fixed out-of-bounds bug when score was not added to high score list
[rocksndiamonds.git] / src / game.c
index b1498dc8726f99a7cbd3dd08c5a62042f5373808..4d1d9a858244e4283d7bbbdf7f085ec5c4fc3b95 100644 (file)
@@ -1075,6 +1075,8 @@ static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
        CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p)              \
        CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
+#define CheckTriggeredElementChangeByMouse(x, y, e, ev, s)             \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
 
 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
 #define CheckElementChange(x, y, e, te, ev)                            \
@@ -1083,6 +1085,8 @@ static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
        CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
 #define CheckElementChangeBySide(x, y, e, te, ev, s)                   \
        CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
+#define CheckElementChangeByMouse(x, y, e, ev, s)                      \
+       CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
 
 static void PlayLevelSound(int, int, int);
 static void PlayLevelSoundNearest(int, int, int);
@@ -1102,7 +1106,7 @@ void ContinueMoving(int, int);
 void Bang(int, int);
 void InitMovDir(int, int);
 void InitAmoebaNr(int, int);
-int NewHiScore(int);
+void NewHighScore(int, boolean);
 
 void TestIfGoodThingHitsBadThing(int, int, int);
 void TestIfBadThingHitsGoodThing(int, int, int);
@@ -2398,7 +2402,7 @@ static void UpdateGameControlValues(void)
   }
 
   game_panel_controls[GAME_PANEL_SCORE].value = score;
-  game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
+  game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
 
   game_panel_controls[GAME_PANEL_TIME].value = time;
 
@@ -3538,7 +3542,6 @@ void InitGame(void)
   int fade_mask = REDRAW_FIELD;
 
   boolean emulate_bd = TRUE;   // unless non-BOULDERDASH elements found
-  boolean emulate_sb = TRUE;   // unless non-SOKOBAN     elements found
   boolean emulate_sp = TRUE;   // unless non-SUPAPLEX    elements found
   int initial_move_dir = MV_DOWN;
   int i, j, x, y;
@@ -3805,6 +3808,9 @@ void InitGame(void)
   game.switchgate_pos = 0;
   game.wind_direction = level.wind_direction_initial;
 
+  game.time_final = 0;
+  game.score_time_final = 0;
+
   game.score = 0;
   game.score_final = 0;
 
@@ -3879,8 +3885,6 @@ void InitGame(void)
   {
     if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
       emulate_bd = FALSE;
-    if (emulate_sb && !IS_SB_ELEMENT(Tile[x][y]))
-      emulate_sb = FALSE;
     if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
       emulate_sp = FALSE;
 
@@ -3905,7 +3909,6 @@ void InitGame(void)
   }
 
   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
-                   emulate_sb ? EMU_SOKOBAN :
                    emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
 
   // initialize type of slippery elements
@@ -4303,7 +4306,7 @@ void InitGame(void)
        {
          // check for player created from custom element as single target
          content = element_info[element].change_page[i].target_element;
-         is_player = ELEM_IS_PLAYER(content);
+         is_player = IS_PLAYER_ELEMENT(content);
 
          if (is_player && (found_rating < 3 ||
                            (found_rating == 3 && element < found_element)))
@@ -4321,7 +4324,7 @@ void InitGame(void)
       {
        // check for player created from custom element as explosion content
        content = element_info[element].content.e[xx][yy];
-       is_player = ELEM_IS_PLAYER(content);
+       is_player = IS_PLAYER_ELEMENT(content);
 
        if (is_player && (found_rating < 2 ||
                          (found_rating == 2 && element < found_element)))
@@ -4342,7 +4345,7 @@ void InitGame(void)
          content =
            element_info[element].change_page[i].target_content.e[xx][yy];
 
-         is_player = ELEM_IS_PLAYER(content);
+         is_player = IS_PLAYER_ELEMENT(content);
 
          if (is_player && (found_rating < 1 ||
                            (found_rating == 1 && element < found_element)))
@@ -4693,29 +4696,53 @@ void InitAmoebaNr(int x, int y)
   AmoebaCnt2[group_nr]++;
 }
 
-static void LevelSolved(void)
+static void LevelSolved_SetFinalGameValues(void)
 {
-  if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
-      game.players_still_needed > 0)
-    return;
-
-  game.LevelSolved = TRUE;
-  game.GameOver = TRUE;
+  game.time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+  game.score_time_final = (level.use_step_counter ? TimePlayed :
+                          TimePlayed * FRAMES_PER_SECOND + TimeFrames);
 
   game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
                      game_em.lev->score :
                      level.game_engine_type == GAME_ENGINE_TYPE_MM ?
                      game_mm.score :
                      game.score);
+
   game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
                       MM_HEALTH(game_mm.laser_overload_value) :
                       game.health);
 
-  game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
+  game.LevelSolved_CountingTime = game.time_final;
   game.LevelSolved_CountingScore = game.score_final;
   game.LevelSolved_CountingHealth = game.health_final;
 }
 
+static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
+{
+  game.LevelSolved_CountingTime = time;
+  game.LevelSolved_CountingScore = score;
+  game.LevelSolved_CountingHealth = health;
+
+  game_panel_controls[GAME_PANEL_TIME].value = time;
+  game_panel_controls[GAME_PANEL_SCORE].value = score;
+  game_panel_controls[GAME_PANEL_HEALTH].value = health;
+
+  DisplayGameControlValues();
+}
+
+static void LevelSolved(void)
+{
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
+      game.players_still_needed > 0)
+    return;
+
+  game.LevelSolved = TRUE;
+  game.GameOver = TRUE;
+
+  // needed here to display correct panel values while player walks into exit
+  LevelSolved_SetFinalGameValues();
+}
+
 void GameWon(void)
 {
   static int time_count_steps;
@@ -4736,6 +4763,9 @@ void GameWon(void)
     if (local_player->active && local_player->MovPos)
       return;
 
+    // calculate final game values after player finished walking into exit
+    LevelSolved_SetFinalGameValues();
+
     game.LevelSolved_GameWon = TRUE;
     game.LevelSolved_SaveTape = tape.recording;
     game.LevelSolved_SaveScore = !tape.playing;
@@ -4756,23 +4786,31 @@ void GameWon(void)
     game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
     game_over_delay_3 = FRAMES_PER_SECOND;     // delay before ending the game
 
-    time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+    time = time_final = game.time_final;
     score = score_final = game.score_final;
     health = health_final = game.health_final;
 
+    // update game panel values before (delayed) counting of score (if any)
+    LevelSolved_DisplayFinalGameValues(time, score, health);
+
+    // if level has time score defined, calculate new final game values
     if (time_score > 0)
     {
+      int time_final_max = 999;
+      int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
       int time_frames = 0;
+      int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
+      int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
 
       if (TimeLeft > 0)
       {
        time_final = 0;
-       time_frames = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
+       time_frames = time_frames_left;
       }
-      else if (game.no_time_limit && TimePlayed < 999)
+      else if (game.no_time_limit && TimePlayed < time_final_max)
       {
-       time_final = 999;
-       time_frames = (999 - TimePlayed) * FRAMES_PER_SECOND - TimeFrames;
+       time_final = time_final_max;
+       time_frames = time_frames_final_max - time_frames_played;
       }
 
       score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
@@ -4789,18 +4827,13 @@ void GameWon(void)
       game.health_final = health_final;
     }
 
+    // if not counting score after game, immediately update game panel values
     if (level_editor_test_game || !setup.count_score_after_game)
     {
       time = time_final;
       score = score_final;
 
-      game.LevelSolved_CountingTime = time;
-      game.LevelSolved_CountingScore = score;
-
-      game_panel_controls[GAME_PANEL_TIME].value = time;
-      game_panel_controls[GAME_PANEL_SCORE].value = score;
-
-      DisplayGameControlValues();
+      LevelSolved_DisplayFinalGameValues(time, score, health);
     }
 
     if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
@@ -4877,13 +4910,7 @@ void GameWon(void)
       if (time == time_final)
        score = score_final;
 
-      game.LevelSolved_CountingTime = time;
-      game.LevelSolved_CountingScore = score;
-
-      game_panel_controls[GAME_PANEL_TIME].value = time;
-      game_panel_controls[GAME_PANEL_SCORE].value = score;
-
-      DisplayGameControlValues();
+      LevelSolved_DisplayFinalGameValues(time, score, health);
 
       if (time == time_final)
        StopSound(SND_GAME_LEVELTIME_BONUS);
@@ -4909,13 +4936,7 @@ void GameWon(void)
       health += health_count_dir;
       score  += time_score;
 
-      game.LevelSolved_CountingHealth = health;
-      game.LevelSolved_CountingScore = score;
-
-      game_panel_controls[GAME_PANEL_HEALTH].value = health;
-      game_panel_controls[GAME_PANEL_SCORE].value = score;
-
-      DisplayGameControlValues();
+      LevelSolved_DisplayFinalGameValues(time, score, health);
 
       if (health == health_final)
        StopSound(SND_GAME_LEVELTIME_BONUS);
@@ -4944,7 +4965,7 @@ void GameEnd(void)
 {
   // used instead of "level_nr" (needed for network games)
   int last_level_nr = levelset.level_nr;
-  int hi_pos;
+  boolean tape_saved = FALSE;
 
   game.LevelSolved_GameEnd = TRUE;
 
@@ -4954,7 +4975,11 @@ void GameEnd(void)
     if (!global.use_envelope_request)
       CloseDoor(DOOR_CLOSE_1);
 
-    SaveTapeChecked_LevelSolved(tape.level_nr);                // ask to save tape
+    // ask to save tape
+    tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
+
+    // set unique basename for score tape (also saved in high score table)
+    strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
   }
 
   // if no tape is to be saved, close both doors simultaneously
@@ -4985,6 +5010,9 @@ void GameEnd(void)
     SaveLevelSetup_SeriesInfo();
   }
 
+  // save score and score tape before potentially erasing tape below
+  NewHighScore(last_level_nr, tape_saved);
+
   if (setup.increment_levels &&
       level_nr < leveldir_current->last_level &&
       !network_playing)
@@ -5000,13 +5028,11 @@ void GameEnd(void)
     }
   }
 
-  hi_pos = NewHiScore(last_level_nr);
-
-  if (hi_pos >= 0 && setup.show_scores_after_game)
+  if (scores.last_added >= 0 && setup.show_scores_after_game)
   {
     SetGameStatus(GAME_MODE_SCORES);
 
-    DrawHallOfFame(last_level_nr, hi_pos);
+    DrawHallOfFame(last_level_nr);
   }
   else if (setup.auto_play_next_level && setup.increment_levels &&
           last_level_nr < leveldir_current->last_level &&
@@ -5022,64 +5048,131 @@ void GameEnd(void)
   }
 }
 
-int NewHiScore(int level_nr)
+static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
+                        boolean one_score_entry_per_name)
 {
-  int k, l;
-  int position = -1;
-  boolean one_score_entry_per_name = !program.many_scores_per_name;
-
-  LoadScore(level_nr);
+  int i;
 
-  if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
-      game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
+  if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
     return -1;
 
-  for (k = 0; k < MAX_SCORE_ENTRIES; k++)
-  {
-    if (game.score_final > highscore[k].Score)
+  for (i = 0; i < MAX_SCORE_ENTRIES; i++)
+  {
+    struct ScoreEntry *entry = &list->entry[i];
+    boolean score_is_better = (new_entry->score >  entry->score);
+    boolean score_is_equal  = (new_entry->score == entry->score);
+    boolean time_is_better  = (new_entry->time  <  entry->time);
+    boolean time_is_equal   = (new_entry->time  == entry->time);
+    boolean better_by_score = (score_is_better ||
+                              (score_is_equal && time_is_better));
+    boolean better_by_time  = (time_is_better ||
+                              (time_is_equal && score_is_better));
+    boolean is_better = (level.rate_time_over_score ? better_by_time :
+                        better_by_score);
+    boolean entry_is_empty = (entry->score == 0 &&
+                             entry->time == 0);
+
+    // prevent adding server score entries if also existing in local score file
+    // (special case: historic score entries have an empty tape basename entry)
+    if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
+       !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
+      return -1;
+
+    if (is_better || entry_is_empty)
     {
       // player has made it to the hall of fame
 
-      if (k < MAX_SCORE_ENTRIES - 1)
+      if (i < MAX_SCORE_ENTRIES - 1)
       {
        int m = MAX_SCORE_ENTRIES - 1;
+       int l;
 
        if (one_score_entry_per_name)
        {
-         for (l = k; l < MAX_SCORE_ENTRIES; l++)
-           if (strEqual(setup.player_name, highscore[l].Name))
+         for (l = i; l < MAX_SCORE_ENTRIES; l++)
+           if (strEqual(list->entry[l].name, new_entry->name))
              m = l;
 
-         if (m == k)   // player's new highscore overwrites his old one
+         if (m == i)   // player's new highscore overwrites his old one
            goto put_into_list;
        }
 
-       for (l = m; l > k; l--)
-       {
-         strcpy(highscore[l].Name, highscore[l - 1].Name);
-         highscore[l].Score = highscore[l - 1].Score;
-       }
+       for (l = m; l > i; l--)
+         list->entry[l] = list->entry[l - 1];
       }
 
       put_into_list:
 
-      strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
-      highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
-      highscore[k].Score = game.score_final;
-      position = k;
+      *entry = *new_entry;
 
-      break;
+      return i;
     }
     else if (one_score_entry_per_name &&
-            !strncmp(setup.player_name, highscore[k].Name,
-                     MAX_PLAYER_NAME_LEN))
-      break;   // player already there with a higher score
+            strEqual(entry->name, new_entry->name))
+    {
+      // player already in high score list with better score or time
+
+      return -1;
+    }
   }
 
-  if (position >= 0) 
+  return -1;
+}
+
+void NewHighScore(int level_nr, boolean tape_saved)
+{
+  struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
+  boolean one_per_name = FALSE;
+
+  strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
+  strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
+
+  new_entry.score = game.score_final;
+  new_entry.time = game.score_time_final;
+
+  LoadScore(level_nr);
+
+  scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
+
+  if (scores.last_added >= 0)
+  {
     SaveScore(level_nr);
 
-  return position;
+    // store last added local score entry (before merging server scores)
+    scores.last_added_local = scores.last_added;
+
+    if (game.LevelSolved_SaveTape)
+    {
+      SaveScoreTape(level_nr);
+      SaveServerScore(level_nr, tape_saved);
+    }
+  }
+}
+
+void MergeServerScore(void)
+{
+  struct ScoreEntry last_added_entry;
+  boolean one_per_name = FALSE;
+  int i;
+
+  if (scores.last_added >= 0)
+    last_added_entry = scores.entry[scores.last_added];
+
+  for (i = 0; i < server_scores.num_entries; i++)
+  {
+    int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
+
+    if (pos >= 0 && pos <= scores.last_added)
+      scores.last_added++;
+  }
+
+  if (scores.last_added >= MAX_SCORE_ENTRIES)
+  {
+    scores.last_added = MAX_SCORE_ENTRIES - 1;
+    scores.force_last_added = TRUE;
+
+    scores.entry[scores.last_added] = last_added_entry;
+  }
 }
 
 static int getElementMoveStepsizeExt(int x, int y, int direction)
@@ -5602,7 +5695,7 @@ static void RelocatePlayer(int jx, int jy, int el_player_raw)
      possible that the relocation target field did not contain a player element,
      but a walkable element, to which the new player was relocated -- in this
      case, restore that (already initialized!) element on the player field */
-  if (!ELEM_IS_PLAYER(element))        // player may be set on walkable element
+  if (!IS_PLAYER_ELEMENT(element))     // player may be set on walkable element
   {
     Tile[jx][jy] = element;    // restore previously existing element
   }
@@ -5772,7 +5865,7 @@ static void Explode(int ex, int ey, int phase, int mode)
 
       // !!! check this case -- currently needed for rnd_rado_negundo_v,
       // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
-      else if (ELEM_IS_PLAYER(center_element))
+      else if (IS_PLAYER_ELEMENT(center_element))
        Store[x][y] = EL_EMPTY;
       else if (center_element == EL_YAMYAM)
        Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
@@ -5912,7 +6005,7 @@ static void Explode(int ex, int ey, int phase, int mode)
     if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
       StorePlayer[x][y] = 0;
 
-    if (ELEM_IS_PLAYER(element))
+    if (IS_PLAYER_ELEMENT(element))
       RelocatePlayer(x, y, element);
   }
   else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
@@ -8698,7 +8791,7 @@ void ContinueMoving(int x, int y)
     if (GFX_CRUMBLED(Tile[x][y]))
       TEST_DrawLevelFieldCrumbledNeighbours(x, y);
 
-    if (ELEM_IS_PLAYER(move_leave_element))
+    if (IS_PLAYER_ELEMENT(move_leave_element))
       RelocatePlayer(x, y, move_leave_element);
   }
 
@@ -10508,7 +10601,7 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change)
   int previous_move_direction = MovDir[x][y];
   int last_ce_value = CustomValue[x][y];
   boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
-  boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
+  boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
   boolean add_player_onto_element = (new_element_is_player &&
                                     new_element != EL_SOKOBAN_FIELD_PLAYER &&
                                     IS_WALKABLE(old_element));
@@ -10684,7 +10777,7 @@ static boolean ChangeElement(int x, int y, int element, int page)
          (change->replace_when == CP_WHEN_COLLECTIBLE  && is_collectible) ||
          (change->replace_when == CP_WHEN_REMOVABLE    && is_removable) ||
          (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
-        !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
+        !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
 
       if (!can_replace[xx][yy])
        complete_replace = FALSE;
@@ -10746,6 +10839,10 @@ static boolean ChangeElement(int x, int y, int element, int page)
       Store[x][y] = EL_EMPTY;
     }
 
+    // special case: element changes to player (and may be kept if walkable)
+    if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
+      CreateElementFromChange(x, y, EL_EMPTY);
+
     CreateElementFromChange(x, y, target_element);
 
     PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
@@ -11616,7 +11713,7 @@ static void GameActionsExt(void)
     Warn("element '%s' caused endless loop in game engine",
         EL_NAME(recursion_loop_element));
 
-    RequestQuitGameExt(FALSE, level_editor_test_game, message);
+    RequestQuitGameExt(program.headless, level_editor_test_game, message);
 
     recursion_loop_detected = FALSE;   // if game should be continued
 
@@ -12087,6 +12184,9 @@ void GameActions_RND(void)
        TEST_DrawLevelField(x, y);
 
        TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
+
+       if (IS_ENVELOPE(element))
+         local_player->show_envelope = element;
       }
     }
 
@@ -12141,6 +12241,7 @@ void GameActions_RND(void)
   if (mouse_action.button)
   {
     int new_button = (mouse_action.button && mouse_action_last.button == 0);
+    int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
 
     x = mouse_action.lx;
     y = mouse_action.ly;
@@ -12148,12 +12249,14 @@ void GameActions_RND(void)
 
     if (new_button)
     {
-      CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
-      CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
+      CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
+      CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
+                                        ch_button);
     }
 
-    CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
-    CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
+    CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
+    CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
+                                      ch_button);
   }
 
   SCAN_PLAYFIELD(x, y)
@@ -13106,7 +13209,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        RemovePlayer(player);
     }
 
-    if (!game.LevelSolved && level.use_step_counter)
+    if (level.use_step_counter)
     {
       int i;
 
@@ -13116,14 +13219,14 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       {
        TimeLeft--;
 
-       if (TimeLeft <= 10 && setup.time_limit)
+       if (TimeLeft <= 10 && setup.time_limit && !game.LevelSolved)
          PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
 
        game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
 
        DisplayGameControlValues();
 
-       if (!TimeLeft && setup.time_limit)
+       if (!TimeLeft && setup.time_limit && !game.LevelSolved)
          for (i = 0; i < MAX_PLAYERS; i++)
            KillPlayer(&stored_player[i]);
       }
@@ -13867,7 +13970,11 @@ static void TestFieldAfterSnapping(int x, int y, int element, int direction,
   if (level.finish_dig_collect)
   {
     int dig_side = MV_DIR_OPPOSITE(direction);
+    int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
+                       CE_PLAYER_COLLECTS_X);
 
+    CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
+                                       player_index_bit, dig_side);
     CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
                                        player_index_bit, dig_side);
   }
@@ -14241,7 +14348,10 @@ static int DigField(struct PlayerInfo *player,
     }
     else if (IS_ENVELOPE(element))
     {
-      player->show_envelope = element;
+      boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
+
+      if (!wait_for_snapping)
+       player->show_envelope = element;
     }
     else if (element == EL_EMC_LENSES)
     {
@@ -14428,7 +14538,7 @@ static int DigField(struct PlayerInfo *player,
       if (sokoban_task_solved &&
          game.sokoban_fields_still_needed == 0 &&
          game.sokoban_objects_still_needed == 0 &&
-         (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
+         level.auto_exit_sokoban)
       {
        game.players_still_needed = 0;
 
@@ -15366,12 +15476,12 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
 {
   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
   {
-    // closing door required in case of envelope style request dialogs
-    if (!skip_request)
+    if (!quick_quit)
     {
       // prevent short reactivation of overlay buttons while closing door
       SetOverlayActive(FALSE);
 
+      // door may still be open due to skipped or envelope style request
       CloseDoor(DOOR_CLOSE_1);
     }
 
@@ -15399,10 +15509,13 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
   }
 }
 
-void RequestQuitGame(boolean ask_if_really_quit)
+void RequestQuitGame(boolean escape_key_pressed)
 {
-  boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
-  boolean skip_request = game.all_players_gone || quick_quit;
+  boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
+  boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
+                       level_editor_test_game);
+  boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
+                         quick_quit);
 
   RequestQuitGameExt(skip_request, quick_quit,
                     "Do you really want to quit the game?");
@@ -16055,12 +16168,18 @@ static void UnmapGameButtonsAtSamePosition(int id)
 
 static void UnmapGameButtonsAtSamePosition_All(void)
 {
-  if (setup.show_snapshot_buttons)
+  if (setup.show_load_save_buttons)
   {
     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
   }
+  else if (setup.show_undo_redo_buttons)
+  {
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+    UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
+  }
   else
   {
     UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
@@ -16073,17 +16192,13 @@ static void UnmapGameButtonsAtSamePosition_All(void)
   }
 }
 
-static void MapGameButtonsAtSamePosition(int id)
+void MapLoadSaveButtons(void)
 {
-  int i;
+  UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+  UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
 
-  for (i = 0; i < NUM_GAME_BUTTONS; i++)
-    if (i != id &&
-       gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
-       gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
-      MapGadget(game_gadget[i]);
-
-  UnmapGameButtonsAtSamePosition_All();
+  MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
+  MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
 }
 
 void MapUndoRedoButtons(void)
@@ -16095,15 +16210,6 @@ void MapUndoRedoButtons(void)
   MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
 }
 
-void UnmapUndoRedoButtons(void)
-{
-  UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
-  UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
-
-  MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
-  MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
-}
-
 void ModifyPauseButtons(void)
 {
   static int ids[] =
@@ -16125,9 +16231,7 @@ static void MapGameButtonsExt(boolean on_tape)
   int i;
 
   for (i = 0; i < NUM_GAME_BUTTONS; i++)
-    if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
-       i != GAME_CTRL_ID_UNDO &&
-       i != GAME_CTRL_ID_REDO)
+    if (!on_tape || gamebutton_info[i].allowed_on_tape)
       MapGadget(game_gadget[i]);
 
   UnmapGameButtonsAtSamePosition_All();
@@ -16219,6 +16323,8 @@ static void GameUndoRedoExt(void)
   DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
   DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
 
+  ModifyPauseButtons();
+
   BackToFront();
 }
 
@@ -16227,8 +16333,12 @@ static void GameUndo(int steps)
   if (!CheckEngineSnapshotList())
     return;
 
+  int tape_property_bits = tape.property_bits;
+
   LoadEngineSnapshot_Undo(steps);
 
+  tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
+
   GameUndoRedoExt();
 }
 
@@ -16237,8 +16347,12 @@ static void GameRedo(int steps)
   if (!CheckEngineSnapshotList())
     return;
 
+  int tape_property_bits = tape.property_bits;
+
   LoadEngineSnapshot_Redo(steps);
 
+  tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
+
   GameUndoRedoExt();
 }
 
@@ -16264,7 +16378,7 @@ static void HandleGameButtonsExt(int id, int button)
       if (tape.playing)
        TapeStop();
       else
-       RequestQuitGame(TRUE);
+       RequestQuitGame(FALSE);
 
       break;