fixed out-of-bounds bug when score was not added to high score list
[rocksndiamonds.git] / src / game.c
index ee3e97891eca48f6ce918a4a5bbae434c8b1c6f7..4d1d9a858244e4283d7bbbdf7f085ec5c4fc3b95 100644 (file)
@@ -879,6 +879,10 @@ static struct GamePanelControlInfo game_panel_controls[] =
                                 RND(element_info[e].move_delay_random))
 #define GET_MAX_MOVE_DELAY(e)  (   (element_info[e].move_delay_fixed) + \
                                    (element_info[e].move_delay_random))
+#define GET_NEW_STEP_DELAY(e)  (   (element_info[e].step_delay_fixed) + \
+                                RND(element_info[e].step_delay_random))
+#define GET_MAX_STEP_DELAY(e)  (   (element_info[e].step_delay_fixed) + \
+                                   (element_info[e].step_delay_random))
 #define GET_NEW_CE_VALUE(e)    (   (element_info[e].ce_value_fixed_initial) +\
                                 RND(element_info[e].ce_value_random_initial))
 #define GET_CE_SCORE(e)                (   (element_info[e].collect_score))
@@ -1071,6 +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)                            \
@@ -1079,6 +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);
@@ -1098,7 +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);
@@ -1119,6 +1127,8 @@ void ExitPlayer(struct PlayerInfo *);
 static int getInvisibleActiveFromInvisibleElement(int);
 static int getInvisibleFromInvisibleActiveElement(int);
 
+static void TestFieldAfterSnapping(int, int, int, int, int);
+
 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
 
 // for detection of endless loops, caused by custom element programming
@@ -2147,8 +2157,9 @@ static void InitGameControlValues(void)
 
     if (nr != i)
     {
-      Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
-      Error(ERR_EXIT, "this should not happen -- please debug");
+      Error("'game_panel_controls' structure corrupted at %d", i);
+
+      Fail("this should not happen -- please debug");
     }
 
     // force update of game controls after initialization
@@ -2250,6 +2261,7 @@ static void UpdateGameControlValues(void)
                level.game_engine_type == GAME_ENGINE_TYPE_MM ?
                MM_HEALTH(game_mm.laser_overload_value) :
                game.health);
+  int sync_random_frame = INIT_GFX_RANDOM();   // random, but synchronized
 
   UpdatePlayfieldElementCount();
 
@@ -2324,6 +2336,63 @@ static void UpdateGameControlValues(void)
       stored_player[player_nr].num_white_keys;
   }
 
+  // re-arrange keys on game panel, if needed or if defined by style settings
+  for (i = 0; i < MAX_NUM_KEYS + 1; i++)       // all normal keys + white key
+  {
+    int nr = GAME_PANEL_KEY_1 + i;
+    struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
+    struct TextPosInfo *pos = gpc->pos;
+
+    // skip check if key is not in the player's inventory
+    if (gpc->value == EL_EMPTY)
+      continue;
+
+    // check if keys should be arranged on panel from left to right
+    if (pos->style == STYLE_LEFTMOST_POSITION)
+    {
+      // check previous key positions (left from current key)
+      for (k = 0; k < i; k++)
+      {
+       int nr_new = GAME_PANEL_KEY_1 + k;
+
+       if (game_panel_controls[nr_new].value == EL_EMPTY)
+       {
+         game_panel_controls[nr_new].value = gpc->value;
+         gpc->value = EL_EMPTY;
+
+         break;
+       }
+      }
+    }
+
+    // check if "undefined" keys can be placed at some other position
+    if (pos->x == -1 && pos->y == -1)
+    {
+      int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
+
+      // 1st try: display key at the same position as normal or EM keys
+      if (game_panel_controls[nr_new].value == EL_EMPTY)
+      {
+       game_panel_controls[nr_new].value = gpc->value;
+      }
+      else
+      {
+       // 2nd try: display key at the next free position in the key panel
+       for (k = 0; k < STD_NUM_KEYS; k++)
+       {
+         nr_new = GAME_PANEL_KEY_1 + k;
+
+         if (game_panel_controls[nr_new].value == EL_EMPTY)
+         {
+           game_panel_controls[nr_new].value = gpc->value;
+
+           break;
+         }
+       }
+      }
+    }
+  }
+
   for (i = 0; i < NUM_PANEL_INVENTORY; i++)
   {
     game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
@@ -2333,7 +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;
 
@@ -2477,11 +2546,13 @@ static void UpdateGameControlValues(void)
        int last_anim_random_frame = gfx.anim_random_frame;
        int element = gpc->value;
        int graphic = el2panelimg(element);
+       int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
+                              sync_random_frame : INIT_GFX_RANDOM());
 
        if (gpc->value != gpc->last_value)
        {
          gpc->gfx_frame = 0;
-         gpc->gfx_random = INIT_GFX_RANDOM();
+         gpc->gfx_random = init_gfx_random;
        }
        else
        {
@@ -2489,7 +2560,7 @@ static void UpdateGameControlValues(void)
 
          if (ANIM_MODE(graphic) == ANIM_RANDOM &&
              IS_NEXT_FRAME(gpc->gfx_frame, graphic))
-           gpc->gfx_random = INIT_GFX_RANDOM();
+           gpc->gfx_random = init_gfx_random;
        }
 
        if (ANIM_MODE(graphic) == ANIM_RANDOM)
@@ -2498,8 +2569,7 @@ static void UpdateGameControlValues(void)
        if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
          gpc->gfx_frame = element_info[element].collect_score;
 
-       gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
-                                             gpc->gfx_frame);
+       gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
 
        if (ANIM_MODE(graphic) == ANIM_RANDOM)
          gfx.anim_random_frame = last_anim_random_frame;
@@ -2511,11 +2581,13 @@ static void UpdateGameControlValues(void)
       {
        int last_anim_random_frame = gfx.anim_random_frame;
        int graphic = gpc->graphic;
+       int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
+                              sync_random_frame : INIT_GFX_RANDOM());
 
        if (gpc->value != gpc->last_value)
        {
          gpc->gfx_frame = 0;
-         gpc->gfx_random = INIT_GFX_RANDOM();
+         gpc->gfx_random = init_gfx_random;
        }
        else
        {
@@ -2523,7 +2595,7 @@ static void UpdateGameControlValues(void)
 
          if (ANIM_MODE(graphic) == ANIM_RANDOM &&
              IS_NEXT_FRAME(gpc->gfx_frame, graphic))
-           gpc->gfx_random = INIT_GFX_RANDOM();
+           gpc->gfx_random = init_gfx_random;
        }
 
        if (ANIM_MODE(graphic) == ANIM_RANDOM)
@@ -2588,6 +2660,10 @@ static void DisplayGameControlValues(void)
     if (PANEL_DEACTIVATED(pos))
       continue;
 
+    if (pos->class == get_hash_from_key("extra_panel_items") &&
+       !setup.prefer_extra_panel_items)
+      continue;
+
     gpc->last_value = value;
     gpc->last_frame = frame;
 
@@ -2801,12 +2877,10 @@ void UpdateAndDisplayGameControlValues(void)
   DisplayGameControlValues();
 }
 
-#if 0
-static void UpdateGameDoorValues(void)
+void UpdateGameDoorValues(void)
 {
   UpdateGameControlValues();
 }
-#endif
 
 void DrawGameDoorValues(void)
 {
@@ -3468,7 +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;
@@ -3510,11 +3583,15 @@ void InitGame(void)
   InitGameEngine();
   InitGameControlValues();
 
-  // initialize tape actions from game when recording tape
   if (tape.recording)
   {
+    // initialize tape actions from game when recording tape
     tape.use_key_actions   = game.use_key_actions;
     tape.use_mouse_actions = game.use_mouse_actions;
+
+    // initialize visible playfield size when recording tape (for team mode)
+    tape.scr_fieldx = SCR_FIELDX;
+    tape.scr_fieldy = SCR_FIELDY;
   }
 
   // don't play tapes over network
@@ -3647,6 +3724,8 @@ void InitGame(void)
     player->shield_normal_time_left = 0;
     player->shield_deadly_time_left = 0;
 
+    player->last_removed_element = EL_UNDEFINED;
+
     player->inventory_infinite_element = EL_UNDEFINED;
     player->inventory_size = 0;
 
@@ -3729,6 +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;
 
@@ -3803,8 +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;
 
@@ -3829,7 +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
@@ -4227,7 +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)))
@@ -4245,7 +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)))
@@ -4266,7 +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)))
@@ -4381,7 +4460,9 @@ void InitGame(void)
 
   game.restart_level = FALSE;
   game.restart_game_message = NULL;
+
   game.request_active = FALSE;
+  game.request_active_or_moving = FALSE;
 
   if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
     InitGameActions_MM();
@@ -4615,41 +4696,64 @@ 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;
   static int time, time_final;
-  static int score, score_final;
+  static float score, score_final; // needed for time score < 10 for 10 seconds
   static int health, health_final;
   static int game_over_delay_1 = 0;
   static int game_over_delay_2 = 0;
   static int game_over_delay_3 = 0;
-  int game_over_delay_value_1 = 50;
-  int game_over_delay_value_2 = 25;
-  int game_over_delay_value_3 = 50;
+  int time_score_base = MIN(MAX(1, level.time_score_base), 10);
+  float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
 
   if (!game.LevelSolved_GameWon)
   {
@@ -4659,6 +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;
@@ -4675,55 +4782,58 @@ void GameWon(void)
 
     TapeStop();
 
-    game_over_delay_1 = 0;
-    game_over_delay_2 = 0;
-    game_over_delay_3 = game_over_delay_value_3;
+    game_over_delay_1 = FRAMES_PER_SECOND;     // delay before counting time
+    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;
 
-    if (level.score[SC_TIME_BONUS] > 0)
+    // 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;
-       score_final += TimeLeft * level.score[SC_TIME_BONUS];
+       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;
-       score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
+       time_final = time_final_max;
+       time_frames = time_frames_final_max - time_frames_played;
       }
 
-      time_count_steps = MAX(1, ABS(time_final - time) / 100);
+      score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
 
-      game_over_delay_1 = game_over_delay_value_1;
+      time_count_steps = MAX(1, ABS(time_final - time) / 100);
 
       if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
       {
        health_final = 0;
-       score_final += health * level.score[SC_TIME_BONUS];
-
-       game_over_delay_2 = game_over_delay_value_2;
+       score_final += health * time_score;
       }
 
       game.score_final = score_final;
       game.health_final = health_final;
     }
 
-    if (level_editor_test_game)
+    // 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)
@@ -4776,72 +4886,67 @@ void GameWon(void)
     PlaySound(SND_GAME_WINNING);
   }
 
-  if (game_over_delay_1 > 0)
+  if (setup.count_score_after_game)
   {
-    game_over_delay_1--;
-
-    return;
-  }
-
-  if (time != time_final)
-  {
-    int time_to_go = ABS(time_final - time);
-    int time_count_dir = (time < time_final ? +1 : -1);
-
-    if (time_to_go < time_count_steps)
-      time_count_steps = 1;
+    if (time != time_final)
+    {
+      if (game_over_delay_1 > 0)
+      {
+       game_over_delay_1--;
 
-    time  += time_count_steps * time_count_dir;
-    score += time_count_steps * level.score[SC_TIME_BONUS];
+       return;
+      }
 
-    game.LevelSolved_CountingTime = time;
-    game.LevelSolved_CountingScore = score;
+      int time_to_go = ABS(time_final - time);
+      int time_count_dir = (time < time_final ? +1 : -1);
 
-    game_panel_controls[GAME_PANEL_TIME].value = time;
-    game_panel_controls[GAME_PANEL_SCORE].value = score;
+      if (time_to_go < time_count_steps)
+       time_count_steps = 1;
 
-    DisplayGameControlValues();
+      time  += time_count_steps * time_count_dir;
+      score += time_count_steps * time_score;
 
-    if (time == time_final)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
-    else if (setup.sound_loops)
-      PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
-    else
-      PlaySound(SND_GAME_LEVELTIME_BONUS);
+      // set final score to correct rounding differences after counting score
+      if (time == time_final)
+       score = score_final;
 
-    return;
-  }
+      LevelSolved_DisplayFinalGameValues(time, score, health);
 
-  if (game_over_delay_2 > 0)
-  {
-    game_over_delay_2--;
+      if (time == time_final)
+       StopSound(SND_GAME_LEVELTIME_BONUS);
+      else if (setup.sound_loops)
+       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+      else
+       PlaySound(SND_GAME_LEVELTIME_BONUS);
 
-    return;
-  }
+      return;
+    }
 
-  if (health != health_final)
-  {
-    int health_count_dir = (health < health_final ? +1 : -1);
+    if (health != health_final)
+    {
+      if (game_over_delay_2 > 0)
+      {
+       game_over_delay_2--;
 
-    health += health_count_dir;
-    score  += level.score[SC_TIME_BONUS];
+       return;
+      }
 
-    game.LevelSolved_CountingHealth = health;
-    game.LevelSolved_CountingScore = score;
+      int health_count_dir = (health < health_final ? +1 : -1);
 
-    game_panel_controls[GAME_PANEL_HEALTH].value = health;
-    game_panel_controls[GAME_PANEL_SCORE].value = score;
+      health += health_count_dir;
+      score  += time_score;
 
-    DisplayGameControlValues();
+      LevelSolved_DisplayFinalGameValues(time, score, health);
 
-    if (health == health_final)
-      StopSound(SND_GAME_LEVELTIME_BONUS);
-    else if (setup.sound_loops)
-      PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
-    else
-      PlaySound(SND_GAME_LEVELTIME_BONUS);
+      if (health == health_final)
+       StopSound(SND_GAME_LEVELTIME_BONUS);
+      else if (setup.sound_loops)
+       PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+      else
+       PlaySound(SND_GAME_LEVELTIME_BONUS);
 
-    return;
+      return;
+    }
   }
 
   game.panel.active = FALSE;
@@ -4860,7 +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;
 
@@ -4870,7 +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
@@ -4901,6 +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)
@@ -4916,13 +5028,11 @@ void GameEnd(void)
     }
   }
 
-  hi_pos = NewHiScore(last_level_nr);
-
-  if (hi_pos >= 0 && !setup.skip_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 &&
@@ -4938,64 +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)
@@ -5269,13 +5446,15 @@ void DrawDynamite(int x, int y)
     return;
 
   if (Back[x][y])
-    DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+    DrawLevelElement(x, y, Back[x][y]);
   else if (Store[x][y])
-    DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+    DrawLevelElement(x, y, Store[x][y]);
+  else if (game.use_masked_elements)
+    DrawLevelElement(x, y, EL_EMPTY);
 
   frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
 
-  if (Back[x][y] || Store[x][y])
+  if (Back[x][y] || Store[x][y] || game.use_masked_elements)
     DrawGraphicThruMask(sx, sy, graphic, frame);
   else
     DrawGraphic(sx, sy, graphic, frame);
@@ -5516,7 +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
   }
@@ -5686,7 +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];
@@ -5826,7 +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)))
@@ -5848,7 +6027,7 @@ static void Explode(int ex, int ey, int phase, int mode)
       DrawLevelElementThruMask(x, y, Back[x][y]);
     }
     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawScreenGraphic(SCREENX(x), SCREENY(y), graphic, frame);
   }
 }
 
@@ -8423,11 +8602,33 @@ void ContinueMoving(int x, int y)
   boolean pushed_by_player   = (Pushed[x][y] && IS_PLAYER(x, y));
   boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
   boolean last_line = (newy == lev_fieldy - 1);
+  boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
 
-  MovPos[x][y] += getElementMoveStepsize(x, y);
-
-  if (pushed_by_player)        // special case: moving object pushed by player
+  if (pushed_by_player)                // special case: moving object pushed by player
+  {
     MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+  }
+  else if (use_step_delay)     // special case: moving object has step delay
+  {
+    if (!MovDelay[x][y])
+      MovPos[x][y] += getElementMoveStepsize(x, y);
+
+    if (MovDelay[x][y])
+      MovDelay[x][y]--;
+    else
+      MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
+
+    if (MovDelay[x][y])
+    {
+      TEST_DrawLevelField(x, y);
+
+      return;  // element is still waiting
+    }
+  }
+  else                         // normal case: generically moving object
+  {
+    MovPos[x][y] += getElementMoveStepsize(x, y);
+  }
 
   if (ABS(MovPos[x][y]) < TILEX)
   {
@@ -8590,7 +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);
   }
 
@@ -10400,7 +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));
@@ -10576,7 +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;
@@ -10638,6 +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);
@@ -11199,18 +11404,29 @@ static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
     if (!player->is_dropping)
       player->was_dropping = FALSE;
   }
+
+  static struct MouseActionInfo mouse_action_last = { 0 };
+  struct MouseActionInfo mouse_action = player->effective_mouse_action;
+  boolean new_released = (!mouse_action.button && mouse_action_last.button);
+
+  if (new_released)
+    CheckSaveEngineSnapshotToList();
+
+  mouse_action_last = mouse_action;
 }
 
 static void CheckSingleStepMode(struct PlayerInfo *player)
 {
   if (tape.single_step && tape.recording && !tape.pausing)
   {
-    /* as it is called "single step mode", just return to pause mode when the
-       player stopped moving after one tile (or never starts moving at all) */
-    if (!player->is_moving &&
-       !player->is_pushing &&
-       !player->is_dropping_pressed)
-      TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+    // as it is called "single step mode", just return to pause mode when the
+    // player stopped moving after one tile (or never starts moving at all)
+    // (reverse logic needed here in case single step mode used in team mode)
+    if (player->is_moving ||
+       player->is_pushing ||
+       player->is_dropping_pressed ||
+       player->effective_mouse_action.button)
+      game.enter_single_step_mode = FALSE;
   }
 
   CheckSaveEngineSnapshot(player);
@@ -11497,7 +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
 
@@ -11660,9 +11876,8 @@ static void GameActionsExt(void)
     byte mapped_action[MAX_PLAYERS];
 
 #if DEBUG_PLAYER_ACTIONS
-    Print(":::");
     for (i = 0; i < MAX_PLAYERS; i++)
-      Print(" %d, ", stored_player[i].effective_action);
+      DebugContinued("", "%d, ", stored_player[i].effective_action);
 #endif
 
     for (i = 0; i < MAX_PLAYERS; i++)
@@ -11672,19 +11887,18 @@ static void GameActionsExt(void)
       stored_player[i].effective_action = mapped_action[i];
 
 #if DEBUG_PLAYER_ACTIONS
-    Print(" =>");
+    DebugContinued("", "=> ");
     for (i = 0; i < MAX_PLAYERS; i++)
-      Print(" %d, ", stored_player[i].effective_action);
-    Print("\n");
+      DebugContinued("", "%d, ", stored_player[i].effective_action);
+    DebugContinued("game:playing:player", "\n");
 #endif
   }
 #if DEBUG_PLAYER_ACTIONS
   else
   {
-    Print(":::");
     for (i = 0; i < MAX_PLAYERS; i++)
-      Print(" %d, ", stored_player[i].effective_action);
-    Print("\n");
+      DebugContinued("", "%d, ", stored_player[i].effective_action);
+    DebugContinued("game:playing:player", "\n");
   }
 #endif
 #endif
@@ -11875,6 +12089,10 @@ void GameActions_RND(void)
     DrawGameDoorValues();
   }
 
+  // check single step mode (set flag and clear again if any player is active)
+  game.enter_single_step_mode =
+    (tape.single_step && tape.recording && !tape.pausing);
+
   for (i = 0; i < MAX_PLAYERS; i++)
   {
     int actual_player_action = stored_player[i].effective_action;
@@ -11899,6 +12117,10 @@ void GameActions_RND(void)
     ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
   }
 
+  // single step pause mode may already have been toggled by "ScrollPlayer()"
+  if (game.enter_single_step_mode && !tape.pausing)
+    TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
   ScrollScreen(NULL, SCROLL_GO_ON);
 
   /* for backwards compatibility, the following code emulates a fixed bug that
@@ -11951,10 +12173,20 @@ void GameActions_RND(void)
       MovDelay[x][y]--;
       if (MovDelay[x][y] <= 0)
       {
+       int element = Store[x][y];
+       int move_direction = MovDir[x][y];
+       int player_index_bit = Store2[x][y];
+
+       Store[x][y] = 0;
+       Store2[x][y] = 0;
+
        RemoveField(x, y);
        TEST_DrawLevelField(x, y);
 
-       TestIfElementTouchesCustomElement(x, y);        // for empty space
+       TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
+
+       if (IS_ENVELOPE(element))
+         local_player->show_envelope = element;
       }
     }
 
@@ -12009,6 +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;
@@ -12016,12 +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)
@@ -12372,6 +12607,8 @@ void GameActions_RND(void)
 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
 {
   int min_x = x, min_y = y, max_x = x, max_y = y;
+  int scr_fieldx = getScreenFieldSizeX();
+  int scr_fieldy = getScreenFieldSizeY();
   int i;
 
   for (i = 0; i < MAX_PLAYERS; i++)
@@ -12387,7 +12624,7 @@ static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
     max_y = MAX(max_y, jy);
   }
 
-  return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
+  return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
 }
 
 static boolean AllPlayersInVisibleScreen(void)
@@ -12953,11 +13190,26 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       if (!player->is_pushing)
        TestIfElementTouchesCustomElement(jx, jy);      // for empty space
 
+      if (level.finish_dig_collect &&
+         (player->is_digging || player->is_collecting))
+      {
+       int last_element = player->last_removed_element;
+       int move_direction = player->MovDir;
+       int enter_side = MV_DIR_OPPOSITE(move_direction);
+       int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
+                           CE_PLAYER_COLLECTS_X);
+
+       CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
+                                           player->index_bit, enter_side);
+
+       player->last_removed_element = EL_UNDEFINED;
+      }
+
       if (!player->active)
        RemovePlayer(player);
     }
 
-    if (!game.LevelSolved && level.use_step_counter)
+    if (level.use_step_counter)
     {
       int i;
 
@@ -12967,14 +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]);
       }
@@ -13687,7 +13939,8 @@ void ExitPlayer(struct PlayerInfo *player)
     game.players_still_needed--;
 }
 
-static void setFieldForSnapping(int x, int y, int element, int direction)
+static void SetFieldForSnapping(int x, int y, int element, int direction,
+                               int player_index_bit)
 {
   struct ElementInfo *ei = &element_info[element];
   int direction_bit = MV_DIR_TO_BIT(direction);
@@ -13697,6 +13950,9 @@ static void setFieldForSnapping(int x, int y, int element, int direction)
 
   Tile[x][y] = EL_ELEMENT_SNAPPING;
   MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
+  MovDir[x][y] = direction;
+  Store[x][y] = element;
+  Store2[x][y] = player_index_bit;
 
   ResetGfxAnimation(x, y);
 
@@ -13706,6 +13962,24 @@ static void setFieldForSnapping(int x, int y, int element, int direction)
   GfxFrame[x][y] = -1;
 }
 
+static void TestFieldAfterSnapping(int x, int y, int element, int direction,
+                                  int player_index_bit)
+{
+  TestIfElementTouchesCustomElement(x, y);     // for empty space
+
+  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);
+  }
+}
+
 /*
   =============================================================================
   checkDiagonalPushing()
@@ -13985,18 +14259,28 @@ static int DigField(struct PlayerInfo *player,
 
     PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
 
-    CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
-                                       player->index_bit, dig_side);
+    // use old behaviour for old levels (digging)
+    if (!level.finish_dig_collect)
+    {
+      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
+                                         player->index_bit, dig_side);
+
+      // if digging triggered player relocation, finish digging tile
+      if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
+       SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
+    }
 
     if (mode == DF_SNAP)
     {
       if (level.block_snap_field)
-       setFieldForSnapping(x, y, element, move_direction);
+       SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
       else
-       TestIfElementTouchesCustomElement(x, y);        // for empty space
+       TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
 
-      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
-                                         player->index_bit, dig_side);
+      // use old behaviour for old levels (snapping)
+      if (!level.finish_dig_collect)
+       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+                                           player->index_bit, dig_side);
     }
   }
   else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
@@ -14064,7 +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)
     {
@@ -14108,19 +14395,28 @@ static int DigField(struct PlayerInfo *player,
     RaiseScoreElement(element);
     PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
 
-    if (is_player)
+    // use old behaviour for old levels (collecting)
+    if (!level.finish_dig_collect && is_player)
+    {
       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
                                          player->index_bit, dig_side);
 
+      // if collecting triggered player relocation, finish collecting tile
+      if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
+       SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
+    }
+
     if (mode == DF_SNAP)
     {
       if (level.block_snap_field)
-       setFieldForSnapping(x, y, element, move_direction);
+       SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
       else
-       TestIfElementTouchesCustomElement(x, y);        // for empty space
+       TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
 
-      CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
-                                         player->index_bit, dig_side);
+      // use old behaviour for old levels (snapping)
+      if (!level.finish_dig_collect)
+       CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
+                                           player->index_bit, dig_side);
     }
   }
   else if (player_can_move_or_snap && IS_PUSHABLE(element))
@@ -14242,7 +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;
 
@@ -14458,6 +14754,8 @@ static int DigField(struct PlayerInfo *player,
     {
       player->is_collecting = !player->is_digging;
       player->is_active = TRUE;
+
+      player->last_removed_element = element;
     }
   }
 
@@ -15178,12 +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);
     }
 
@@ -15211,10 +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?");
@@ -15233,6 +15534,9 @@ void RequestRestartGame(char *message)
   }
   else
   {
+    // needed in case of envelope request to close game panel
+    CloseDoor(DOOR_CLOSE_1);
+
     SetGameStatus(GAME_MODE_MAIN);
 
     DrawMainMenu();
@@ -15424,10 +15728,11 @@ static void LoadEngineSnapshotValues_RND(void)
 
   if (game.num_random_calls != num_random_calls)
   {
-    Error(ERR_INFO, "number of random calls out of sync");
-    Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
-    Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
-    Error(ERR_EXIT, "this should not happen -- please debug");
+    Error("number of random calls out of sync");
+    Error("number of random calls should be %d", num_random_calls);
+    Error("number of random calls is %d", game.num_random_calls);
+
+    Fail("this should not happen -- please debug");
   }
 }
 
@@ -15836,7 +16141,7 @@ void CreateGameButtons(void)
                      GDI_END);
 
     if (gi == NULL)
-      Error(ERR_EXIT, "cannot create gadget");
+      Fail("cannot create gadget");
 
     game_gadget[id] = gi;
   }
@@ -15863,12 +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);
@@ -15881,17 +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)
@@ -15903,15 +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[] =
@@ -15933,9 +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();
@@ -16027,6 +16323,8 @@ static void GameUndoRedoExt(void)
   DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
   DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
 
+  ModifyPauseButtons();
+
   BackToFront();
 }
 
@@ -16035,8 +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();
 }
 
@@ -16045,8 +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();
 }
 
@@ -16072,7 +16378,7 @@ static void HandleGameButtonsExt(int id, int button)
       if (tape.playing)
        TapeStop();
       else
-       RequestQuitGame(TRUE);
+       RequestQuitGame(FALSE);
 
       break;