spike::WEST));
-        solids->change(x, y, 0);
       } else if(tile->getAttributes() & Tile::COIN) {
         add_object(new Coin(pos));
         solids->change(x, y, 0);
@@ -351,7 +343,7 @@ Sector::fix_old_tiles()
         add_object(new SequenceTrigger(pos, sequence));
         solids->change(x, y, 0);
       }
-    }                                                   
+    }
   }
 }
 
@@ -360,7 +352,7 @@ Sector::write(lisp::Writer& writer)
 {
   writer.write_string("name", name);
   writer.write_float("gravity", gravity);
-  writer.write_string("music", song_title);
+  writer.write_string("music", music);
 
   // write spawnpoints
   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
@@ -416,7 +408,7 @@ Sector::activate(const std::string& spawnpoint)
     }
   }                                                                           
   if(!sp) {
-    std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+    msg_warning("Spawnpoint '" << spawnpoint << "' not found.");
     if(spawnpoint != "main") {
       activate("main");
     } else {
@@ -476,7 +468,7 @@ Sector::update(float elapsed_time)
 #endif
   
   /* Handle all possible collisions. */
-  collision_handler();                                                                              
+  handle_collisions();
   update_game_objects();
 }
 
@@ -484,6 +476,30 @@ 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 */) {
     GameObject* object = *i;
@@ -493,18 +509,6 @@ Sector::update_game_objects()
       continue;
     }
     
-    Bullet* bullet = dynamic_cast<Bullet*> (object);
-    if(bullet) {
-      bullets.erase(
-          std::remove(bullets.begin(), bullets.end(), bullet),
-          bullets.end());
-    }
-#ifdef USE_GRID
-    MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
-    if(movingobject) {
-      grid->remove_object(movingobject);
-    }
-#endif
     delete *i;
     i = gameobjects.erase(i);
   }
@@ -519,25 +523,27 @@ Sector::update_game_objects()
     if(bullet)
       bullets.push_back(bullet);
 
-#ifdef USE_GRID
     MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
-    if(movingobject)
+    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 {
-        std::cerr << "Another solid tilemaps added. Ignoring.";
+        msg_warning("Another solid tilemaps added. Ignoring");
       }
     }
 
     Camera* camera = dynamic_cast<Camera*> (object);
     if(camera) {
       if(this->camera != 0) {
-        std::cerr << "Warning: Multiple cameras added. Ignoring.";
+        msg_warning("Multiple cameras added. Ignoring");
         continue;
       }
       this->camera = camera;
@@ -554,15 +560,6 @@ Sector::draw(DrawingContext& context)
   context.push_transform();
   context.set_translation(camera->get_translation());
 
-#if 0
-  CollisionGridIterator iter(*grid, get_active_region());
-  while(MovingObject* object = iter.next()) {
-    if(!object->is_valid())
-      continue;
-
-    object->draw(context);
-  }
-#else
   for(GameObjects::iterator i = gameobjects.begin();
       i != gameobjects.end(); ++i) {
     GameObject* object = *i; 
@@ -571,7 +568,6 @@ Sector::draw(DrawingContext& context)
     
     object->draw(context);
   }
-#endif
 
   context.pop_transform();
 }
@@ -579,51 +575,43 @@ Sector::draw(DrawingContext& context)
 static const float DELTA = .001;
 
 void
-Sector::collision_tilemap(MovingObject* object, int depth)
+Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const
 {
-  if(depth >= 4) {
-#ifdef DEBUG
-    std::cout << "Max collision depth reached.\n";
-#endif
-    object->movement = Vector(0, 0);
-    return;
-  }
-
   // calculate rectangle where the object will move
   float x1, x2;
   if(object->get_movement().x >= 0) {
-    x1 = object->get_pos().x;
+    x1 = object->get_bbox().p1.x;
     x2 = object->get_bbox().p2.x + object->get_movement().x;
   } else {
-    x1 = object->get_pos().x + object->get_movement().x;
+    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_pos().y;
+    y1 = object->get_bbox().p1.y;
     y2 = object->get_bbox().p2.y + object->get_movement().y;
   } else {
-    y1 = object->get_pos().y + object->get_movement().y;
+    y1 = object->get_bbox().p1.y + object->get_movement().y;
     y2 = object->get_bbox().p2.y;
   }
 
   // test with all tiles in this rectangle
-  int starttilex = int(x1-1) / 32;
-  int starttiley = int(y1-1) / 32;
-  int max_x = int(x2+1);
+  int starttilex = int(x1) / 32;
+  int starttiley = int(y1) / 32;
+  int max_x = int(x2);
+  // the +1 is somehow needed to make characters stay on the floor
   int max_y = int(y2+1);
 
-  CollisionHit temphit, hit;
+  CollisionHit temphit;
   Rect dest = object->get_bbox();
   dest.move(object->movement);
-  hit.time = -1; // represents an invalid value
   for(int x = starttilex; x*32 < max_x; ++x) {
     for(int y = starttiley; y*32 < max_y; ++y) {
       const Tile* tile = solids->get_tile(x, y);
       if(!tile)
         continue;
       // skip non-solid tiles
-      if(!(tile->getAttributes() & Tile::SOLID))
+      if(tile->getAttributes() == 0)
         continue;
       // only handle unisolid when the player is falling down and when he was
       // above the tile before
@@ -640,40 +628,71 @@ Sector::collision_tilemap(MovingObject* object, int depth)
 
         if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
               triangle)) {
-          if(temphit.time > hit.time)
+          if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
             hit = temphit;
+          }
         }
       } else { // normal rectangular tile
         Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
         if(Collision::rectangle_rectangle(temphit, dest,
               object->movement, rect)) {
-          if(temphit.time > hit.time)
+          if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
             hit = temphit;
+          }
         }
       }
     }
   }
+}
 
-  // did we collide at all?
-  if(hit.time < 0)
-    return;
-  // call collision function
-  HitResponse response = object->collision(*solids, hit);
-  if(response == ABORT_MOVE) {
-    object->movement = Vector(0, 0);
-    return;
+uint32_t
+Sector::collision_tile_attributes(MovingObject* object) const
+{
+  /** 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...)
+   */
+  
+  // 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;
   }
-  if(response == FORCE_MOVE) {
-      return;
+  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;
+  }
+
+  // test with all tiles in this rectangle
+  int starttilex = int(x1-1) / 32;
+  int starttiley = int(y1-1) / 32;
+  int max_x = int(x2+1);
+  int max_y = int(y2+1);
+
+  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();
+    }
   }
-  // move out of collision and try again
-  object->movement += hit.normal * (hit.depth + DELTA);
-  collision_tilemap(object, depth+1);
+
+  return result;
 }
 
 void
-Sector::collision_object(MovingObject* object1, MovingObject* object2)
+Sector::collision_object(MovingObject* object1, MovingObject* object2) const
 {
   CollisionHit hit;
   Rect dest1 = object1->get_bbox();
@@ -705,47 +724,171 @@ Sector::collision_object(MovingObject* object1, MovingObject* object2)
 }
 
 void
-Sector::collision_handler()
+Sector::handle_collisions()
 {
-#ifdef USE_GRID
-  grid->check_collisions();
-#else
-  for(std::vector<GameObject*>::iterator i = gameobjects.begin();
-      i != gameobjects.end(); ++i) {
-    GameObject* gameobject = *i;
-    if(!gameobject->is_valid())
-      continue;
-    MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
-    if(!movingobject)
+  // 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;
-    if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
-      movingobject->bbox.move(movingobject->movement);
-      movingobject->movement = Vector(0, 0);
+
+    // up to 4 tries
+    for(int t = 0; t < 4; ++t) {
+      CollisionHit hit;
+      hit.time = -1;
+      MovingObject* collided_with = NULL; 
+      
+      // collision with tilemap
+      collision_tilemap(moving_object, hit);
+    
+      // collision with other objects
+      Rect dest1 = moving_object->get_bbox();
+      dest1.move(moving_object->get_movement());
+      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 dest2 = moving_object_2->get_bbox();
+        dest2.move(moving_object_2->get_movement());
+        Vector movement 
+          = moving_object->get_movement() - moving_object_2->get_movement();
+        if(Collision::rectangle_rectangle(temphit, dest1, movement, dest2)
+            && temphit.time > hit.time) {
+          hit = temphit;
+          collided_with = moving_object_2;
+        }
+      }
+
+      if(hit.time < 0)
+        break;
+
+      // call collision callbacks
+      HitResponse response;
+      if(collided_with != 0) {
+        response = moving_object->collision(*collided_with, hit);
+        hit.normal *= -1;
+        collided_with->collision(*moving_object, hit);
+      } else {
+        response = moving_object->collision(*solids, hit);
+        hit.normal *= -1;
+      }
+   
+      if(response == CONTINUE) {
+        moving_object->movement += -hit.normal * (hit.depth + DELTA);
+      } else if(response == ABORT_MOVE) {
+        moving_object->movement = Vector(0, 0);
+        break;
+      } else { // force move
+        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);
+    if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
+      moving_object->collision_tile(tile_attributes);
     }
+  }
 
-    // collision with tilemap
-    if(! (movingobject->movement == Vector(0, 0)))
-      collision_tilemap(movingobject, 0);
+  // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
+    if(moving_object->get_group() != COLGROUP_MOVING
+        || !moving_object->is_valid())
+      continue;
 
-    // collision with other objects
-    for(std::vector<GameObject*>::iterator i2 = i+1;
-        i2 != gameobjects.end(); ++i2) {
-      GameObject* other_object = *i2;
-      if(!other_object->is_valid() 
-          || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
+    for(MovingObjects::iterator i2 = moving_objects.begin();
+        i2 != moving_objects.end(); ++i2) {
+      MovingObject* moving_object_2 = *i2;
+      if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
+         || !moving_object_2->is_valid())
         continue;
-      MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
-      if(!movingobject2)
+
+      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(movingobject, movingobject2);
+      collision_object(moving_object, moving_object_2);
+    }    
+  }
+
+  // apply object movement
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
+
+    moving_object->bbox.move(moving_object->get_movement());
+    moving_object->movement = Vector(0, 0);
+  }
+}
+
+bool
+Sector::is_free_space(const Rect& rect) const
+{
+  // 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;
 
-    movingobject->bbox.move(movingobject->get_movement());
-    movingobject->movement = Vector(0, 0);
+    if(Collision::intersects(rect, moving_object->get_bbox()))
+      return false;
   }
-#endif
+
+  return true;
 }
 
 bool
@@ -756,11 +899,11 @@ Sector::add_bullet(const Vector& pos, float xm, Direction dir)
   static const size_t MAX_ICE_BULLETS = 1;
 
   Bullet* new_bullet = 0;
-  if(player_status.bonus == FIRE_BONUS) {
+  if(player_status->bonus == FIRE_BONUS) {
     if(bullets.size() > MAX_FIRE_BULLETS-1)
       return false;
     new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
-  } else if(player_status.bonus == ICE_BONUS) {
+  } else if(player_status->bonus == ICE_BONUS) {
     if(bullets.size() > MAX_ICE_BULLETS-1)
       return false;
     new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
@@ -769,7 +912,7 @@ Sector::add_bullet(const Vector& pos, float xm, Direction dir)
   }
   add_object(new_bullet);
 
-  sound_manager->play("shoot");
+  sound_manager->play("sounds/shoot.wav");
 
   return true;
 }
@@ -793,10 +936,10 @@ Sector::play_music(MusicType type)
   currentmusic = type;
   switch(currentmusic) {
     case LEVEL_MUSIC:
-      sound_manager->play_music(std::string("music/") + song_title);
+      sound_manager->play_music(music);
       break;
     case HERRING_MUSIC:
-      sound_manager->play_music("music/salcon.mod");
+      sound_manager->play_music("music/salcon.ogg");
       break;
     default:
       sound_manager->play_music("");