- Change ScriptInterpreter to a gameobject, so we can now have several script
[supertux.git] / src / sector.cpp
index e98ac97..80f76c8 100644 (file)
@@ -16,7 +16,6 @@
 //  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 <stdexcept>
 #include <iostream>
 #include <fstream>
+#include <sstream>
 #include <stdexcept>
 
-#include "app/globals.h"
 #include "sector.h"
-#include "utils/lispreader.h"
-#include "gameobjs.h"
-#include "camera.h"
-#include "background.h"
-#include "particlesystem.h"
+#include "player_status.h"
+#include "object/gameobjs.h"
+#include "object/camera.h"
+#include "object/background.h"
+#include "object/particlesystem.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 "tilemap.h"
 #include "audio/sound_manager.h"
-#include "gameloop.h"
+#include "game_session.h"
 #include "resources.h"
 #include "statistics.h"
-#include "special/collision.h"
-#include "math/rectangle.h"
+#include "collision_grid.h"
+#include "collision_grid_iterator.h"
+#include "object_factory.h"
+#include "collision.h"
+#include "math/rect.h"
 #include "math/aatriangle.h"
 #include "object/coin.h"
 #include "object/block.h"
 #include "object/invisible_block.h"
-#include "object/platform.h"
 #include "object/bullet.h"
+#include "object/text_object.h"
 #include "badguy/jumpy.h"
-#include "badguy/snowball.h"
-#include "badguy/bouncing_snowball.h"
-#include "badguy/flame.h"
-#include "badguy/mriceblock.h"
-#include "badguy/mrbomb.h"
-#include "badguy/dispenser.h"
 #include "badguy/spike.h"
-#include "badguy/nolok_01.h"
-#include "trigger/door.h"
 #include "trigger/sequence_trigger.h"
-#include "trigger/secretarea_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
 
 Sector* Sector::_current = 0;
 
 Sector::Sector()
-  : gravity(10), player(0), solids(0), background(0), camera(0),
+  : gravity(10), player(0), solids(0), camera(0),
     currentmusic(LEVEL_MUSIC)
 {
   song_title = "Mortimers_chipdisko.mod";
-  player = new Player();
+  player = new Player(&player_status);
   add_object(player);
+
+  grid = new CollisionGrid(32000, 32000);
 }
 
 Sector::~Sector()
 {
+  update_game_objects();
+  assert(gameobjects_new.size() == 0);
+
+  delete grid;
+
   for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
       ++i) {
     delete *i;
@@ -86,187 +97,136 @@ Sector::~Sector()
     _current = 0;
 }
 
-Sector *Sector::create(const std::string& name, size_t width, size_t height)
-{
-  Sector *sector = new Sector;
-  sector->name = name;
-  TileMap *background = new TileMap(LAYER_BACKGROUNDTILES, false, width, height);
-  TileMap *interactive = new TileMap(LAYER_TILES, true, width, height);
-  TileMap *foreground = new TileMap(LAYER_FOREGROUNDTILES, false, width, height);
-  sector->add_object(background);
-  sector->add_object(interactive);
-  sector->add_object(foreground);
-  sector->solids = interactive;
-  sector->camera = new Camera(sector);
-  sector->add_object(sector->camera);
-  sector->update_game_objects();
-  return sector;
-}
-
 GameObject*
-Sector::parse_object(const std::string& name, LispReader& reader)
+Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
 {
-  if(name == "background") {
-    background = new Background(reader);
-    return background;
-  } else if(name == "camera") {
-    if(camera) {
-      std::cerr << "Warning: More than 1 camera defined in sector.\n";
-      return 0;
-    }
-    camera = new Camera(this);
-    camera->read(reader);
+  if(name == "camera") {
+    Camera* camera = new Camera(this);
+    camera->parse(reader);
     return camera;
-  } else if(name == "tilemap") {
-    TileMap* tilemap = new TileMap(reader);
-
-    if(tilemap->is_solid()) {
-      if(solids) {
-        std::cerr << "Warning multiple solid tilemaps in sector.\n";
-        return 0;
-      }
-      solids = tilemap;
-      fix_old_tiles();
-    }
-    return tilemap;
   } 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-clouds") {
     CloudParticleSystem* partsys = new CloudParticleSystem();
     partsys->parse(reader);
     return partsys;
-  } else if(name == "door") {
-    return new Door(reader);
-  } else if(name == "secretarea") {
-    return new SecretAreaTrigger(reader);
-  } else if(name == "platform") {
-    return new Platform(reader);
-  } else if(name == "jumpy" || name == "money") {
+  } else if(name == "money") { // for compatibility with old maps
     return new Jumpy(reader);
-  } else if(name == "snowball") {
-    return new SnowBall(reader);
-  } else if(name == "bouncingsnowball") {
-    return new BouncingSnowball(reader);
-  } else if(name == "flame") {
-    return new Flame(reader);
-  } else if(name == "mriceblock") {
-    return new MrIceBlock(reader);
-  } else if(name == "mrbomb") {
-    return new MrBomb(reader);
-  } else if(name == "dispenser") {
-    return new Dispenser(reader);
-  } else if(name == "spike") {
-    return new Spike(reader);
-  } else if(name == "nolok_01") {
-    return new Nolok_01(reader);
-  }
-#if 0
-    else if(badguykind_from_string(name) != BAD_INVALID) {
-      return new BadGuy(badguykind_from_string(name), reader);
-    } else if(name == "trampoline") {
-      return new Trampoline(reader);
-    } else if(name == "flying-platform") {
-      return new FlyingPlatform(reader);
-#endif
+  } 
 
-  std::cerr << "Unknown object type '" << name << "'.\n";
+  try {
+    return create_object(name, reader);
+  } catch(std::exception& e) {
+    std::cerr << e.what() << "\n";
+  }
+  
   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)));
-    // FIXME: doesn't handle empty data
-    lisp_object_t* data = lisp_car(lisp_cdr(lisp_car(cur)));
-    LispReader reader(lisp_cdr(lisp_car(cur)));
-
+  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);
+      iter.value()->get(song_title);
       load_music();
-    } else if(token == "spawn-points") {
+    } else if(token == "spawnpoint") {
+      const lisp::Lisp* spawnpoint_lisp = iter.lisp();
+      
       SpawnPoint* sp = new SpawnPoint;
-      reader.read_string("name", sp->name);
-      reader.read_float("x", sp->pos.x);
-      reader.read_float("y", sp->pos.y);
+      spawnpoint_lisp->get("name", sp->name);
+      spawnpoint_lisp->get("x", sp->pos.x);
+      spawnpoint_lisp->get("y", sp->pos.y);
       spawnpoints.push_back(sp);
+    } else if(token == "init-script") {
+      iter.value()->get(init_script);
     } else {
-      GameObject* object = parse_object(token, reader);
+      GameObject* object = parse_object(token, *(iter.lisp()));
       if(object) {
         add_object(object);
       }
     }
   }
 
+  update_game_objects();
+  fix_old_tiles();
   if(!camera) {
     std::cerr << "sector '" << name << "' does not contain a camera.\n";
-    camera = new Camera(this);
-    add_object(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();
 }
 
 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);
+  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;
   
-  reader.read_int("bkgd_red_bottom",  r);
-  reader.read_int("bkgd_green_bottom", g);
-  reader.read_int("bkgd_blue_bottom", b);
+  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;
   
   if(backgroundimage != "") {
-    background = new Background;
+    Background* background = new Background;
     background->set_image(backgroundimage, bgspeed);
     add_object(background);
   } else {
-    background = new Background;
+    Background* background = new Background;
     background->set_gradient(bkgd_top, bkgd_bottom);
     add_object(background);
   }
 
   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;
@@ -274,83 +234,76 @@ Sector::parse_old_format(LispReader& reader)
   spawnpoints.push_back(spawn);
 
   song_title = "Mortimers_chipdisko.mod";
-  reader.read_string("music", song_title);
+  reader.get("music", song_title);
   load_music();
 
   int width, height = 15;
-  reader.read_int("width", width);
-  reader.read_int("height", height);
+  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);
-
-    fix_old_tiles();
   }
 
-  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);
   }
 
   // read reset-points (now spawn-points)
-  {
-    lisp_object_t* cur = 0;
-    if(reader.read_lisp("reset-points", cur)) {
-      while(!lisp_nil_p(cur)) {
-        lisp_object_t* data = lisp_car(cur);
-        LispReader reader(lisp_cdr(data));
-
+  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.read_float("x", sp_pos.x) && reader.read_float("y", sp_pos.y))
+        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);
           }
-                                                             
-        cur = lisp_cdr(cur);
+      } else {
+        std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
       }
     }
   }
 
   // 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));
-
-        GameObject* object = parse_object(object_type, reader);
-        if(object) {
-          add_object(object);
-        } else {
-          std::cerr << "Unknown object '" << object_type << "' in level.\n";
-        }
-                                                                               
-        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 {
+        std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
       }
     }
   }
 
   // add a camera
-  camera = new Camera(this);
+  Camera* camera = new Camera(this);
   add_object(camera);
+
+  update_game_objects();
+  fix_old_tiles();
+  update_game_objects();
+  if(solids == 0)
+    throw std::runtime_error("sector does not contain a solid tile layer.");  
 }
 
 void
@@ -362,32 +315,33 @@ Sector::fix_old_tiles()
       const Tile* tile = solids->get_tile(x, y);
       Vector pos(x*32, y*32);
       
-      if(tile->id == 112) {
+      if(tile->getID() == 112) {
         add_object(new InvisibleBlock(pos));
         solids->change(x, y, 0);
-      } else if(tile->id == 295) {
+      } else if(tile->getID() == 295) {
         add_object(new Spike(pos, Spike::NORTH));
         solids->change(x, y, 0);
-      } else if(tile->id == 296) {
+      } else if(tile->getID() == 296) {
         add_object(new Spike(pos, Spike::EAST));
         solids->change(x, y, 0);
-      } else if(tile->id == 297) {
+      } else if(tile->getID() == 297) {
         add_object(new Spike(pos, Spike::SOUTH));
         solids->change(x, y, 0);
-      } else if(tile->id == 298) {
+      } else if(tile->getID() == 298) {
         add_object(new Spike(pos, Spike::WEST));
         solids->change(x, y, 0);
-      } else if(tile->attributes & Tile::COIN) {
+      } else if(tile->getAttributes() & Tile::COIN) {
         add_object(new Coin(pos));
         solids->change(x, y, 0);
-      } else if(tile->attributes & Tile::FULLBOX) {
-        add_object(new BonusBlock(pos, tile->data));
+      } else if(tile->getAttributes() & Tile::FULLBOX) {
+        add_object(new BonusBlock(pos, tile->getData()));
         solids->change(x, y, 0);
-      } else if(tile->attributes & Tile::BRICK) {
-        add_object(new Brick(pos, tile->data));
+      } else if(tile->getAttributes() & Tile::BRICK) {
+        add_object(new Brick(pos, tile->getData()));
         solids->change(x, y, 0);
-      } else if(tile->attributes & Tile::GOAL) {
-        add_object(new SequenceTrigger(pos, "endsequence"));
+      } 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);
       }
     }                                                   
@@ -395,7 +349,7 @@ Sector::fix_old_tiles()
 }
 
 void
-Sector::write(LispWriter& writer)
+Sector::write(lisp::Writer& writer)
 {
   writer.write_string("name", name);
   writer.write_float("gravity", gravity);
@@ -422,41 +376,6 @@ Sector::write(LispWriter& writer)
 }
 
 void
-Sector::do_vertical_flip()
-{
-  // remove or fix later
-#if 0
-  for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
-    {
-    TileMap* tilemap = dynamic_cast<TileMap*> (*i);
-    if(tilemap)
-      {
-      tilemap->do_vertical_flip();
-      }
-
-    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);
-    }
-
-  for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
-      ++i) {
-    SpawnPoint* spawn = *i;
-    spawn->pos.y = solids->get_height()*32 - spawn->pos.y - 32;
-  }
-#endif
-}
-
-void
 Sector::add_object(GameObject* object)
 {
   // make sure the object isn't already in the list
@@ -481,23 +400,6 @@ Sector::add_object(GameObject* 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) {
@@ -505,37 +407,65 @@ Sector::activate(const std::string& spawnpoint)
       sp = *i;
       break;
     }
-  }
+  }                                                                           
   if(!sp) {
     std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+    if(spawnpoint != "main") {
+      activate("main");
+    } else {
+      activate(Vector(0, 0));
+    }
   } else {
-    player->move(sp->pos);
+    activate(sp->pos);
+  }
+
+  // Run init script
+  if(init_script != "") {
+    try {
+      ScriptInterpreter* interpreter = new ScriptInterpreter(this);
+      std::string sourcename = std::string("Sector(") + name + ") - init";
+      std::istringstream in(init_script);
+      interpreter->load_script(in, sourcename);
+      interpreter->start_script();
+      add_object(interpreter);
+      init_script = "";
+    } catch(std::exception& e) {
+      std::cerr << "Couldn't execute init script: " << e.what() << "\n";
+    }
   }
-
-  camera->reset(player->get_pos());
 }
 
-Vector
-Sector::get_best_spawn_point(Vector pos)
+void
+Sector::activate(const Vector& player_pos)
 {
-  Vector best_reset_point = Vector(-1,-1);
+  _current = this;
 
-  for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
-      ++i) {
-    if((*i)->name != "main")
-      continue;
-    if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
-      best_reset_point = (*i)->pos;
-  }
+  player->move(player_pos);
+  camera->reset(player->get_pos());
+}
 
-  return best_reset_point;
+Rect
+Sector::get_active_region()
+{
+  return Rect(
+    camera->get_translation() - Vector(1600, 1200),
+    camera->get_translation() + Vector(1600, 1200));
 }
 
 void
 Sector::action(float elapsed_time)
 {
   player->check_bounds(camera);
-                                                                                
+
+#if 0
+  CollisionGridIterator iter(*grid, get_active_region());
+  while(MovingObject* object = iter.next()) {
+    if(!object->is_valid())
+      continue;
+
+    object->action(elapsed_time);
+  }
+#else
   /* update objects */
   for(GameObjects::iterator i = gameobjects.begin();
           i != gameobjects.end(); ++i) {
@@ -545,10 +475,10 @@ Sector::action(float elapsed_time)
     
     object->action(elapsed_time);
   }
-                                                                                
+#endif
+  
   /* Handle all possible collisions. */
-  collision_handler();
-                                                                                
+  collision_handler();                                                                              
   update_game_objects();
 }
 
@@ -558,44 +488,60 @@ Sector::update_game_objects()
   /** cleanup marked objects */
   for(std::vector<GameObject*>::iterator i = gameobjects.begin();
       i != gameobjects.end(); /* nothing */) {
-    if((*i)->is_valid() == false) {
-      Bullet* bullet = dynamic_cast<Bullet*> (*i);
-      if(bullet) {
-        bullets.erase(
-            std::remove(bullets.begin(), bullets.end(), bullet),
-            bullets.end());
-      }
-#if 0
-      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());
-      }
-#endif
-      delete *i;
-      i = gameobjects.erase(i);
-    } else {
+    GameObject* object = *i;
+    
+    if(object->is_valid()) {
       ++i;
+      continue;
+    }
+    
+    Bullet* bullet = dynamic_cast<Bullet*> (object);
+    if(bullet) {
+      bullets.erase(
+          std::remove(bullets.begin(), bullets.end(), bullet),
+          bullets.end());
     }
+    MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+    if(movingobject) {
+      grid->remove_object(movingobject);
+    }
+    delete *i;
+    i = gameobjects.erase(i);
   }
 
   /* add newly created objects */
   for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
       i != gameobjects_new.end(); ++i)
   {
-          Bullet* bullet = dynamic_cast<Bullet*> (*i);
-          if(bullet)
-            bullets.push_back(bullet);
-#if 0
-          InteractiveObject* interactive_object 
-              = dynamic_cast<InteractiveObject*> (*i);
-          if(interactive_object)
-            interactive_objects.push_back(interactive_object);
-#endif
+    GameObject* object = *i;
+    
+    Bullet* bullet = dynamic_cast<Bullet*> (object);
+    if(bullet)
+      bullets.push_back(bullet);
+
+    MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+    if(movingobject)
+      grid->add_object(movingobject);
+    
+    TileMap* tilemap = dynamic_cast<TileMap*> (object);
+    if(tilemap && tilemap->is_solid()) {
+      if(solids == 0) {
+        solids = tilemap;
+      } else {
+        std::cerr << "Another solid tilemaps added. Ignoring.";
+      }
+    }
+
+    Camera* camera = dynamic_cast<Camera*> (object);
+    if(camera) {
+      if(this->camera != 0) {
+        std::cerr << "Warning: Multiple cameras added. Ignoring.";
+        continue;
+      }
+      this->camera = camera;
+    }
 
-          gameobjects.push_back(*i);
+    gameobjects.push_back(object);
   }
   gameobjects_new.clear();
 }
@@ -605,7 +551,16 @@ 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; 
@@ -614,6 +569,7 @@ Sector::draw(DrawingContext& context)
     
     object->draw(context);
   }
+#endif
 
   context.pop_transform();
 }
@@ -656,7 +612,7 @@ Sector::collision_tilemap(MovingObject* object, int depth)
   int max_y = int(y2+1);
 
   CollisionHit temphit, hit;
-  Rectangle dest = object->get_bbox();
+  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) {
@@ -664,16 +620,21 @@ Sector::collision_tilemap(MovingObject* object, int depth)
       const Tile* tile = solids->get_tile(x, y);
       if(!tile)
         continue;
-      if(!(tile->attributes & Tile::SOLID))
-        continue;
-      if((tile->attributes & Tile::UNISOLID) && object->movement.y < 0)
+      // skip non-solid tiles
+      if(!(tile->getAttributes() & Tile::SOLID))
         continue;
+      // only handle unisolid when the player is falling down and when he was
+      // above the tile before
+      if(tile->getAttributes() & Tile::UNISOLID) {
+        if(object->movement.y < 0 || object->get_bbox().p2.y > y*32)
+          continue;
+      }
 
-      if(tile->attributes & Tile::SLOPE) { // slope tile
+      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->data);
+        triangle = AATriangle(p1, p2, tile->getData());
 
         if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
               triangle)) {
@@ -681,7 +642,7 @@ Sector::collision_tilemap(MovingObject* object, int depth)
             hit = temphit;
         }
       } else { // normal rectangular tile
-        Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
+        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)
@@ -713,9 +674,9 @@ void
 Sector::collision_object(MovingObject* object1, MovingObject* object2)
 {
   CollisionHit hit;
-  Rectangle dest1 = object1->get_bbox();
+  Rect dest1 = object1->get_bbox();
   dest1.move(object1->get_movement());
-  Rectangle dest2 = object2->get_bbox();
+  Rect dest2 = object2->get_bbox();
   dest2.move(object2->get_movement());
 
   Vector movement = object1->get_movement() - object2->get_movement();
@@ -744,6 +705,9 @@ Sector::collision_object(MovingObject* object1, MovingObject* object2)
 void
 Sector::collision_handler()
 {
+#ifdef USE_GRID
+  grid->check_collisions();
+#else
   for(std::vector<GameObject*>::iterator i = gameobjects.begin();
       i != gameobjects.end(); ++i) {
     GameObject* gameobject = *i;
@@ -779,37 +743,31 @@ Sector::collision_handler()
     movingobject->bbox.move(movingobject->get_movement());
     movingobject->movement = Vector(0, 0);
   }
+#endif
 }
 
-void
-Sector::add_score(const Vector& pos, int s)
-{
-  global_stats.add_points(SCORE_STAT, s);
-                                                                                
-  add_object(new FloatingText(pos, s));
-}
-                                                                                
 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_sound("shoot");
 
   return true;
 }
@@ -830,47 +788,28 @@ Sector::add_floating_text(const Vector& pos, const std::string& 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);
+  level_song = sound_manager->load_music(
+    get_resource_filename("/music/" + song_title));
 }
 
 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(level_song);
       break;
     case HERRING_MUSIC:
-      SoundManager::get()->play_music(herring_song);
+      sound_manager->play_music(herring_song);
       break;
     default:
-      SoundManager::get()->halt_music();
+      sound_manager->halt_music();
       break;
   }
 }
 
-int
+MusicType
 Sector::get_music_type()
 {
   return currentmusic;
@@ -880,19 +819,18 @@ int
 Sector::get_total_badguys()
 {
   int total_badguys = 0;
-#if 0
-  for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
-    {
+  for(GameObjects::iterator i = gameobjects.begin();
+      i != gameobjects.end(); ++i) {
     BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
     if(badguy)
       total_badguys++;
-    }
-#endif
+  }
+
   return total_badguys;
 }
 
 bool
-Sector::inside(const Rectangle& rect) const
+Sector::inside(const Rect& rect) const
 {
   if(rect.p1.x > solids->get_width() * 32 
       || rect.p1.y > solids->get_height() * 32