* "Outsourced" cheats from GameSession to scripting system.
[supertux.git] / src / sector.cpp
index 7ea513a..93a0858 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
 //
 //  SuperTux -  A Jump'n Run
-//  Copyright (C) 2004 Matthias Braun <matze@braunis.de
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
@@ -32,6 +32,7 @@
 #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 "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"
+#include "script_manager.hpp"
+#include "scripting/wrapper_util.hpp"
+#include "script_interface.hpp"
+#include "log.hpp"
 
 Sector* Sector::_current = 0;
 
+bool Sector::show_collrects = false;
+bool Sector::draw_solids_only = false;
+
 Sector::Sector()
-  : gravity(10), player(0), solids(0), camera(0),
-    currentmusic(LEVEL_MUSIC)
+  : currentmusic(LEVEL_MUSIC), gravity(10),
+    player(0), solids(0), camera(0)
 {
-  player = new Player(player_status);
-  add_object(player);
+  add_object(new Player(player_status));
+  add_object(new DisplayEffect());
+  add_object(new TextObject());
 
 #ifdef USE_GRID
-  grid = new CollisionGrid(32000, 32000);
-#else
-  grid = 0;
+  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);
 
-  delete grid;
-
   for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
       ++i) {
+    before_object_remove(*i);
     delete *i;
   }
 
   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
       ++i)
     delete *i;
-    
-  if(_current == this)
-    _current = 0;
 }
 
 GameObject*
@@ -135,7 +154,7 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
   try {
     return create_object(name, reader);
   } catch(std::exception& e) {
-    msg_warning(e.what() << "");
+    log_warning << e.what() << "" << std::endl;
   }
   
   return 0;
@@ -143,9 +162,7 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
 
 void
 Sector::parse(const lisp::Lisp& sector)
-{
-  _current = this;
-  
+{  
   lisp::ListIterator iter(&sector);
   while(iter.next()) {
     const std::string& token = iter.item();
@@ -175,7 +192,7 @@ Sector::parse(const lisp::Lisp& sector)
 
   fix_old_tiles();
   if(!camera) {
-    msg_warning("sector '" << name << "' does not contain a camera.");
+    log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
     update_game_objects();
     add_object(new Camera(this));
   }
@@ -186,8 +203,6 @@ Sector::parse(const lisp::Lisp& sector)
 void
 Sector::parse_old_format(const lisp::Lisp& reader)
 {
-  _current = this;
-  
   name = "main";
   reader.get("gravity", gravity);
 
@@ -214,14 +229,14 @@ Sector::parse_old_format(const lisp::Lisp& reader)
   bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
   
   if(backgroundimage != "") {
-    Background* background = new Background;
+    Background* background = new Background();
     background->set_image(
             std::string("images/background/") + backgroundimage, bgspeed);
     add_object(background);
   } else {
-    Background* 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;
@@ -285,7 +300,7 @@ Sector::parse_old_format(const lisp::Lisp& reader)
           spawnpoints.push_back(sp);
           }
       } else {
-        msg_warning("Unknown token '" << iter.item() << "' in reset-points.");
+        log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
       }
     }
   }
@@ -299,7 +314,7 @@ Sector::parse_old_format(const lisp::Lisp& reader)
       if(object) {
         add_object(object);
       } else {
-        msg_warning("Unknown object '" << iter.item() << "' in level.");
+        log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
       }
     }
   }
@@ -374,6 +389,21 @@ Sector::write(lisp::Writer& writer)
   }
 }
 
+HSQUIRRELVM
+Sector::run_script(std::istream& in, const std::string& sourcename)
+{
+  // create new thread and keep a weakref
+  HSQUIRRELVM vm = script_manager->create_thread();
+
+  // set sector_table as roottable for the thread
+  sq_pushobject(vm, sector_table);
+  sq_setroottable(vm);
+
+  Scripting::compile_and_run(vm, in, sourcename);
+
+  return vm;
+}
+
 void
 Sector::add_object(GameObject* object)
 {
@@ -408,7 +438,7 @@ Sector::activate(const std::string& spawnpoint)
     }
   }                                                                           
   if(!sp) {
-    msg_warning("Spawnpoint '" << spawnpoint << "' not found.");
+    log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
     if(spawnpoint != "main") {
       activate("main");
     } else {
@@ -417,21 +447,66 @@ Sector::activate(const std::string& spawnpoint)
   } else {
     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);
+    }
+  }
+
+  player->move(player_pos);
+  camera->reset(player->get_pos());
+  update_game_objects();
 
   // Run init script
   if(init_script != "") {
-    ScriptInterpreter::add_script_object(this,
-        std::string("Sector(") + name + ") - init", init_script);
+    std::istringstream in(init_script);
+    run_script(in, std::string("Sector(") + name + ") - init");
   }
 }
 
 void
-Sector::activate(const Vector& player_pos)
+Sector::deactivate()
 {
-  _current = this;
+  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);
+  }
 
-  player->move(player_pos);
-  camera->reset(player->get_pos());
+  _current = NULL;
 }
 
 Rect
@@ -445,6 +520,8 @@ Sector::get_active_region()
 void
 Sector::update(float elapsed_time)
 {
+  script_manager->update();
+
   player->check_bounds(camera);
 
 #if 0
@@ -508,6 +585,8 @@ Sector::update_game_objects()
       ++i;
       continue;
     }
+
+    before_object_remove(object);
     
     delete *i;
     i = gameobjects.erase(i);
@@ -518,43 +597,100 @@ Sector::update_game_objects()
       i != gameobjects_new.end(); ++i)
   {
     GameObject* object = *i;
+
+    before_object_add(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);
+    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 {
+      log_warning << "Another solid tilemaps added. Ignoring" << std::endl;
     }
-    
-    TileMap* tilemap = dynamic_cast<TileMap*> (object);
-    if(tilemap && tilemap->is_solid()) {
-      if(solids == 0) {
-        solids = tilemap;
-      } else {
-        msg_warning("Another solid tilemaps added. Ignoring");
-      }
+  }
+
+  Camera* camera = dynamic_cast<Camera*> (object);
+  if(camera) {
+    if(this->camera != 0) {
+      log_warning << "Multiple cameras added. Ignoring" << std::endl;
+      return false;
     }
+    this->camera = camera;
+  }
 
-    Camera* camera = dynamic_cast<Camera*> (object);
-    if(camera) {
-      if(this->camera != 0) {
-        msg_warning("Multiple cameras added. Ignoring");
-        continue;
-      }
-      this->camera = camera;
+  Player* player = dynamic_cast<Player*> (object);
+  if(player) {
+    if(this->player != 0) {
+      log_warning << "Multiple players added. Ignoring" << std::endl;
+      return false;
     }
+    this->player = player;
+  }
 
-    gameobjects.push_back(object);
+  if(_current == this) {
+    try_expose(object);
   }
-  gameobjects_new.clear();
+  
+  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();
+    int oldtop = sq_gettop(vm);
+    sq_pushobject(vm, sector_table);
+    try {
+      interface->unexpose(vm, -1);
+    } catch(std::exception& e) {
+      log_warning << "Couldn't unregister object: " << e.what() << std::endl;
+    }
+    sq_settop(vm, oldtop);
+  }
+} 
+
+void
 Sector::draw(DrawingContext& context)
 {
   context.push_transform();
@@ -565,46 +701,50 @@ Sector::draw(DrawingContext& context)
     GameObject* object = *i; 
     if(!object->is_valid())
       continue;
-    
+
+    if (draw_solids_only)
+    {
+      TileMap* tm = dynamic_cast<TileMap*>(object);
+      if (tm && !tm->is_solid())
+        continue;
+    }
+
     object->draw(context);
   }
 
+  if(show_collrects) {
+    Color col(0.2, 0.2, 0.2, 0.7);
+    for(MovingObjects::iterator i = moving_objects.begin();
+            i != moving_objects.end(); ++i) {
+      MovingObject* object = *i;
+      const Rect& rect = object->get_bbox();
+
+      context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10);
+    }
+  }
+
   context.pop_transform();
 }
 
 static const float DELTA = .001;
 
 void
-Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const
+Sector::collision_tilemap(const Rect& dest, const Vector& movement,
+                          CollisionHit& hit) const
 {
   // 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;
-  }
+  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);
-  // the +1 is somehow needed to make characters stay on the floor
-  int max_y = int(y2+1);
+  int max_x = int(x2 + (1 - DELTA));
+  int max_y = int(y2 + (1 - DELTA));
 
   CollisionHit temphit;
-  Rect dest = object->get_bbox();
-  dest.move(object->movement);
   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);
@@ -616,7 +756,7 @@ Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const
       // 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)
+        if(movement.y < 0 || dest.get_top() - movement.y > y*32)
           continue;
       }
 
@@ -626,7 +766,7 @@ Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const
         Vector p2((x+1)*32, (y+1)*32);
         triangle = AATriangle(p1, p2, tile->getData());
 
-        if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
+        if(Collision::rectangle_aatriangle(temphit, dest, movement,
               triangle)) {
           if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
             hit = temphit;
@@ -634,8 +774,7 @@ Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const
         }
       } 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(Collision::rectangle_rectangle(temphit, dest, movement, rect)) {
           if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
             hit = temphit;
           }
@@ -646,14 +785,15 @@ Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const
 }
 
 uint32_t
-Sector::collision_tile_attributes(MovingObject* object) const
+Sector::collision_tile_attributes(const Rect& dest) 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...)
    */
-  
+#if 0
   // calculate rectangle where the object will move
   float x1, x2;
   if(object->get_movement().x >= 0) {
@@ -671,12 +811,17 @@ Sector::collision_tile_attributes(MovingObject* object) const
     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(x1-1) / 32;
-  int starttiley = int(y1-1) / 32;
-  int max_x = int(x2+1);
-  int max_y = int(y2+1);
+  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) {
@@ -695,37 +840,104 @@ void
 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
 {
   CollisionHit hit;
-  Rect dest1 = object1->get_bbox();
-  dest1.move(object1->get_movement());
-  Rect dest2 = object2->get_bbox();
-  dest2.move(object2->get_movement());
 
   Vector movement = object1->get_movement() - object2->get_movement();
-  if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
+  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->movement = Vector(0, 0);
+        object1->dest = object1->get_bbox();
       if(response2 == CONTINUE)
-        object2->movement += hit.normal * (hit.depth + DELTA);
+        object2->dest.move(hit.normal * (hit.depth + DELTA));
     } else if(response2 != CONTINUE) {
       if(response2 == ABORT_MOVE)
-        object2->movement = Vector(0, 0);
+        object2->dest = object2->get_bbox();
       if(response1 == CONTINUE)
-        object1->movement += -hit.normal * (hit.depth + DELTA);
+        object1->dest.move(-hit.normal * (hit.depth + DELTA));
     } else {
-      object1->movement += -hit.normal * (hit.depth/2 + DELTA);
-      object2->movement += hit.normal * (hit.depth/2 + DELTA);
+      object1->dest.move(-hit.normal * (hit.depth/2 + DELTA));
+      object2->dest.move(hit.normal * (hit.depth/2 + DELTA));
     }
   }
 }
 
+bool
+Sector::collision_static(MovingObject* object, const Vector& 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::handle_collisions()
 {
+  // calculate destination positions of the objects
+  for(MovingObjects::iterator i = moving_objects.begin();
+      i != moving_objects.end(); ++i) {
+    MovingObject* moving_object = *i;
+
+    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
@@ -737,59 +949,39 @@ Sector::handle_collisions()
         || !moving_object->is_valid())
       continue;
 
-    // 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;
-        }
-      }
+    Vector movement = moving_object->get_movement();
 
-      if(hit.time < 0)
-        break;
+    // test if x or y movement is dominant
+    if(fabsf(moving_object->get_movement().x) < fabsf(moving_object->get_movement().y)) {
 
-      // 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;
+      // 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;
       }
-   
-      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;
+      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;
       }
     }
   }
@@ -803,7 +995,7 @@ Sector::handle_collisions()
         || !moving_object->is_valid())
       continue;
 
-    uint32_t tile_attributes = collision_tile_attributes(moving_object);
+    uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
     if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
       moving_object->collision_tile(tile_attributes);
     }
@@ -853,7 +1045,7 @@ Sector::handle_collisions()
       i != moving_objects.end(); ++i) {
     MovingObject* moving_object = *i;
 
-    moving_object->bbox.move(moving_object->get_movement());
+    moving_object->bbox = moving_object->dest;
     moving_object->movement = Vector(0, 0);
   }
 }
@@ -941,6 +1133,9 @@ Sector::play_music(MusicType type)
     case HERRING_MUSIC:
       sound_manager->play_music("music/salcon.ogg");
       break;
+    case HERRING_WARNING_MUSIC:
+      sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
+      break;
     default:
       sound_manager->play_music("");
       break;