+ virtual void activate() = 0;
+ /**
+ * Make Tux walk
+ */
+ virtual void walk(float speed) = 0;
+ /**
+ * Set player visible or invisible
+ */
+ virtual void set_visible(bool visible) = 0;
+ /**
+ * returns true if the player is currently visible (that is he was not set
+ * invisible by the set_visible method)
+ */
+ virtual bool get_visible() = 0;
+
+ /**
+ * Hurts a player, if completely=true then the player will be killed even
+ * if he had grow or fireflower bonus
+ */
+ virtual void kill(bool completely) = 0;
+
+ /**
+ * Switches ghost mode on/off.
+ * Lets Tux float around and through solid objects.
+ */
+ virtual void set_ghost_mode(bool enable) = 0;
+
+ /**
+ * Returns whether ghost mode is currently enabled
+ */
+ virtual bool get_ghost_mode() = 0;
+
+ /**
+ * play cheer animation.
+ * This might need some space and behave in an unpredictable way. Best to use this at level end.
+ */
+ virtual void do_cheer() = 0;
+
+ /**
+ * duck down if possible.
+ * this won't last long as long as input is enabled.
+ */
+ virtual void do_duck() = 0;
+
+ /**
+ * stand back up if possible.
+ */
+ virtual void do_standup() = 0;
+
+ /**
+ * do a backflip if possible.
+ */
+ virtual void do_backflip() = 0;
+
+ /**
+ * jump in the air if possible
+ * sensible values for yspeed are negative - unless we want to jump into the ground of course
+ */
+ virtual void do_jump(float yspeed) = 0;
+
+ /**
+ * Orders the current GameSession to start a sequence
+ */
+ virtual void trigger_sequence(std::string sequence_name) = 0;
+
+ /**
+ * Uses a scriptable controller for all user input (or restores controls)
+ */
+ virtual void use_scripting_controller(bool use_or_release) = 0;
+
+ /**
+ * Instructs the scriptable controller to press or release a button
+ */
+ virtual void do_scripting_controller(std::string control, bool pressed) = 0;
+