Replaced <c*> headers with <*.h>
[supertux.git] / src / object / player.cpp
index c71e11f..1de4610 100644 (file)
@@ -1,5 +1,3 @@
-//  $Id$
-//
 //  SuperTux
 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  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 <typeinfo>
-#include <cmath>
-#include <iostream>
-#include <cassert>
+#include "object/player.hpp"
 
-#include "gettext.hpp"
-#include "sprite/sprite_manager.hpp"
 #include "audio/sound_manager.hpp"
-#include "player.hpp"
-#include "tile.hpp"
-#include "sprite/sprite.hpp"
-#include "sector.hpp"
-#include "resources.hpp"
-#include "statistics.hpp"
-#include "game_session.hpp"
-#include "object/tilemap.hpp"
+#include "badguy/badguy.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "math/random_generator.hpp"
+#include "object/bullet.hpp"
 #include "object/camera.hpp"
+#include "object/display_effect.hpp"
+#include "object/falling_coin.hpp"
 #include "object/particles.hpp"
 #include "object/portable.hpp"
-#include "object/bullet.hpp"
-#include "trigger/trigger_base.hpp"
-#include "control/joystickkeyboardcontroller.hpp"
-#include "scripting/squirrel_util.hpp"
-#include "main.hpp"
-#include "platform.hpp"
-#include "badguy/badguy.hpp"
-#include "player_status.hpp"
-#include "log.hpp"
-#include "falling_coin.hpp"
-#include "random_generator.hpp"
 #include "object/sprite_particle.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "supertux/game_session.hpp"
+#include "supertux/main.hpp"
+#include "supertux/sector.hpp"
+#include "supertux/tile.hpp"
+#include "trigger/climbable.hpp"
 
-static const int TILES_FOR_BUTTJUMP = 3;
-static const float SHOOTING_TIME = .150;
-/// time before idle animation starts
-static const float IDLE_TIME = 2.5;
+#include <math.h>
+
+//#define SWIMMING
 
+namespace {
+static const int TILES_FOR_BUTTJUMP = 3;
+static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
+static const float SHOOTING_TIME = .150f;
+
+/** number of idle stages, including standing */
+static const unsigned int IDLE_STAGE_COUNT = 5;
+/**
+ * how long to play each idle animation in milliseconds
+ * '0' means the sprite action is played once before moving onto the next
+ * animation
+ */
+static const int IDLE_TIME[] = { 5000, 0, 2500, 0, 2500 };
+/** idle stages */
+static const std::string IDLE_STAGES[] =
+{ "stand",
+  "idle",
+  "stand",
+  "idle",
+  "stand" };
+
+/** acceleration in horizontal direction when walking
+ * (all accelerations are in  pixel/s^2) */
 static const float WALK_ACCELERATION_X = 300;
+/** acceleration in horizontal direction when running */ 
 static const float RUN_ACCELERATION_X = 400;
+/** acceleration when skidding */
 static const float SKID_XM = 200;
-static const float SKID_TIME = .3;
+/** time of skidding in seconds */
+static const float SKID_TIME = .3f;
+/** maximum walk velocity (pixel/s) */
 static const float MAX_WALK_XM = 230;
+/** maximum run velocity (pixel/s) */
 static const float MAX_RUN_XM = 320;
+/** maximum horizontal climb velocity */
+static const float MAX_CLIMB_XM = 48;
+/** maximum vertical climb velocity */
+static const float MAX_CLIMB_YM = 128;
+/** instant velocity when tux starts to walk */
 static const float WALK_SPEED = 100;
 
-static const float KICK_TIME = .3;
-static const float CHEER_TIME = 1;
+/** multiplied by WALK_ACCELERATION to give friction */
+static const float NORMAL_FRICTION_MULTIPLIER = 1.5f;
+/** multiplied by WALK_ACCELERATION to give friction */
+static const float ICE_FRICTION_MULTIPLIER = 0.1f;
+static const float ICE_ACCELERATION_MULTIPLIER = 0.25f;
 
-static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */
+/** time of the kick (kicking mriceblock) animation */
+static const float KICK_TIME = .3f;
+/** time of tux cheering (currently unused) */
+static const float CHEER_TIME = 1.0f;
 
-// growing animation
-Surface* growingtux_left[GROWING_FRAMES];
-Surface* growingtux_right[GROWING_FRAMES];
+/** if Tux cannot unduck for this long, he will get hurt */
+static const float UNDUCK_HURT_TIME = 0.25f;
+/** gravity is higher after the jump key is released before
+    the apex of the jump is reached */
+static const float JUMP_EARLY_APEX_FACTOR = 3.0;
 
-Surface* tux_life = 0;
+static const float JUMP_GRACE_TIME = 0.25f; /**< time before hitting the ground that the jump button may be pressed (and still trigger a jump) */
 
-TuxBodyParts* small_tux = 0;
-TuxBodyParts* big_tux = 0;
-TuxBodyParts* fire_tux = 0;
-TuxBodyParts* ice_tux = 0;
-
-void
-TuxBodyParts::set_action(std::string action, int loops)
-{
-  if(head != NULL)
-    head->set_action(action, loops);
-  if(body != NULL)
-    body->set_action(action, loops);
-  if(arms != NULL)
-    arms->set_action(action, loops);
-  if(feet != NULL)
-    feet->set_action(action, loops);
+bool no_water = true;
 }
 
-void
-TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
+Player::Player(PlayerStatus* _player_status, const std::string& name) :
+  deactivated(),
+  controller(),
+  scripting_controller(0), 
+  player_status(_player_status), 
+  duck(),
+  dead(),
+  dying(),
+  backflipping(),
+  backflip_direction(),
+  peekingX(),
+  peekingY(),
+  swimming(),
+  speedlimit(),
+  scripting_controller_old(0),
+  jump_early_apex(),
+  on_ice(),
+  ice_this_frame(),
+  dir(),
+  old_dir(),
+  last_ground_y(),
+  fall_mode(),
+  on_ground_flag(),
+  jumping(),
+  can_jump(),
+  jump_button_timer(), 
+  wants_buttjump(),
+  does_buttjump(),
+  invincible_timer(),
+  skidding_timer(),
+  safe_timer(),
+  kick_timer(),
+  shooting_timer(),
+  dying_timer(),
+  growing(),
+  backflip_timer(),
+  physic(),
+  visible(),
+  grabbed_object(NULL), 
+  sprite(),
+  airarrow(),
+  floor_normal(),
+  ghost_mode(false), 
+  edit_mode(false), 
+  unduck_hurt_timer(),
+  idle_timer(),
+  idle_stage(0),
+  climbing(0)
 {
-  if(head != NULL)
-    head->draw(context, pos, layer-1);
-  if(body != NULL)
-    body->draw(context, pos, layer-3);
-  if(arms != NULL)
-    arms->draw(context, pos, layer+10);
-  if(feet != NULL)
-    feet->draw(context, pos, layer-2);
-}
-
-Player::Player(PlayerStatus* _player_status)
-  : player_status(_player_status), grabbed_object(NULL), ghost_mode(false)
-{
-  controller = main_controller;
-  smalltux_gameover = sprite_manager->create("images/creatures/tux_small/smalltux-gameover.sprite");
-  smalltux_star = sprite_manager->create("images/creatures/tux_small/smalltux-star.sprite");
-  bigtux_star = sprite_manager->create("images/creatures/tux_big/bigtux-star.sprite");
+  this->name = name;
+  controller = g_main_controller;
+  scripting_controller.reset(new CodeController());
+  sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
+  airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
+  idle_timer.start(IDLE_TIME[0]/1000.0f);
 
   sound_manager->preload("sounds/bigjump.wav");
   sound_manager->preload("sounds/jump.wav");
   sound_manager->preload("sounds/hurt.wav");
   sound_manager->preload("sounds/skid.wav");
   sound_manager->preload("sounds/flip.wav");
-  sound_manager->preload("sounds/invincible.wav");
+  sound_manager->preload("sounds/invincible_start.ogg");
+  sound_manager->preload("sounds/splash.ogg");
 
   init();
 }
 
 Player::~Player()
 {
-  delete smalltux_gameover;
-  delete smalltux_star;
-  delete bigtux_star;
+  if (climbing) stop_climbing(*climbing);
 }
 
 void
 Player::init()
 {
   if(is_big())
-    set_size(31.8, 62.8);
+    set_size(31.8f, 62.8f);
   else
-    set_size(31.8, 30.8);
+    set_size(31.8f, 30.8f);
 
   dir = RIGHT;
   old_dir = dir;
@@ -144,20 +188,29 @@ Player::init()
   dead = false;
 
   dying = false;
+  peekingX = AUTO;
+  peekingY = AUTO;
   last_ground_y = 0;
   fall_mode = ON_GROUND;
   jumping = false;
+  jump_early_apex = false;
   can_jump = true;
-  butt_jump = false;
+  wants_buttjump = false;
+  does_buttjump = false;
+  growing = false;
   deactivated = false;
   backflipping = false;
   backflip_direction = 0;
   visible = true;
-  
+  swimming = false;
+  on_ice = false;
+  ice_this_frame = false;
+  speedlimit = 0; //no special limit
+
   on_ground_flag = false;
   grabbed_object = NULL;
 
-  floor_normal = Vector(0,-1);
+  climbing = 0;
 
   physic.reset();
 }
@@ -165,14 +218,31 @@ Player::init()
 void
 Player::expose(HSQUIRRELVM vm, SQInteger table_idx)
 {
-  Scripting::Player* interface = static_cast<Scripting::Player*> (this);
-  Scripting::expose_object(vm, table_idx, interface, "Tux", false);
+  if (name.empty())
+    return;
+
+  Scripting::expose_object(vm, table_idx, dynamic_cast<Scripting::Player *>(this), name, false);
 }
 
 void
 Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
 {
-  Scripting::unexpose_object(vm, table_idx, "Tux");
+  if (name.empty())
+    return;
+
+  Scripting::unexpose_object(vm, table_idx, name);
+}
+
+float
+Player::get_speedlimit()
+{
+  return speedlimit;
+}
+
+void
+Player::set_speedlimit(float newlimit)
+{
+  speedlimit=newlimit;
 }
 
 void
@@ -181,13 +251,43 @@ Player::set_controller(Controller* controller)
   this->controller = controller;
 }
 
+void 
+Player::use_scripting_controller(bool use_or_release)
+{
+  if ((use_or_release == true) && (controller != scripting_controller.get())) {
+    scripting_controller_old = get_controller();
+    set_controller(scripting_controller.get());
+  }
+  if ((use_or_release == false) && (controller == scripting_controller.get())) {
+    set_controller(scripting_controller_old);
+    scripting_controller_old = 0;
+  }
+}
+
+void 
+Player::do_scripting_controller(std::string control, bool pressed)
+{
+  for(int i = 0; Controller::controlNames[i] != 0; ++i) {
+    if(control == std::string(Controller::controlNames[i])) {
+      scripting_controller->press(Controller::Control(i), pressed);
+    }
+  }
+}
+
 bool
 Player::adjust_height(float new_height)
 {
   Rect bbox2 = bbox;
   bbox2.move(Vector(0, bbox.get_height() - new_height));
   bbox2.set_height(new_height);
-  if (!Sector::current()->is_free_space(bbox2)) return false;
+
+  if(new_height > bbox.get_height()) {
+    Rect additional_space = bbox2;
+    additional_space.set_height(new_height - bbox.get_height());
+    if(!Sector::current()->is_free_of_statics(additional_space, this, true))
+      return false;
+  }
+
   // adjust bbox accordingly
   // note that we use members of moving_object for this, so we can run this during CD, too
   set_pos(bbox2.p1);
@@ -196,8 +296,20 @@ Player::adjust_height(float new_height)
 }
 
 void
+Player::trigger_sequence(std::string sequence_name)
+{
+  if (climbing) stop_climbing(*climbing);
+  GameSession::current()->start_sequence(sequence_name);
+}
+
+void
 Player::update(float elapsed_time)
 {
+  if( no_water ){
+    swimming = false;
+  }
+  no_water = true;
+
   if(dying && dying_timer.check()) {
     dead = true;
     return;
@@ -207,30 +319,30 @@ Player::update(float elapsed_time)
     handle_input();
 
   // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
-  if (deactivated) apply_friction();
+  if (deactivated)
+    apply_friction();
 
   // extend/shrink tux collision rectangle so that we fall through/walk over 1
   // tile holes
   if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
     set_width(34);
   } else {
-    set_width(31.8);
+    set_width(31.8f);
   }
 
-  // on downward slopes, adjust vertical velocity to match slope angle
+  // on downward slopes, adjust vertical velocity so tux walks smoothly down
   if (on_ground()) {
-    if (floor_normal.y != 0) {
-      if ((floor_normal.x * physic.get_velocity_x()) > 0) {
-        // we overdo it a little, just to be on the safe side
-        physic.set_velocity_y(-physic.get_velocity_x() * (floor_normal.x / floor_normal.y) * 2);
+    if(floor_normal.y != 0) {
+      if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
+        physic.set_velocity_y(250);
       }
     }
   }
 
   // handle backflipping
   if (backflipping) {
-    //prevent player from changing direction when backflipping 
-    dir = (backflip_direction == 1) ? LEFT : RIGHT; 
+    //prevent player from changing direction when backflipping
+    dir = (backflip_direction == 1) ? LEFT : RIGHT;
     if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
   }
 
@@ -246,78 +358,40 @@ Player::update(float elapsed_time)
   }
 
   // check if we landed
-  if(on_ground()) { 
+  if(on_ground()) {
     jumping = false;
     if (backflipping && (!backflip_timer.started())) {
       backflipping = false;
       backflip_direction = 0;
 
       // if controls are currently deactivated, we take care of standing up ourselves
-      if (deactivated) do_standup();
+      if (deactivated)
+        do_standup();
     }
   }
-#if 0
-  // Do butt jump
-  if (butt_jump && on_ground() && is_big()) {
-    // Add a smoke cloud
-    if (duck) 
-      Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
-    else 
-      Sector::current()->add_smoke_cloud(
-        Vector(get_pos().x - 32, get_pos().y + 32));
-    
-    butt_jump = false;
-    
-    // Break bricks beneath Tux
-    if(Sector::current()->trybreakbrick(
-         Vector(base.x + 1, base.y + base.height), false)
-       || Sector::current()->trybreakbrick(
-         Vector(base.x + base.width - 1, base.y + base.height), false)) {
-      physic.set_velocity_y(-2);
-      butt_jump = true;
-    }
-    
-    // Kill nearby badguys
-    std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
-    for (std::vector<GameObject*>::iterator i = gameobjects.begin();
-         i != gameobjects.end();
-         i++) {
-      BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
-      if(badguy) {
-        // don't kill when badguys are already dying or in a certain mode
-        if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
-           badguy->mode != BadGuy::BOMB_EXPLODE) {
-          if (fabsf(base.x - badguy->base.x) < 96 &&
-              fabsf(base.y - badguy->base.y) < 64)
-            badguy->kill_me(25);
-        }
-      }
-    }
-  }
-#endif
 
   // calculate movement for this frame
   movement = physic.get_movement(elapsed_time);
 
   if(grabbed_object != NULL && !dying) {
-    Vector pos = get_pos() + 
+    Vector pos = get_pos() +
       Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
     grabbed_object->grab(*this, pos, dir);
   }
-  
+
   if(grabbed_object != NULL && dying){
     grabbed_object->ungrab(*this, dir);
     grabbed_object = NULL;
   }
 
+  if(!ice_this_frame && on_ground())
+    on_ice = false;
+
   on_ground_flag = false;
+  ice_this_frame = false;
 
   // when invincible, spawn particles
-  if (invincible_timer.started() &&
-     (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING
-      || size_t(game_time*20)%2)
-     && !dying)
+  if (invincible_timer.started() && !dying)
   {
     if (systemRandom.rand(0, 2) == 0) {
       float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
@@ -325,9 +399,19 @@ Player::update(float elapsed_time)
       Vector ppos = Vector(px, py);
       Vector pspeed = Vector(0, 0);
       Vector paccel = Vector(0, 0);
-      Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+      Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", 
+                                                       // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
+                                                       (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
+                                                       // make every other a longer sparkle to make trail a bit fuzzy
+                                                       (size_t(game_time*20)%2) ? "small" : "medium"
+                                                       :
+                                                       "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
     }
-  } 
+  }
+
+  if (growing) {
+    if (sprite->animation_done()) growing = false;
+  }
 
 }
 
@@ -352,27 +436,14 @@ Player::apply_friction()
   if ((on_ground()) && (fabs(physic.get_velocity_x()) < WALK_SPEED)) {
     physic.set_velocity_x(0);
     physic.set_acceleration_x(0);
-  } else if(physic.get_velocity_x() < 0) {
-    physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
   } else {
-    physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
-  }
-
-#if 0
-  // if we're on ice slow down acceleration or deceleration
-  if (isice(base.x, base.y + base.height))
-  {
-    /* the acceleration/deceleration rate on ice is inversely proportional to
-     * the current velocity.
-     */
-
-    // increasing 1 will increase acceleration/deceleration rate
-    // decreasing 1 will decrease acceleration/deceleration rate
-    //  must stay above zero, though
-    if (ax != 0) ax *= 1 / fabs(vx);
+    float friction = WALK_ACCELERATION_X * (on_ice ? ICE_FRICTION_MULTIPLIER : NORMAL_FRICTION_MULTIPLIER);
+    if(physic.get_velocity_x() < 0) {
+      physic.set_acceleration_x(friction);
+    } else if(physic.get_velocity_x() > 0) {
+      physic.set_acceleration_x(-friction);
+    } // no friction for physic.get_velocity_x() == 0
   }
-#endif
-
 }
 
 void
@@ -397,7 +468,9 @@ Player::handle_horizontal_input()
     }
   }
 
-  if (!controller->hold(Controller::ACTION)) {
+  // do not run if action key is pressed or we're holding something
+  // so tux can only walk while shooting
+  if ( controller->hold(Controller::ACTION) || grabbed_object ) {
     ax = dirsign * WALK_ACCELERATION_X;
     // limit speed
     if(vx >= MAX_WALK_XM && dirsign > 0) {
@@ -408,7 +481,11 @@ Player::handle_horizontal_input()
       ax = 0;
     }
   } else {
-    ax = dirsign * RUN_ACCELERATION_X;
+    if( vx * dirsign < MAX_WALK_XM ) {
+      ax = dirsign * WALK_ACCELERATION_X;
+    } else {
+      ax = dirsign * RUN_ACCELERATION_X;
+    }
     // limit speed
     if(vx >= MAX_RUN_XM && dirsign > 0) {
       vx = MAX_RUN_XM;
@@ -424,6 +501,12 @@ Player::handle_horizontal_input()
     vx = dirsign * WALK_SPEED;
   }
 
+  //Check speedlimit.
+  if( speedlimit > 0 &&  vx * dirsign >= speedlimit ) {
+    vx = dirsign * speedlimit;
+    ax = 0;
+  }
+
   // changing directions?
   if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
     // let's skid!
@@ -435,15 +518,19 @@ Player::handle_horizontal_input()
         new Particles(
           Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
           dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
-          Vector(280, -260), Vector(0, 300), 3, Color(.4, .4, .4), 3, .8,
+          Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
           LAYER_OBJECTS+1));
-      
+
       ax *= 2.5;
     } else {
       ax *= 2;
     }
   }
 
+  if(on_ice) {
+    ax *= ICE_ACCELERATION_MULTIPLIER;
+  }
+
   physic.set_velocity(vx, vy);
   physic.set_acceleration(ax, ay);
 
@@ -464,34 +551,44 @@ Player::do_cheer()
 
 void
 Player::do_duck() {
-  if (duck) return;
-  if (!is_big()) return;
+  if (duck)
+    return;
+  if (!is_big())
+    return;
 
-  if (physic.get_velocity_y() != 0) return;
-  if (!on_ground()) return;
+  if (physic.get_velocity_y() != 0)
+    return;
+  if (!on_ground())
+    return;
+  if (does_buttjump)
+    return;
 
-  if (adjust_height(31.8)) {
+  if (adjust_height(31.8f)) {
     duck = true;
+    growing = false;
     unduck_hurt_timer.stop();
   } else {
     // FIXME: what now?
   }
 }
 
-void 
+void
 Player::do_standup() {
-  if (!duck) return;
-  if (!is_big()) return;
-  if (backflipping) return;
+  if (!duck)
+    return;
+  if (!is_big())
+    return;
+  if (backflipping)
+    return;
 
-  if (adjust_height(63.8)) {
+  if (adjust_height(63.8f)) {
     duck = false;
     unduck_hurt_timer.stop();
   } else {
     // if timer is not already running, start it.
     if (unduck_hurt_timer.get_period() == 0) {
       unduck_hurt_timer.start(UNDUCK_HURT_TIME);
-    } 
+    }
     else if (unduck_hurt_timer.check()) {
       kill(false);
     }
@@ -501,22 +598,22 @@ Player::do_standup() {
 
 void
 Player::do_backflip() {
-  if (!duck) return;
-  if (!on_ground()) return;
-
-  // TODO: we don't have an animation for firetux backflipping, so let's revert to bigtux
-  set_bonus(GROWUP_BONUS, true);
+  if (!duck)
+    return;
+  if (!on_ground())
+    return;
 
   backflip_direction = (dir == LEFT)?(+1):(-1);
   backflipping = true;
   do_jump(-580);
   sound_manager->play("sounds/flip.wav");
-  backflip_timer.start(0.15);
+  backflip_timer.start(0.15f);
 }
 
 void
 Player::do_jump(float yspeed) {
-  if (!on_ground()) return;
+  if (!on_ground())
+    return;
 
   physic.set_velocity_y(yspeed);
   //bbox.move(Vector(0, -1));
@@ -533,52 +630,82 @@ Player::do_jump(float yspeed) {
 }
 
 void
-Player::handle_vertical_input()
+Player::early_jump_apex() 
 {
+  if (!jump_early_apex)
+  {
+    jump_early_apex = true;
+    physic.set_gravity_modifier(JUMP_EARLY_APEX_FACTOR);
+  }
+}
 
+void
+Player::do_jump_apex()
+{
+  if (jump_early_apex)
+  {
+    jump_early_apex = false;
+    physic.set_gravity_modifier(1.0f);
+  }
+}
+
+void
+Player::handle_vertical_input()
+{
   // Press jump key
-  if(controller->pressed(Controller::JUMP) && (can_jump)) {
-    if (duck) { 
+  if(controller->pressed(Controller::JUMP)) jump_button_timer.start(JUMP_GRACE_TIME);
+  if(controller->hold(Controller::JUMP) && jump_button_timer.started() && can_jump) {
+    jump_button_timer.stop();
+    if (duck) {
       // when running, only jump a little bit; else do a backflip
-      if (physic.get_velocity_x() != 0) do_jump(-300); else do_backflip();
+      if ((physic.get_velocity_x() != 0) || 
+          (controller->hold(Controller::LEFT)) || 
+          (controller->hold(Controller::RIGHT))) 
+      {
+        do_jump(-300);
+      }
+      else 
+      {
+        do_backflip();
+      }
     } else {
       // jump a bit higher if we are running; else do a normal jump
       if (fabs(physic.get_velocity_x()) > MAX_WALK_XM) do_jump(-580); else do_jump(-520);
     }
-  } 
+  }
   // Let go of jump key
-  else if(!controller->hold(Controller::JUMP)) { 
+  else if(!controller->hold(Controller::JUMP)) {
     if (!backflipping && jumping && physic.get_velocity_y() < 0) {
       jumping = false;
-      physic.set_velocity_y(0);
+      early_jump_apex();
     }
   }
 
+  if(jump_early_apex && physic.get_velocity_y() >= 0) {
+    do_jump_apex();
+  }
+
   /* In case the player has pressed Down while in a certain range of air,
      enable butt jump action */
-  if (controller->hold(Controller::DOWN) && !butt_jump && !duck && is_big() && jumping) {
-    butt_jump = true;
+  if (controller->hold(Controller::DOWN) && !duck && is_big() && !on_ground()) {
+    wants_buttjump = true;
+    if (physic.get_velocity_y() >= BUTTJUMP_MIN_VELOCITY_Y) does_buttjump = true;
   }
-  
+
   /* When Down is not held anymore, disable butt jump */
-  if(butt_jump && !controller->hold(Controller::DOWN)) butt_jump = false;
-  /** jumping is only allowed if we're about to touch ground soon and if the
-   * button has been up in between the last jump
-   */
-  // FIXME
-#if 0
-  if ( (issolid(get_pos().x + bbox.get_width() / 2,
-          get_pos().y + bbox.get_height() + 64) ||
-        issolid(get_pos().x + 1, get_pos().y + bbox.get_height() + 64) ||
-        issolid(get_pos().x + bbox.get_width() - 1,
-          get_pos().y + bbox.get_height() + 64))
-       && jumping  == false
-       && can_jump == false
-       && input.jump && !input.old_jump)
-    {
-      can_jump = true;
-    }
+  if(!controller->hold(Controller::DOWN)) {
+    wants_buttjump = false;
+    does_buttjump = false;
+  }
+
+  // swimming
+  physic.set_acceleration_y(0);
+#ifdef SWIMMING
+  if (swimming) {
+    if (controller->hold(Controller::UP) || controller->hold(Controller::JUMP))
+      physic.set_acceleration_y(-2000);
+    physic.set_velocity_y(physic.get_velocity_y() * 0.94);
+  }
 #endif
 }
 
@@ -589,47 +716,121 @@ Player::handle_input()
     handle_input_ghost();
     return;
   }
+  if (climbing) {
+    handle_input_climbing();
+    return;
+  }
 
-  if(!controller->hold(Controller::ACTION) && grabbed_object) {
-    // move the grabbed object a bit away from tux
-    Vector pos = get_pos() + 
-        Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
-                bbox.get_height()*0.66666 - 32);
-    Rect dest(pos, pos + Vector(32, 32));
-    if(Sector::current()->is_free_space(dest)) {
-      MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
-      if(moving_object) {
-        moving_object->set_pos(pos);
-      } else {
-        log_debug << "Non MovingObjetc grabbed?!?" << std::endl;
-      }
-      grabbed_object->ungrab(*this, dir);
-      grabbed_object = NULL;
+  /* Peeking */
+  if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
+    peekingX = AUTO;
+  }
+  if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
+    peekingY = AUTO;
+  }
+  if( controller->pressed( Controller::PEEK_LEFT ) ) {
+    peekingX = LEFT;
+  }
+  if( controller->pressed( Controller::PEEK_RIGHT ) ) {
+    peekingX = RIGHT;
+  }
+  if(!backflipping && !jumping && on_ground()) {
+    if( controller->pressed( Controller::PEEK_UP ) ) {
+      peekingY = UP;
+    } else if( controller->pressed( Controller::PEEK_DOWN ) ) {
+      peekingY = DOWN;
     }
   }
+
   /* Handle horizontal movement: */
   if (!backflipping) handle_horizontal_input();
-  
+
   /* Jump/jumping? */
-  if (on_ground() && !controller->hold(Controller::JUMP))
+  if (on_ground())
     can_jump = true;
 
   /* Handle vertical movement: */
   handle_vertical_input();
 
   /* Shoot! */
-  if (controller->pressed(Controller::ACTION) && player_status->bonus == FIRE_BONUS) {
+  if (controller->pressed(Controller::ACTION) && (player_status->bonus == FIRE_BONUS || player_status->bonus == ICE_BONUS)) {
     if(Sector::current()->add_bullet(
-         get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2) 
+         get_pos() + ((dir == LEFT)? Vector(0, bbox.get_height()/2)
                       : Vector(32, bbox.get_height()/2)),
          physic.get_velocity_x(), dir))
       shooting_timer.start(SHOOTING_TIME);
   }
-  
+
   /* Duck or Standup! */
-  if (controller->hold(Controller::DOWN)) do_duck(); else do_standup();
+  if (controller->hold(Controller::DOWN)) {
+    do_duck();
+  } else {
+    do_standup();
+  }
+
+  /* grabbing */
+  try_grab();
 
+  if(!controller->hold(Controller::ACTION) && grabbed_object) {
+    // move the grabbed object a bit away from tux
+    Vector pos = get_pos() +
+      Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
+             bbox.get_height()*0.66666 - 32);
+    Rect dest(pos, pos + Vector(32, 32));
+    if(Sector::current()->is_free_of_movingstatics(dest)) {
+      MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
+      if(moving_object) {
+        moving_object->set_pos(pos);
+      } else {
+        log_debug << "Non MovingObject grabbed?!?" << std::endl;
+      }
+      if(controller->hold(Controller::UP)) {
+        grabbed_object->ungrab(*this, UP);
+      } else {
+        grabbed_object->ungrab(*this, dir);
+      }
+      grabbed_object = NULL;
+    }
+  }
+}
+
+void
+Player::try_grab()
+{
+  if(controller->hold(Controller::ACTION) && !grabbed_object
+     && !duck) {
+    Sector* sector = Sector::current();
+    Vector pos;
+    if(dir == LEFT) {
+      pos = Vector(bbox.get_left() - 5, bbox.get_bottom() - 16);
+    } else {
+      pos = Vector(bbox.get_right() + 5, bbox.get_bottom() - 16);
+    }
+
+    for(Sector::Portables::iterator i = sector->portables.begin();
+        i != sector->portables.end(); ++i) {
+      Portable* portable = *i;
+      if(!portable->is_portable())
+        continue;
+
+      // make sure the Portable is a MovingObject
+      MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
+      assert(moving_object);
+      if(moving_object == NULL)
+        continue;
+
+      // make sure the Portable isn't currently non-solid
+      if(moving_object->get_group() == COLGROUP_DISABLED) continue;
+
+      // check if we are within reach
+      if(moving_object->get_bbox().contains(pos)) {
+        if (climbing) stop_climbing(*climbing);
+        grabbed_object = portable;
+        grabbed_object->grab(*this, get_pos(), dir);
+        break;
+      }
+    }
+  }
 }
 
 void
@@ -637,13 +838,13 @@ Player::handle_input_ghost()
 {
   float vx = 0;
   float vy = 0;
-  if (controller->hold(Controller::LEFT)) { 
-    dir = LEFT; 
-    vx -= MAX_RUN_XM * 2; 
+  if (controller->hold(Controller::LEFT)) {
+    dir = LEFT;
+    vx -= MAX_RUN_XM * 2;
   }
-  if (controller->hold(Controller::RIGHT)) { 
-    dir = RIGHT; 
-    vx += MAX_RUN_XM * 2; 
+  if (controller->hold(Controller::RIGHT)) {
+    dir = RIGHT;
+    vx += MAX_RUN_XM * 2;
   }
   if ((controller->hold(Controller::UP)) || (controller->hold(Controller::JUMP))) {
     vy -= MAX_RUN_XM * 2;
@@ -664,49 +865,72 @@ Player::add_coins(int count)
   player_status->add_coins(count);
 }
 
-void
+int
+Player::get_coins()
+{
+  return player_status->coins;
+}
+
+bool
 Player::add_bonus(const std::string& bonustype)
 {
+  BonusType type = NO_BONUS;
+
   if(bonustype == "grow") {
-    add_bonus(GROWUP_BONUS);
+    type = GROWUP_BONUS;
   } else if(bonustype == "fireflower") {
-    add_bonus(FIRE_BONUS);
+    type = FIRE_BONUS;
   } else if(bonustype == "iceflower") {
-    add_bonus(ICE_BONUS);
+    type = ICE_BONUS;
   } else if(bonustype == "none") {
-    add_bonus(NO_BONUS);
+    type = NO_BONUS;
   } else {
     std::ostringstream msg;
     msg << "Unknown bonus type "  << bonustype;
     throw std::runtime_error(msg.str());
   }
+
+  return add_bonus(type);
 }
 
-void
+bool
 Player::add_bonus(BonusType type, bool animate)
 {
   // always ignore NO_BONUS
   if (type == NO_BONUS) {
-    return;
+    return true;
   }
 
   // ignore GROWUP_BONUS if we're already big
   if (type == GROWUP_BONUS) {
-    if (player_status->bonus == GROWUP_BONUS) return; 
-    if (player_status->bonus == FIRE_BONUS) return;
-    if (player_status->bonus == ICE_BONUS) return;
+    if (player_status->bonus == GROWUP_BONUS)
+      return true;
+    if (player_status->bonus == FIRE_BONUS)
+      return true;
+    if (player_status->bonus == ICE_BONUS)
+      return true;
   }
 
-  set_bonus(type, animate);
+  return set_bonus(type, animate);
 }
 
-void
+bool
 Player::set_bonus(BonusType type, bool animate)
 {
   if(player_status->bonus == NO_BONUS) {
-    if (!adjust_height(62.8)) return;
-    if(animate)
-      growing_timer.start(GROWING_TIME);
+    if (!adjust_height(62.8f)) {
+      printf("can't adjust\n");
+      return false;
+    }
+    if(animate) {
+      growing = true;
+      sprite->set_action((dir == LEFT)?"grow-left":"grow-right", 1);
+    }
+    if (climbing) stop_climbing(*climbing);
+  }
+
+  if (type == NO_BONUS) {
+    if (does_buttjump) does_buttjump = false;
   }
 
   if ((type == NO_BONUS) || (type == GROWUP_BONUS)) {
@@ -717,6 +941,16 @@ Player::set_bonus(BonusType type, bool animate)
       Vector paccel = Vector(0, 1000);
       std::string action = (dir==LEFT)?"left":"right";
       Sector::current()->add_object(new SpriteParticle("images/objects/particles/firetux-helmet.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+      if (climbing) stop_climbing(*climbing);
+    }
+    if ((player_status->bonus == ICE_BONUS) && (animate)) {
+      // visually lose cap
+      Vector ppos = Vector((bbox.p1.x + bbox.p2.x) / 2, bbox.p1.y);
+      Vector pspeed = Vector(((dir==LEFT) ? +100 : -100), -300);
+      Vector paccel = Vector(0, 1000);
+      std::string action = (dir==LEFT)?"left":"right";
+      Sector::current()->add_object(new SpriteParticle("images/objects/particles/icetux-cap.sprite", action, ppos, ANCHOR_TOP, pspeed, paccel, LAYER_OBJECTS-1));
+      if (climbing) stop_climbing(*climbing);
     }
     player_status->max_fire_bullets = 0;
     player_status->max_ice_bullets = 0;
@@ -725,13 +959,14 @@ Player::set_bonus(BonusType type, bool animate)
   if (type == ICE_BONUS) player_status->max_ice_bullets++;
 
   player_status->bonus = type;
+  return true;
 }
 
 void
 Player::set_visible(bool visible)
 {
   this->visible = visible;
-  if( visible ) 
+  if( visible )
     set_group(COLGROUP_MOVING);
   else
     set_group(COLGROUP_DISABLED);
@@ -755,129 +990,108 @@ Player::draw(DrawingContext& context)
   if(!visible)
     return;
 
-  TuxBodyParts* tux_body;
-          
+  // if Tux is above camera, draw little "air arrow" to show where he is x-wise
+  if (Sector::current() && Sector::current()->camera && (get_bbox().p2.y - 16 < Sector::current()->camera->get_translation().y)) {
+    float px = get_pos().x + (get_bbox().p2.x - get_bbox().p1.x - airarrow.get()->get_width()) / 2;
+    float py = Sector::current()->camera->get_translation().y;
+    py += std::min(((py - (get_bbox().p2.y + 16)) / 4), 16.0f);
+    context.draw_surface(airarrow.get(), Vector(px, py), LAYER_HUD - 1);
+  }
+
+  std::string sa_prefix = "";
+  std::string sa_postfix = "";
+
   if (player_status->bonus == GROWUP_BONUS)
-    tux_body = big_tux;
+    sa_prefix = "big";
   else if (player_status->bonus == FIRE_BONUS)
-    tux_body = fire_tux;
+    sa_prefix = "fire";
   else if (player_status->bonus == ICE_BONUS)
-    tux_body = ice_tux;
+    sa_prefix = "ice";
   else
-    tux_body = small_tux;
+    sa_prefix = "small";
 
-  int layer = LAYER_OBJECTS + 1;
+  if(dir == LEFT)
+    sa_postfix = "-left";
+  else
+    sa_postfix = "-right";
 
   /* Set Tux sprite action */
-  if (backflipping)
-    {
-    if(dir == LEFT)
-      tux_body->set_action("backflip-left");
-    else // dir == RIGHT
-      tux_body->set_action("backflip-right");
-    }
-  else if (duck && is_big())
-    {
-    if(dir == LEFT)
-      tux_body->set_action("duck-left");
-    else // dir == RIGHT
-      tux_body->set_action("duck-right");
-    }
-  else if (skidding_timer.started() && !skidding_timer.check())
-    {
-    if(dir == LEFT)
-      tux_body->set_action("skid-left");
-    else // dir == RIGHT
-      tux_body->set_action("skid-right");
-    }
-  else if (kick_timer.started() && !kick_timer.check())
-    {
-    if(dir == LEFT)
-      tux_body->set_action("kick-left");
-    else // dir == RIGHT
-      tux_body->set_action("kick-right");
-    }
-  else if (butt_jump && is_big())
-    {
-    if(dir == LEFT)
-      tux_body->set_action("buttjump-left");
-    else // dir == RIGHT
-      tux_body->set_action("buttjump-right");
-    }
-  else if (!on_ground())
-    {
-    if(dir == LEFT)
-      tux_body->set_action("jump-left");
-    else // dir == RIGHT
-      tux_body->set_action("jump-right");
-    }
-  else
-    {
-    if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
-      {
-      if(dir == LEFT)
-        tux_body->set_action("stand-left");
-      else // dir == RIGHT
-        tux_body->set_action("stand-right");
-      }
-    else // moving
-      {
-      if(dir == LEFT)
-        tux_body->set_action("walk-left");
-      else // dir == RIGHT
-        tux_body->set_action("walk-right");
+  if(dying) {
+    sprite->set_action("gameover");
+  }
+  else if (growing) {
+    sprite->set_action_continued("grow"+sa_postfix);
+    // while growing, do not change action
+    // do_duck() will take care of cancelling growing manually
+    // update() will take care of cancelling when growing completed
+  }
+  else if (climbing) {
+    sprite->set_action(sa_prefix+"-skid"+sa_postfix);
+  }
+  else if (backflipping) {
+    sprite->set_action(sa_prefix+"-backflip"+sa_postfix);
+  }
+  else if (duck && is_big()) {
+    sprite->set_action(sa_prefix+"-duck"+sa_postfix);
+  }
+  else if (skidding_timer.started() && !skidding_timer.check()) {
+    sprite->set_action(sa_prefix+"-skid"+sa_postfix);
+  }
+  else if (kick_timer.started() && !kick_timer.check()) {
+    sprite->set_action(sa_prefix+"-kick"+sa_postfix);
+  }
+  else if ((wants_buttjump || does_buttjump) && is_big()) {
+    sprite->set_action(sa_prefix+"-buttjump"+sa_postfix);
+  }
+  else if (!on_ground()) {
+    sprite->set_action(sa_prefix+"-jump"+sa_postfix);
+  }
+  else {
+    if (fabsf(physic.get_velocity_x()) < 1.0f) {
+      // Determine which idle stage we're at
+      if (sprite->get_action().find("-stand-") == std::string::npos && sprite->get_action().find("-idle-") == std::string::npos) {
+        idle_stage = 0;
+        idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
+
+        sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
       }
-    }
+      else if (idle_timer.check() || (IDLE_TIME[idle_stage] == 0 && sprite->animation_done())) {
+        idle_stage++;
+        if (idle_stage >= IDLE_STAGE_COUNT)
+          idle_stage = 1;
 
-  if(idle_timer.check())
-    {
-    if(is_big())
-      {
-      if(dir == LEFT)
-        tux_body->head->set_action("idle-left", 1);
-      else // dir == RIGHT
-        tux_body->head->set_action("idle-right", 1);
-      }
+        idle_timer.start(IDLE_TIME[idle_stage]/1000.0f);
 
+        if (IDLE_TIME[idle_stage] == 0)
+          sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix, 1);
+        else
+          sprite->set_action(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
+      }
+      else {
+        sprite->set_action_continued(sa_prefix+("-" + IDLE_STAGES[idle_stage])+sa_postfix);
+      }
+    }
+    else {
+      sprite->set_action(sa_prefix+"-walk"+sa_postfix);
     }
+  }
 
+  /*
   // Tux is holding something
   if ((grabbed_object != 0 && physic.get_velocity_y() == 0) ||
-      (shooting_timer.get_timeleft() > 0 && !shooting_timer.check()))
-    {
-    if (duck)
-      {
-      if(dir == LEFT)
-        tux_body->arms->set_action("duck+grab-left");
-      else // dir == RIGHT
-        tux_body->arms->set_action("duck+grab-right");
-      }
-    else
-      {
-      if(dir == LEFT)
-        tux_body->arms->set_action("grab-left");
-      else // dir == RIGHT
-        tux_body->arms->set_action("grab-right");
-      }
-    }
+  (shooting_timer.get_timeleft() > 0 && !shooting_timer.check())) {
+  if (duck) {
+  } else {
+  }
+  }
+  */
 
   /* Draw Tux */
-  if(dying) {
-    smalltux_gameover->draw(context, get_pos(), LAYER_FLOATINGOBJECTS + 1);
-  } 
-  else if ((growing_timer.get_timeleft() > 0) && (!duck)) {
-      if (dir == RIGHT) {
-        context.draw_surface(growingtux_right[int((growing_timer.get_timegone() *
-                 GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
-      } else {
-        context.draw_surface(growingtux_left[int((growing_timer.get_timegone() *
-                GROWING_FRAMES) / GROWING_TIME)], get_pos(), layer);
-      }
-    }
-  else if (safe_timer.started() && size_t(game_time*40)%2)
+  if (safe_timer.started() && size_t(game_time*40)%2)
     ;  // don't draw Tux
-  else
-    tux_body->draw(context, get_pos(), layer);
+  else {
+    sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+  }
 
 }
 
@@ -886,96 +1100,90 @@ Player::collision_tile(uint32_t tile_attributes)
 {
   if(tile_attributes & Tile::HURTS)
     kill(false);
+
+#ifdef SWIMMING
+  if( swimming ){
+    if( tile_attributes & Tile::WATER ){
+      no_water = false;
+    } else {
+      swimming = false;
+    }
+  } else {
+    if( tile_attributes & Tile::WATER ){
+      swimming = true;
+      no_water = false;
+      sound_manager->play( "sounds/splash.ogg" );
+    }
+  }
+#endif
+
+  if(tile_attributes & Tile::ICE) {
+    ice_this_frame = true;
+    on_ice = true;
+  }
 }
 
-HitResponse
-Player::collision(GameObject& other, const CollisionHit& hit)
+void
+Player::collision_solid(const CollisionHit& hit)
 {
-  Bullet* bullet = dynamic_cast<Bullet*> (&other);
-  if(bullet) {
-    return FORCE_MOVE;
-  }
+  if(hit.bottom) {
+    if(physic.get_velocity_y() > 0)
+      physic.set_velocity_y(0);
 
-  if(other.get_flags() & FLAG_PORTABLE) {
-    Portable* portable = dynamic_cast<Portable*> (&other);
-    assert(portable != NULL);
-    if(portable && grabbed_object == NULL
-        && controller->hold(Controller::ACTION)
-        && fabsf(hit.normal.x) > .9) {
-      grabbed_object = portable;
-      grabbed_object->grab(*this, get_pos(), dir);
-      return CONTINUE;
+    on_ground_flag = true;
+    floor_normal = hit.slope_normal;
+
+    // Butt Jump landed    
+    if (does_buttjump) {
+      does_buttjump = false;
+      physic.set_velocity_y(-300);
+      on_ground_flag = false;
+      Sector::current()->add_object(new Particles(
+                                      Vector(get_bbox().p2.x, get_bbox().p2.y),
+                                      270+20, 270+40,
+                                      Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
+                                      LAYER_OBJECTS+1));
+      Sector::current()->add_object(new Particles(
+                                      Vector(get_bbox().p1.x, get_bbox().p2.y),
+                                      90-40, 90-20,
+                                      Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
+                                      LAYER_OBJECTS+1));
     }
+
+  } else if(hit.top) {
+    if(physic.get_velocity_y() < 0)
+      physic.set_velocity_y(.2f);
   }
-  if(other.get_flags() & FLAG_SOLID) {
-    /*
-    printf("Col %p: HN: %3.1f %3.1f D %.1f P: %3.1f %3.1f M: %3.1f %3.1f\n",
-        &other,
-        hit.normal.x, hit.normal.y, hit.depth,
-        get_pos().x, get_pos().y,
-        movement.x, movement.y);
-    */
-    
-    if(hit.normal.y < 0) { // landed on floor?
-      if(physic.get_velocity_y() > 0)
-        physic.set_velocity_y(0);
-
-      on_ground_flag = true;
-
-      // remember normal of this tile
-      if (hit.normal.y > -0.9) {
-        floor_normal.x = hit.normal.x;
-        floor_normal.y = hit.normal.y;
-      } else {
-        // slowly adjust to unisolid tiles. 
-        // Necessary because our bounding box sometimes reaches through slopes and thus hits unisolid tiles
-        floor_normal.x = (floor_normal.x * 0.9) + (hit.normal.x * 0.1);
-        floor_normal.y = (floor_normal.y * 0.9) + (hit.normal.y * 0.1);
-      }
 
-      // hack platforms so that we stand normally on them when going down...
-      Platform* platform = dynamic_cast<Platform*> (&other);
-      if(platform != NULL) {
-        if(platform->get_speed().y > 0)
-          physic.set_velocity_y(platform->get_speed().y);
-        //physic.set_velocity_x(platform->get_speed().x);
-      }
-    } else if(hit.normal.y > 0) { // bumped against the roof
-      physic.set_velocity_y(-.1);
-
-      // hack platform so that we are not glued to it from below
-      Platform* platform = dynamic_cast<Platform*> (&other);
-      if(platform != NULL) {
-        physic.set_velocity_y(platform->get_speed().y);
-      }      
-    }
-    
-    if(fabsf(hit.normal.x) > .9) { // hit on the side?
-      physic.set_velocity_x(0);
-    }
+  if(hit.left || hit.right) {
+    physic.set_velocity_x(0);
+  }
 
-    MovingObject* omov = dynamic_cast<MovingObject*> (&other);
-    if(omov != NULL) {
-      Vector mov = movement - omov->get_movement();
-      /*
-      printf("W %p - HITN: %3.1f %3.1f D:%3.1f TM: %3.1f %3.1f TD: %3.1f %3.1f PM: %3.2f %3.1f\n",
-          omov,
-          hit.normal.x, hit.normal.y,
-          hit.depth,
-          movement.x, movement.y,
-          dest.p1.x, dest.p1.y,
-          omov->get_movement().x, omov->get_movement().y);
-      */
+  // crushed?
+  if(hit.crush) {
+    if(hit.left || hit.right) {
+      kill(true);
+    } else if(hit.top || hit.bottom) {
+      kill(false);
     }
-    
-    return CONTINUE;
+  }
+}
+
+HitResponse
+Player::collision(GameObject& other, const CollisionHit& hit)
+{
+  Bullet* bullet = dynamic_cast<Bullet*> (&other);
+  if(bullet) {
+    return FORCE_MOVE;
   }
 
+  if(hit.left || hit.right) {
+    try_grab(); //grab objects right now, in update it will be too late
+  }
 #ifdef DEBUG
   assert(dynamic_cast<MovingObject*> (&other) != NULL);
 #endif
-  MovingObject* moving_object = static_cast<MovingObject*> (&other); 
+  MovingObject* moving_object = static_cast<MovingObject*> (&other);
   if(moving_object->get_group() == COLGROUP_TOUCHABLE) {
     TriggerBase* trigger = dynamic_cast<TriggerBase*> (&other);
     if(trigger) {
@@ -994,15 +1202,15 @@ Player::collision(GameObject& other, const CollisionHit& hit)
     return CONTINUE;
   }
 
-  return FORCE_MOVE;
+  return CONTINUE;
 }
 
 void
 Player::make_invincible()
 {
-  sound_manager->play("sounds/invincible.wav");
+  sound_manager->play("sounds/invincible_start.ogg");
   invincible_timer.start(TUX_INVINCIBLE_TIME);
-  Sector::current()->play_music(HERRING_MUSIC);               
+  Sector::current()->play_music(HERRING_MUSIC);
 }
 
 /* Kill Player! */
@@ -1012,45 +1220,65 @@ Player::kill(bool completely)
   if(dying || deactivated)
     return;
 
-  if(!completely && safe_timer.started() || invincible_timer.started())
-    return;                          
-  
+  if(!completely && (safe_timer.started() || invincible_timer.started()))
+    return;
+
+  growing = false;
+
   sound_manager->play("sounds/hurt.wav");
 
+  if (climbing) stop_climbing(*climbing);
+
   physic.set_velocity_x(0);
 
   if(!completely && is_big()) {
     if(player_status->bonus == FIRE_BONUS
-        || player_status->bonus == ICE_BONUS) {
+       || player_status->bonus == ICE_BONUS) {
       safe_timer.start(TUX_SAFE_TIME);
       set_bonus(GROWUP_BONUS, true);
-    } else {
-      //growing_timer.start(GROWING_TIME);
+    } else if(player_status->bonus == GROWUP_BONUS) {
       safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
-      adjust_height(30.8);
+      adjust_height(30.8f);
       duck = false;
+      backflipping = false;
       set_bonus(NO_BONUS, true);
+    } else if(player_status->bonus == NO_BONUS) {
+      safe_timer.start(TUX_SAFE_TIME);
+      adjust_height(30.8f);
+      duck = false;
     }
   } else {
-    for (int i = 0; (i < 5) && (i < player_status->coins); i++)
+
+    // do not die when in edit mode
+    if (edit_mode) {
+      set_ghost_mode(true);
+      return;
+    }
+
+    if (player_status->coins >= 25 && !GameSession::current()->get_reset_point_sectorname().empty())
+    {
+      for (int i = 0; i < 5; i++)
+      {
+        // the numbers: starting x, starting y, velocity y
+        Sector::current()->add_object(new FallingCoin(get_pos() +
+                                                      Vector(systemRandom.rand(5), systemRandom.rand(-32,18)),
+                                                      systemRandom.rand(-100,100)));
+      }
+      player_status->coins -= std::max(player_status->coins/10, 25);
+    }
+    else
     {
-      // the numbers: starting x, starting y, velocity y
-      Sector::current()->add_object(new FallingCoin(get_pos() + 
-            Vector(systemRandom.rand(5), systemRandom.rand(-32,18)), 
-            systemRandom.rand(-100,100)));
+      GameSession::current()->set_reset_point("", Vector());
     }
     physic.enable_gravity(true);
     physic.set_acceleration(0, 0);
     physic.set_velocity(0, -700);
-    player_status->coins -= 25;
     set_bonus(NO_BONUS, true);
     dying = true;
     dying_timer.start(3.0);
     set_group(COLGROUP_DISABLED);
 
-    DisplayEffect* effect = new DisplayEffect();
-    effect->fade_out(3.0);
-    Sector::current()->add_object(effect);
+    Sector::current()->effect->fade_out(3.0);
     sound_manager->stop_music(3.0);
   }
 }
@@ -1062,11 +1290,12 @@ Player::move(const Vector& vector)
 
   // TODO: do we need the following? Seems irrelevant to moving the player
   if(is_big())
-    set_size(31.8, 63.8);
+    set_size(31.8f, 63.8f);
   else
-    set_size(31.8, 31.8);
+    set_size(31.8f, 31.8f);
   duck = false;
   last_ground_y = vector.y;
+  if (climbing) stop_climbing(*climbing);
 
   physic.reset();
 }
@@ -1074,42 +1303,34 @@ Player::move(const Vector& vector)
 void
 Player::check_bounds(Camera* camera)
 {
-  /* Keep tux in bounds: */
+  /* Keep tux in sector bounds: */
   if (get_pos().x < 0) {
-    // Lock Tux to the size of the level, so that he doesn't fall of
-    // on the left side
+    // Lock Tux to the size of the level, so that he doesn't fall off
+    // the left side
     set_pos(Vector(0, get_pos().y));
   }
 
-  /* Keep in-bounds, vertically: */
-  if (get_pos().y > Sector::current()->solids->get_height() * 32) {
+  if (get_bbox().get_right() > Sector::current()->get_width()) {
+    // Lock Tux to the size of the level, so that he doesn't fall off
+    // the right side
+    set_pos(Vector(Sector::current()->get_width() - get_bbox().get_width(), get_pos().y));
+  }
+
+  /* fallen out of the level? */
+  if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
     kill(true);
     return;
   }
 
-  bool adjust = false;
   // can happen if back scrolling is disabled
   if(get_pos().x < camera->get_translation().x) {
     set_pos(Vector(camera->get_translation().x, get_pos().y));
-    adjust = true;
   }
   if(get_pos().x >= camera->get_translation().x + SCREEN_WIDTH - bbox.get_width())
   {
     set_pos(Vector(
-          camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
-          get_pos().y));
-    adjust = true;
-  }
-
-  if(adjust) {
-    // FIXME
-#if 0
-    // squished now?
-    if(collision_object_map(bbox)) {
-      kill(KILL);
-      return;
-    }
-#endif
+              camera->get_translation().x + SCREEN_WIDTH - bbox.get_width(),
+              get_pos().y));
   }
 }
 
@@ -1122,10 +1343,20 @@ Player::add_velocity(const Vector& velocity)
 void
 Player::add_velocity(const Vector& velocity, const Vector& end_speed)
 {
-  if (end_speed.x > 0) physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
-  if (end_speed.x < 0) physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
-  if (end_speed.y > 0) physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
-  if (end_speed.y < 0) physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
+  if (end_speed.x > 0)
+    physic.set_velocity_x(std::min(physic.get_velocity_x() + velocity.x, end_speed.x));
+  if (end_speed.x < 0)
+    physic.set_velocity_x(std::max(physic.get_velocity_x() + velocity.x, end_speed.x));
+  if (end_speed.y > 0)
+    physic.set_velocity_y(std::min(physic.get_velocity_y() + velocity.y, end_speed.y));
+  if (end_speed.y < 0)
+    physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
+}
+
+Vector 
+Player::get_velocity()
+{
+  return physic.get_velocity();
 }
 
 void
@@ -1142,18 +1373,21 @@ Player::bounce(BadGuy& )
 void
 Player::deactivate()
 {
-  if (deactivated) return;
+  if (deactivated)
+    return;
   deactivated = true;
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
   physic.set_acceleration_x(0);
   physic.set_acceleration_y(0);
+  if (climbing) stop_climbing(*climbing);
 }
 
 void
 Player::activate()
 {
-  if (!deactivated) return;
+  if (!deactivated)
+    return;
   deactivated = false;
 }
 
@@ -1165,7 +1399,11 @@ void Player::walk(float speed)
 void
 Player::set_ghost_mode(bool enable)
 {
-  if (ghost_mode == enable) return;
+  if (ghost_mode == enable)
+    return;
+
+  if (climbing) stop_climbing(*climbing);
+
   if (enable) {
     ghost_mode = true;
     set_group(COLGROUP_DISABLED);
@@ -1179,3 +1417,84 @@ Player::set_ghost_mode(bool enable)
   }
 }
 
+void
+Player::set_edit_mode(bool enable)
+{
+  edit_mode = enable;
+}
+
+void 
+Player::start_climbing(Climbable& climbable)
+{
+  if (climbing == &climbable) return;
+
+  climbing = &climbable;
+  physic.enable_gravity(false);
+  physic.set_velocity(0, 0);
+  physic.set_acceleration(0, 0);
+}
+
+void 
+Player::stop_climbing(Climbable& /*climbable*/)
+{
+  if (!climbing) return;
+
+  climbing = 0;
+
+  if (grabbed_object) {    
+    grabbed_object->ungrab(*this, dir);
+    grabbed_object = NULL;
+  }
+
+  physic.enable_gravity(true);
+  physic.set_velocity(0, 0);
+  physic.set_acceleration(0, 0);
+
+  if ((controller->hold(Controller::JUMP)) || (controller->hold(Controller::UP))) {
+    on_ground_flag = true;
+    // TODO: This won't help. Why?
+    do_jump(-300);
+  }
+}
+
+void
+Player::handle_input_climbing()
+{
+  if (!climbing) {
+    log_warning << "handle_input_climbing called with climbing set to 0. Input handling skipped" << std::endl;
+    return;
+  }
+
+  float vx = 0;
+  float vy = 0;
+  if (controller->hold(Controller::LEFT)) {
+    dir = LEFT;
+    vx -= MAX_CLIMB_XM;
+  }
+  if (controller->hold(Controller::RIGHT)) {
+    dir = RIGHT;
+    vx += MAX_CLIMB_XM;
+  }
+  if (controller->hold(Controller::UP)) {
+    vy -= MAX_CLIMB_YM;
+  }
+  if (controller->hold(Controller::DOWN)) {
+    vy += MAX_CLIMB_YM;
+  }
+  if (controller->hold(Controller::JUMP)) {
+    if (can_jump) {
+      stop_climbing(*climbing);
+      return;
+    }  
+  } else {
+    can_jump = true;
+  }
+  if (controller->hold(Controller::ACTION)) {
+    stop_climbing(*climbing);
+    return;
+  }
+  physic.set_velocity(vx, vy);
+  physic.set_acceleration(0, 0);
+}
+
+/* EOF */