Getting rid of nasty tabs
[supertux.git] / src / object / player.cpp
index 12d440a..63770ef 100644 (file)
 #include "falling_coin.hpp"
 #include "random_generator.hpp"
 #include "object/sprite_particle.hpp"
+#include "trigger/climbable.hpp"
+
+//#define SWIMMING
 
 static const int TILES_FOR_BUTTJUMP = 3;
-static const float SHOOTING_TIME = .150;
+static const float BUTTJUMP_MIN_VELOCITY_Y = 400.0f;
+static const float SHOOTING_TIME = .150f;
 /// time before idle animation starts
-static const float IDLE_TIME = 2.5;
+static const float IDLE_TIME = 2.5f;
 
+/** 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;
-
-static const float UNDUCK_HURT_TIME = 0.25; /**< if Tux cannot unduck for this long, he will get hurt */
-
-// growing animation
-Surface* growingtux_left[GROWING_FRAMES];
-Surface* growingtux_right[GROWING_FRAMES];
-
-Surface* tux_life = 0;
+/** 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;
 
-TuxBodyParts* small_tux = 0;
-TuxBodyParts* big_tux = 0;
-TuxBodyParts* fire_tux = 0;
-TuxBodyParts* ice_tux = 0;
+/** 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;
 
 namespace{
   bool no_water = true;
 }
-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);
-}
-
-void
-TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
-{
-  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, const std::string& name)
-  : player_status(_player_status), grabbed_object(NULL), ghost_mode(false)
+  : scripting_controller(0), 
+    player_status(_player_status), 
+    scripting_controller_old(0),
+    grabbed_object(NULL), ghost_mode(false), edit_mode(false), climbing(0)
 {
   this->name = name;
   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");
+  scripting_controller = new CodeController();
+  sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
+  airarrow.reset(new Surface("images/engine/hud/airarrow.png"));
 
   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);
+  delete sprite;
+  delete scripting_controller;
 }
 
 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;
@@ -150,21 +138,28 @@ Player::init()
   dead = false;
 
   dying = false;
-  peeking = AUTO;
+  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;
+  speedlimit = 0; //no special limit
 
   on_ground_flag = false;
   grabbed_object = NULL;
 
+  climbing = 0;
+
   physic.reset();
 }
 
@@ -186,12 +181,47 @@ Player::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
   Scripting::unexpose_object(vm, table_idx, name);
 }
 
+float
+Player::get_speedlimit()
+{
+  return speedlimit;
+}
+
+void
+Player::set_speedlimit(float newlimit)
+{
+  speedlimit=newlimit;
+}
+
 void
 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)) {
+    scripting_controller_old = get_controller();
+    set_controller(scripting_controller);
+  }
+  if ((use_or_release == false) && (controller == scripting_controller)) {
+    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)
 {
@@ -202,7 +232,7 @@ Player::adjust_height(float new_height)
   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))
+    if(!Sector::current()->is_free_of_statics(additional_space, this, true))
       return false;
   }
 
@@ -214,6 +244,13 @@ 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 ){
@@ -238,7 +275,7 @@ Player::update(float elapsed_time)
   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 so tux walks smoothly down
@@ -308,18 +345,22 @@ Player::update(float elapsed_time)
       Vector paccel = Vector(0, 0);
       // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
       if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) {
-       // make every other a longer sparkle to make trail a bit fuzzy
-       if (size_t(game_time*20)%2) {
-         Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
-       } else {
-         Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
-       }
+        // make every other a longer sparkle to make trail a bit fuzzy
+        if (size_t(game_time*20)%2) {
+          Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+        } else {
+          Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+        }
       } else {
         Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
       }
     }
   }
 
+  if (growing) {
+    if (sprite->animation_done()) growing = false;
+  }
+
 }
 
 bool
@@ -345,7 +386,7 @@ Player::apply_friction()
     physic.set_acceleration_x(0);
   } else if(physic.get_velocity_x() < 0) {
     physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
-  } else {
+    } else if(physic.get_velocity_x() > 0) {
     physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
   }
 }
@@ -372,8 +413,9 @@ Player::handle_horizontal_input()
     }
   }
 
-  // only run if action key is pressed and we're not holding anything
-  if (!(controller->hold(Controller::ACTION) && (!grabbed_object))) {
+  // 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) {
@@ -384,7 +426,11 @@ 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;
@@ -400,6 +446,12 @@ 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!
@@ -411,7 +463,7 @@ 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;
@@ -449,9 +501,12 @@ Player::do_duck() {
     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?
@@ -467,7 +522,7 @@ Player::do_standup() {
   if (backflipping)
     return;
 
-  if (adjust_height(63.8)) {
+  if (adjust_height(63.8f)) {
     duck = false;
     unduck_hurt_timer.stop();
   } else {
@@ -489,14 +544,11 @@ Player::do_backflip() {
   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);
-
   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
@@ -519,13 +571,31 @@ Player::do_jump(float yspeed) {
 }
 
 void
+Player::early_jump_apex() {
+  if(jump_early_apex) {
+    return;
+  }
+  jump_early_apex = true;
+  physic.set_gravity(physic.get_gravity() * JUMP_EARLY_APEX_FACTOR);
+};
+
+void
+Player::do_jump_apex() {
+  if(!jump_early_apex) {
+    return;
+  }
+  jump_early_apex = false;
+  physic.set_gravity(physic.get_gravity() / JUMP_EARLY_APEX_FACTOR);
+}
+
+void
 Player::handle_vertical_input()
 {
   // Press jump key
   if(controller->pressed(Controller::JUMP) && (can_jump)) {
     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);
@@ -535,27 +605,36 @@ Player::handle_vertical_input()
   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;
+  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
 }
 
 void
@@ -565,19 +644,36 @@ Player::handle_input()
     handle_input_ghost();
     return;
   }
+  if (climbing) {
+    handle_input_climbing();
+    return;
+  }
 
   /* Peeking */
   if( controller->released( Controller::PEEK_LEFT ) ) {
-    peeking = AUTO;
+    peekingX = AUTO;
   }
   if( controller->released( Controller::PEEK_RIGHT ) ) {
-    peeking = AUTO;
+    peekingX = AUTO;
+  }
+  if( controller->released( Controller::PEEK_UP ) ) {
+    peekingY = AUTO;
+  }
+  if( controller->released( Controller::PEEK_DOWN ) ) {
+    peekingY = AUTO;
   }
   if( controller->pressed( Controller::PEEK_LEFT ) ) {
-    peeking = LEFT;
+    peekingX = LEFT;
   }
   if( controller->pressed( Controller::PEEK_RIGHT ) ) {
-    peeking = 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: */
@@ -615,20 +711,24 @@ Player::handle_input()
         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_statics(dest)) {
+    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 MovingObjetc grabbed?!?" << std::endl;
+        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->ungrab(*this, dir);
       grabbed_object = NULL;
     }
   }
 }
 
-void 
+void
 Player::try_grab()
 {
   if(controller->hold(Controller::ACTION) && !grabbed_object
@@ -647,12 +747,18 @@ Player::try_grab()
       if(!portable->is_portable())
         continue;
 
+      // make sure the Portable is a MovingObject
       MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
-      assert(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;
@@ -693,6 +799,12 @@ Player::add_coins(int count)
   player_status->add_coins(count);
 }
 
+int
+Player::get_coins()
+{
+  return player_status->coins;
+}
+
 bool
 Player::add_bonus(const std::string& bonustype)
 {
@@ -740,12 +852,19 @@ bool
 Player::set_bonus(BonusType type, bool animate)
 {
   if(player_status->bonus == NO_BONUS) {
-    if (!adjust_height(62.8)) {
+    if (!adjust_height(62.8f)) {
       printf("can't adjust\n");
       return false;
     }
-    if(animate)
-      growing_timer.start(GROWING_TIME);
+    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)) {
@@ -756,6 +875,7 @@ 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
@@ -764,6 +884,7 @@ 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/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;
@@ -803,129 +924,86 @@ 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 = "";
   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;
-
-  int layer = LAYER_OBJECTS + 1;
+    sa_prefix = "small";
 
   /* 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");
+  if (growing) {
+    sprite->set_action_continued((dir == LEFT)?"grow-left":"grow-right");
+    // 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+((dir == LEFT)?"-skid-left":"-skid-right"));
+  }
+  else if (backflipping) {
+    sprite->set_action(sa_prefix+((dir == LEFT)?"-backflip-left":"-backflip-right"));
+  }
+  else if (duck && is_big()) {
+    sprite->set_action(sa_prefix+((dir == LEFT)?"-duck-left":"-duck-right"));
+  }
+  else if (skidding_timer.started() && !skidding_timer.check()) {
+    sprite->set_action(sa_prefix+((dir == LEFT)?"-skid-left":"-skid-right"));
+  }
+  else if (kick_timer.started() && !kick_timer.check()) {
+    sprite->set_action(sa_prefix+((dir == LEFT)?"-kick-left":"-kick-right"));
+  }
+  else if ((wants_buttjump || does_buttjump) && is_big()) {
+    sprite->set_action(sa_prefix+((dir == LEFT)?"-buttjump-left":"-buttjump-right"));
+  }
+  else if (!on_ground()) {
+    sprite->set_action(sa_prefix+((dir == LEFT)?"-jump-left":"-jump-right"));
+  }
+  else {
+    if (fabsf(physic.get_velocity_x()) < 1.0f) {
+//      if(idle_timer.check()) {
+//        sprite->set_action(sa_prefix+((dir == LEFT)?"-idle-left":"-idle-right"));
+//      } else {
+        sprite->set_action(sa_prefix+((dir == LEFT)?"-stand-left":"-stand-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");
-      }
+    else {
+      sprite->set_action(sa_prefix+((dir == LEFT)?"-walk-left":"-walk-right"));
     }
+  }
 
-  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);
-      }
-
-    }
 
+/*
   // 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);
+    sprite->set_action("gameover");
   }
-  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)
+
+  /* Draw Tux */
+  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);
+  }
 
 }
 
@@ -935,6 +1013,7 @@ 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;
@@ -948,6 +1027,7 @@ Player::collision_tile(uint32_t tile_attributes)
       sound_manager->play( "sounds/splash.ogg" );
     }
   }
+#endif
 }
 
 void
@@ -959,9 +1039,27 @@ Player::collision_solid(const CollisionHit& hit)
 
     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(.2);
+      physic.set_velocity_y(.2f);
   }
 
   if(hit.left || hit.right) {
@@ -987,7 +1085,6 @@ Player::collision(GameObject& other, const CollisionHit& hit)
   }
 
   if(hit.left || hit.right) {
-    physic.set_velocity_x(0);
     try_grab(); //grab objects right now, in update it will be too late
   }
 #ifdef DEBUG
@@ -1018,7 +1115,7 @@ Player::collision(GameObject& other, const CollisionHit& hit)
 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);
 }
@@ -1033,8 +1130,12 @@ Player::kill(bool completely)
   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()) {
@@ -1042,25 +1143,43 @@ Player::kill(bool completely)
         || 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);
@@ -1080,11 +1199,12 @@ 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();
 }
@@ -1100,7 +1220,7 @@ Player::check_bounds(Camera* camera)
   }
 
   /* fallen out of the level? */
-  if (get_pos().y > Sector::current()->get_height()) {
+  if ((get_pos().y > Sector::current()->get_height()) && (!ghost_mode)) {
     kill(true);
     return;
   }
@@ -1136,6 +1256,12 @@ Player::add_velocity(const Vector& velocity, const Vector& end_speed)
     physic.set_velocity_y(std::max(physic.get_velocity_y() + velocity.y, end_speed.y));
 }
 
+Vector 
+Player::get_velocity()
+{
+  return physic.get_velocity();
+}
+
 void
 Player::bounce(BadGuy& )
 {
@@ -1157,6 +1283,7 @@ Player::deactivate()
   physic.set_velocity_y(0);
   physic.set_acceleration_x(0);
   physic.set_acceleration_y(0);
+  if (climbing) stop_climbing(*climbing);
 }
 
 void
@@ -1178,6 +1305,8 @@ Player::set_ghost_mode(bool enable)
   if (ghost_mode == enable)
     return;
 
+  if (climbing) stop_climbing(*climbing);
+
   if (enable) {
     ghost_mode = true;
     set_group(COLGROUP_DISABLED);
@@ -1190,3 +1319,86 @@ Player::set_ghost_mode(bool enable)
     log_debug << "You feel solid again." << std::endl;
   }
 }
+
+
+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);
+}
+
+