added using setup option for displaying overlay touch buttons
[rocksndiamonds.git] / src / game.c
index d80e828866d1663e06156d936777d15ae9f83213..abf350ce93311d668bc344cc1301affb90fa0a1e 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))
@@ -1054,7 +1058,10 @@ static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
 static void KillPlayerUnlessEnemyProtected(int, int);
 static void KillPlayerUnlessExplosionProtected(int, int);
 
+static void CheckNextToConditions(int, int);
+static void TestIfPlayerNextToCustomElement(int, int);
 static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementNextToCustomElement(int, int);
 static void TestIfElementTouchesCustomElement(int, int);
 static void TestIfElementHitsCustomElement(int, int, int);
 
@@ -1071,6 +1078,8 @@ 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 +1088,8 @@ 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 +1109,7 @@ 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 +1130,8 @@ 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
@@ -1824,15 +1837,15 @@ static void InitField(int x, int y, boolean init_game)
       break;
 
     case EL_STONEBLOCK:
-      if (x < lev_fieldx-1 && Tile[x+1][y] == EL_ACID)
+      if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
        Tile[x][y] = EL_ACID_POOL_TOPLEFT;
-      else if (x > 0 && Tile[x-1][y] == EL_ACID)
+      else if (x > 0 && Tile[x - 1][y] == EL_ACID)
        Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
-      else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPLEFT)
+      else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
        Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
-      else if (y > 0 && Tile[x][y-1] == EL_ACID)
+      else if (y > 0 && Tile[x][y - 1] == EL_ACID)
        Tile[x][y] = EL_ACID_POOL_BOTTOM;
-      else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPRIGHT)
+      else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
        Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
       break;
 
@@ -2015,6 +2028,14 @@ static void InitField(int x, int y, boolean init_game)
 
        InitField(x, y, init_game);
       }
+      else if (IS_EMPTY_ELEMENT(element))
+      {
+       GfxElementEmpty[x][y] = element;
+       Tile[x][y] = EL_EMPTY;
+
+       if (element_info[element].use_gfx_element)
+         game.use_masked_elements = TRUE;
+      }
 
       break;
   }
@@ -2392,7 +2413,7 @@ 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;
 
@@ -2660,15 +2681,25 @@ static void DisplayGameControlValues(void)
     if (type == TYPE_INTEGER)
     {
       if (nr == GAME_PANEL_LEVEL_NUMBER ||
+         nr == GAME_PANEL_INVENTORY_COUNT ||
+         nr == GAME_PANEL_SCORE ||
+         nr == GAME_PANEL_HIGHSCORE ||
          nr == GAME_PANEL_TIME)
       {
        boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
 
        if (use_dynamic_size)           // use dynamic number of digits
        {
-         int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
-         int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
-         int size2 = size1 + 1;
+         int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
+                             nr == GAME_PANEL_INVENTORY_COUNT ||
+                             nr == GAME_PANEL_TIME ? 1000 : 100000);
+         int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
+                         nr == GAME_PANEL_INVENTORY_COUNT ||
+                         nr == GAME_PANEL_TIME ? 1 : 2);
+         int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
+                      nr == GAME_PANEL_INVENTORY_COUNT ||
+                      nr == GAME_PANEL_TIME ? 3 : 5);
+         int size2 = size1 + size_add;
          int font1 = pos->font;
          int font2 = pos->font_alt;
 
@@ -2867,12 +2898,10 @@ void UpdateAndDisplayGameControlValues(void)
   DisplayGameControlValues();
 }
 
-#if 0
-static void UpdateGameDoorValues(void)
+void UpdateGameDoorValues(void)
 {
   UpdateGameControlValues();
 }
-#endif
 
 void DrawGameDoorValues(void)
 {
@@ -3534,7 +3563,6 @@ 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;
@@ -3717,6 +3745,8 @@ 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;
 
@@ -3799,6 +3829,9 @@ 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;
 
@@ -3822,6 +3855,9 @@ void InitGame(void)
 
   game.envelope_active = FALSE;
 
+  // special case: set custom artwork setting to initial value
+  game.use_masked_elements = game.use_masked_elements_initial;
+
   for (i = 0; i < NUM_BELTS; i++)
   {
     game.belt_dir[i] = MV_NONE;
@@ -3863,7 +3899,9 @@ void InitGame(void)
 
     GfxFrame[x][y] = 0;
     GfxRandom[x][y] = INIT_GFX_RANDOM();
+    GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
     GfxElement[x][y] = EL_UNDEFINED;
+    GfxElementEmpty[x][y] = EL_EMPTY;
     GfxAction[x][y] = ACTION_DEFAULT;
     GfxDir[x][y] = MV_NONE;
     GfxRedraw[x][y] = GFX_REDRAW_NONE;
@@ -3873,8 +3911,6 @@ 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;
 
@@ -3899,7 +3935,6 @@ void InitGame(void)
   }
 
   game.emulation = (emulate_bd ? EMU_BOULDERDASH :
-                   emulate_sb ? EMU_SOKOBAN :
                    emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
 
   // initialize type of slippery elements
@@ -4297,7 +4332,7 @@ 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)))
@@ -4315,7 +4350,7 @@ 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)))
@@ -4336,7 +4371,7 @@ 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)))
@@ -4467,6 +4502,8 @@ void InitGame(void)
     if (setup.sound_music)
       PlayLevelMusic();
   }
+
+  SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
 }
 
 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
@@ -4687,41 +4724,64 @@ 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)
   {
@@ -4731,6 +4791,9 @@ 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;
@@ -4747,55 +4810,58 @@ 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)
@@ -4848,72 +4914,67 @@ 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)
+    {
+      if (game_over_delay_1 > 0)
+      {
+       game_over_delay_1--;
 
-  if (time != time_final)
-  {
-    int time_to_go = ABS(time_final - time);
-    int time_count_dir = (time < time_final ? +1 : -1);
+       return;
+      }
 
-    if (time_to_go < time_count_steps)
-      time_count_steps = 1;
+      int time_to_go = ABS(time_final - time);
+      int time_count_dir = (time < time_final ? +1 : -1);
 
-    time  += time_count_steps * time_count_dir;
-    score += time_count_steps * level.score[SC_TIME_BONUS];
+      if (time_to_go < time_count_steps)
+       time_count_steps = 1;
 
-    game.LevelSolved_CountingTime = time;
-    game.LevelSolved_CountingScore = score;
+      time  += time_count_steps * time_count_dir;
+      score += time_count_steps * time_score;
 
-    game_panel_controls[GAME_PANEL_TIME].value = time;
-    game_panel_controls[GAME_PANEL_SCORE].value = score;
+      // set final score to correct rounding differences after counting score
+      if (time == time_final)
+       score = score_final;
 
-    DisplayGameControlValues();
+      LevelSolved_DisplayFinalGameValues(time, score, health);
 
-    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;
-  }
-
-  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;
@@ -4932,23 +4993,27 @@ 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;
 
-  if (game.LevelSolved_SaveTape)
+  if (game.LevelSolved_SaveTape && !score_info_tape_play)
   {
     // make sure that request dialog to save tape does not open door again
     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
   CloseDoor(DOOR_CLOSE_ALL);
 
-  if (level_editor_test_game)
+  if (level_editor_test_game || score_info_tape_play)
   {
     SetGameStatus(GAME_MODE_MAIN);
 
@@ -4973,6 +5038,9 @@ 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)
@@ -4982,23 +5050,22 @@ void GameEnd(void)
 
     if (setup.auto_play_next_level)
     {
+      scores.continue_playing = TRUE;
+      scores.next_level_nr = level_nr;
+
       LoadLevel(level_nr);
 
       SaveLevelSetup_SeriesInfo();
     }
   }
 
-  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 &&
-          !network_playing)
+  else if (scores.continue_playing)
   {
     StartGameActions(network.enabled, setup.autorecord, level.random_seed);
   }
@@ -5010,64 +5077,170 @@ 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++)
+  for (i = 0; i < MAX_SCORE_ENTRIES; i++)
   {
-    if (game.score_final > highscore[k].Score)
+    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))
+    {
+      // special case: use server score instead of local score value if higher
+      // (historic scores might have been truncated to 16-bit values locally)
+      if (score_is_better)
+       entry->score = new_entry->score;
+
+      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) 
-    SaveScore(level_nr);
+  // special case: new score is beyond the last high score list position
+  return MAX_SCORE_ENTRIES;
+}
+
+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 >= MAX_SCORE_ENTRIES)
+  {
+    scores.last_added = MAX_SCORE_ENTRIES - 1;
+    scores.force_last_added = TRUE;
+
+    scores.entry[scores.last_added] = new_entry;
+
+    // store last added local score entry (before merging server scores)
+    scores.last_added_local = scores.last_added;
+
+    return;
+  }
+
+  if (scores.last_added < 0)
+    return;
+
+  SaveScore(level_nr);
+
+  // store last added local score entry (before merging server scores)
+  scores.last_added_local = scores.last_added;
+
+  if (!game.LevelSolved_SaveTape)
+    return;
+
+  SaveScoreTape(level_nr);
+
+  if (setup.ask_for_using_api_server)
+  {
+    setup.use_api_server =
+      Request("Upload your score and tape to the high score server?", REQ_ASK);
+
+    if (!setup.use_api_server)
+      Request("Not using high score server! Use setup menu to enable again!",
+             REQ_CONFIRM);
+
+    runtime.use_api_server = setup.use_api_server;
+
+    // after asking for using API server once, do not ask again
+    setup.ask_for_using_api_server = FALSE;
+
+    SaveSetup_ServerSetup();
+  }
 
-  return position;
+  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)
@@ -5341,13 +5514,15 @@ 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]);
+  frame = getGraphicAnimationFrameXY(graphic, 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);
@@ -5588,7 +5763,7 @@ 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
   }
@@ -5758,7 +5933,7 @@ 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];
@@ -5850,6 +6025,10 @@ static void Explode(int ex, int ey, int phase, int mode)
       return;
   }
 
+  // this can happen if the player was just killed by an explosion
+  if (GfxElement[x][y] == EL_UNDEFINED)
+    GfxElement[x][y] = EL_EMPTY;
+
   if (phase == last_phase)
   {
     int element;
@@ -5898,13 +6077,13 @@ 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)))
   {
     int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
-    int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+    int frame = getGraphicAnimationFrameXY(graphic, x, y);
 
     if (phase == delay)
       TEST_DrawLevelFieldCrumbled(x, y);
@@ -5916,11 +6095,11 @@ static void Explode(int ex, int ey, int phase, int mode)
     }
     else if (IS_WALKABLE_UNDER(Back[x][y]))
     {
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawLevelGraphic(x, y, graphic, frame);
       DrawLevelElementThruMask(x, y, Back[x][y]);
     }
     else if (!IS_WALKABLE_INSIDE(Back[x][y]))
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawLevelGraphic(x, y, graphic, frame);
   }
 }
 
@@ -8093,7 +8272,7 @@ static void StartMoving(int x, int y)
                       dir == MV_RIGHT  ? IMG_FLAMES_1_RIGHT :
                       dir == MV_UP     ? IMG_FLAMES_1_UP :
                       dir == MV_DOWN   ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
-       int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
+       int frame = getGraphicAnimationFrameXY(graphic, x, y);
 
        GfxAction[x][y] = ACTION_ATTACKING;
 
@@ -8131,7 +8310,7 @@ static void StartMoving(int x, int y)
            if (IN_SCR_FIELD(sx, sy))
            {
              TEST_DrawLevelFieldCrumbled(xx, yy);
-             DrawGraphic(sx, sy, flame_graphic, frame);
+             DrawScreenGraphic(sx, sy, flame_graphic, frame);
            }
          }
          else
@@ -8280,6 +8459,9 @@ static void StartMoving(int x, int y)
          GfxDir[x][y] = diagonal_move_dir;
          ChangeDelay[x][y] = change_delay;
 
+         if (Store[x][y] == EL_EMPTY)
+           Store[x][y] = GfxElementEmpty[x][y];
+
          graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
                                   GfxDir[x][y]);
 
@@ -8495,11 +8677,33 @@ 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)
   {
@@ -8662,7 +8866,7 @@ 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);
   }
 
@@ -8956,7 +9160,7 @@ static void AmoebaGrowing(int x, int y)
       int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
                                           6 - MovDelay[x][y]);
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
+      DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
     }
 
     if (!MovDelay[x][y])
@@ -8989,7 +9193,7 @@ static void AmoebaShrinking(int x, int y)
       int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
                                           6 - MovDelay[x][y]);
 
-      DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
+      DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
     }
 
     if (!MovDelay[x][y])
@@ -9243,7 +9447,7 @@ static void Life(int ax, int ay)
          num_neighbours <= life_parameter[3])
       {
        Tile[xx][yy] = element;
-       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
+       MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
        if (Tile[xx][yy] != old_element)
          TEST_DrawLevelField(xx, yy);
        Stop[xx][yy] = TRUE;
@@ -9507,7 +9711,7 @@ static void MauerWaechst(int x, int y)
       int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
       int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
 
-      DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+      DrawLevelGraphic(x, y, graphic, frame);
     }
 
     if (!MovDelay[x][y])
@@ -9564,13 +9768,13 @@ static void MauerAbleger(int ax, int ay)
       return;
   }
 
-  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+  if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
     oben_frei = TRUE;
-  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+  if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
     unten_frei = TRUE;
-  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+  if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
     links_frei = TRUE;
-  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+  if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
     rechts_frei = TRUE;
 
   if (element == EL_EXPANDABLE_WALL_VERTICAL ||
@@ -9578,22 +9782,20 @@ static void MauerAbleger(int ax, int ay)
   {
     if (oben_frei)
     {
-      Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax][ay-1] = element;
-      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
-      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
-                   IMG_EXPANDABLE_WALL_GROWING_UP, 0);
+      Tile[ax][ay - 1] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax][ay - 1] = element;
+      GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
+       DrawLevelGraphic(ax, ay - 1, IMG_EXPANDABLE_WALL_GROWING_UP, 0);
       new_wall = TRUE;
     }
     if (unten_frei)
     {
-      Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax][ay+1] = element;
-      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
-      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
-                   IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
+      Tile[ax][ay + 1] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax][ay + 1] = element;
+      GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
+       DrawLevelGraphic(ax, ay + 1, IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
       new_wall = TRUE;
     }
   }
@@ -9605,23 +9807,21 @@ static void MauerAbleger(int ax, int ay)
   {
     if (links_frei)
     {
-      Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax-1][ay] = element;
-      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
-      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
-       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
-                   IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
+      Tile[ax - 1][ay] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax - 1][ay] = element;
+      GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
+      if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
+       DrawLevelGraphic(ax - 1, ay, IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
       new_wall = TRUE;
     }
 
     if (rechts_frei)
     {
-      Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
-      Store[ax+1][ay] = element;
-      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
-      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
-       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
-                   IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
+      Tile[ax + 1][ay] = EL_EXPANDABLE_WALL_GROWING;
+      Store[ax + 1][ay] = element;
+      GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
+      if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
+       DrawLevelGraphic(ax + 1, ay, IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
       new_wall = TRUE;
     }
   }
@@ -9629,13 +9829,13 @@ static void MauerAbleger(int ax, int ay)
   if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
     TEST_DrawLevelField(ax, ay);
 
-  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
+  if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
     oben_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
+  if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
     unten_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
+  if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
     links_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
+  if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
     rechts_massiv = TRUE;
 
   if (((oben_massiv && unten_massiv) ||
@@ -9672,13 +9872,13 @@ static void MauerAblegerStahl(int ax, int ay)
       return;
   }
 
-  if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
+  if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
     oben_frei = TRUE;
-  if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
+  if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
     unten_frei = TRUE;
-  if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
+  if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
     links_frei = TRUE;
-  if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
+  if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
     rechts_frei = TRUE;
 
   if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
@@ -9686,22 +9886,20 @@ static void MauerAblegerStahl(int ax, int ay)
   {
     if (oben_frei)
     {
-      Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
-      Store[ax][ay-1] = element;
-      GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
-      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
-                   IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
+      Tile[ax][ay - 1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay - 1] = element;
+      GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
+       DrawLevelGraphic(ax, ay - 1, IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
       new_wall = TRUE;
     }
     if (unten_frei)
     {
-      Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
-      Store[ax][ay+1] = element;
-      GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
-      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
-       DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
-                   IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
+      Tile[ax][ay + 1] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax][ay + 1] = element;
+      GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
+      if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
+       DrawLevelGraphic(ax, ay + 1, IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
       new_wall = TRUE;
     }
   }
@@ -9711,34 +9909,32 @@ static void MauerAblegerStahl(int ax, int ay)
   {
     if (links_frei)
     {
-      Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
-      Store[ax-1][ay] = element;
-      GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
-      if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
-       DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
-                   IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
+      Tile[ax - 1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax - 1][ay] = element;
+      GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
+      if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
+       DrawLevelGraphic(ax - 1, ay, IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
       new_wall = TRUE;
     }
 
     if (rechts_frei)
     {
-      Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
-      Store[ax+1][ay] = element;
-      GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
-      if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
-       DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
-                   IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
+      Tile[ax + 1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
+      Store[ax + 1][ay] = element;
+      GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
+      if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
+       DrawLevelGraphic(ax + 1, ay, IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
       new_wall = TRUE;
     }
   }
 
-  if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
+  if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
     oben_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
+  if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
     unten_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
+  if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
     links_massiv = TRUE;
-  if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
+  if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
     rechts_massiv = TRUE;
 
   if (((oben_massiv && unten_massiv) ||
@@ -10472,7 +10668,7 @@ 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));
@@ -10648,7 +10844,7 @@ 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;
@@ -10710,6 +10906,10 @@ 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);
@@ -10999,7 +11199,8 @@ static boolean CheckElementChangeExt(int x, int y,
        different to element changes that affect other elements to change on the
        whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
     boolean check_trigger_element =
-      (trigger_event == CE_TOUCHING_X ||
+      (trigger_event == CE_NEXT_TO_X ||
+       trigger_event == CE_TOUCHING_X ||
        trigger_event == CE_HITTING_X ||
        trigger_event == CE_HIT_BY_X ||
        trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
@@ -11286,13 +11487,14 @@ 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 &&
-       !player->effective_mouse_action.button)
-      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);
@@ -11425,6 +11627,35 @@ static void CheckLevelSolved(void)
   }
 }
 
+static void CheckLevelTime_StepCounter(void)
+{
+  int i;
+
+  TimePlayed++;
+
+  if (TimeLeft > 0)
+  {
+    TimeLeft--;
+
+    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 && !game.LevelSolved)
+      for (i = 0; i < MAX_PLAYERS; i++)
+       KillPlayer(&stored_player[i]);
+  }
+  else if (game.no_time_limit && !game.all_players_gone)
+  {
+    game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
+
+    DisplayGameControlValues();
+  }
+}
+
 static void CheckLevelTime(void)
 {
   int i;
@@ -11547,6 +11778,9 @@ void StartGameActions(boolean init_network_game, boolean record_tape,
   if (record_tape)
     TapeStartRecording(new_random_seed);
 
+  if (setup.auto_pause_on_start && !tape.pausing)
+    TapeTogglePause(TAPE_TOGGLE_MANUAL);
+
   if (init_network_game)
   {
     SendToServer_LevelFile();
@@ -11579,7 +11813,7 @@ 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
 
@@ -11955,6 +12189,10 @@ 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;
@@ -11979,6 +12217,10 @@ 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
@@ -12031,10 +12273,20 @@ 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;
       }
     }
 
@@ -12089,6 +12341,7 @@ 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;
@@ -12096,12 +12349,33 @@ 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);
+
+    if (level.use_step_counter)
+    {
+      boolean counted_click = FALSE;
+
+      // element clicked that can change when clicked/pressed
+      if (CAN_CHANGE_OR_HAS_ACTION(element) &&
+         (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
+          HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
+       counted_click = TRUE;
+
+      // element clicked that can trigger change when clicked/pressed
+      if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
+         trigger_events[element][CE_MOUSE_PRESSED_ON_X])
+       counted_click = TRUE;
+
+      if (new_button && counted_click)
+       CheckLevelTime_StepCounter();
+    }
   }
 
   SCAN_PLAYFIELD(x, y)
@@ -12110,6 +12384,9 @@ void GameActions_RND(void)
     graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
     last_gfx_frame = GfxFrame[x][y];
 
+    if (element == EL_EMPTY)
+      graphic = el2img(GfxElementEmpty[x][y]);
+
     ResetGfxFrame(x, y);
 
     if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
@@ -12143,6 +12420,8 @@ void GameActions_RND(void)
       graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
     }
 
+    CheckNextToConditions(x, y);
+
     if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
     {
       StartMoving(x, y);
@@ -12275,10 +12554,10 @@ void GameActions_RND(void)
           element == EL_ACID_SPLASH_LEFT ||
           element == EL_ACID_SPLASH_RIGHT))
       {
-       if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
-           (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
-           (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
-           (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
+       if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
+           (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
          Tile[x][y] = EL_AMOEBA_DROP;
       }
 
@@ -12974,9 +13253,6 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       }
     }
 
-    player->last_jx = jx;
-    player->last_jy = jy;
-
     if (Tile[jx][jy] == EL_EXIT_OPEN ||
        Tile[jx][jy] == EL_EM_EXIT_OPEN ||
        Tile[jx][jy] == EL_EM_EXIT_OPENING ||
@@ -12994,6 +13270,9 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        LevelSolved();
     }
 
+    player->last_jx = jx;
+    player->last_jy = jy;
+
     // this breaks one level: "machine", level 000
     {
       int move_direction = player->MovDir;
@@ -13035,39 +13314,28 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       if (!player->is_pushing)
        TestIfElementTouchesCustomElement(jx, jy);      // for empty space
 
-      if (!player->active)
-       RemovePlayer(player);
-    }
-
-    if (!game.LevelSolved && level.use_step_counter)
-    {
-      int i;
-
-      TimePlayed++;
-
-      if (TimeLeft > 0)
+      if (level.finish_dig_collect &&
+         (player->is_digging || player->is_collecting))
       {
-       TimeLeft--;
-
-       if (TimeLeft <= 10 && setup.time_limit)
-         PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
+       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);
 
-       game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
+       CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
+                                           player->index_bit, enter_side);
 
-       DisplayGameControlValues();
-
-       if (!TimeLeft && setup.time_limit)
-         for (i = 0; i < MAX_PLAYERS; i++)
-           KillPlayer(&stored_player[i]);
+       player->last_removed_element = EL_UNDEFINED;
       }
-      else if (game.no_time_limit && !game.all_players_gone)
-      {
-       game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
 
-       DisplayGameControlValues();
-      }
+      if (!player->active)
+       RemovePlayer(player);
     }
 
+    if (level.use_step_counter)
+      CheckLevelTime_StepCounter();
+
     if (tape.single_step && tape.recording && !tape.pausing &&
        !player->programmed_action)
       TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
@@ -13105,6 +13373,76 @@ void ScrollScreen(struct PlayerInfo *player, int mode)
     ScreenMovDir = MV_NONE;
 }
 
+void CheckNextToConditions(int x, int y)
+{
+  int element = Tile[x][y];
+
+  if (IS_PLAYER(x, y))
+    TestIfPlayerNextToCustomElement(x, y);
+
+  if (CAN_CHANGE_OR_HAS_ACTION(element) &&
+      HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
+    TestIfElementNextToCustomElement(x, y);
+}
+
+void TestIfPlayerNextToCustomElement(int x, int y)
+{
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+  static int trigger_sides[4][2] =
+  {
+    // center side       border side
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      // check top
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      // check left
+    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      // check right
+    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     }       // check bottom
+  };
+  int i;
+
+  if (!IS_PLAYER(x, y))
+    return;
+
+  struct PlayerInfo *player = PLAYERINFO(x, y);
+
+  if (player->is_moving)
+    return;
+
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
+    int border_side = trigger_sides[i][1];
+    int border_element;
+
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
+
+    if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+      continue;                // center and border element not connected
+
+    border_element = Tile[xx][yy];
+
+    CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
+                               player->index_bit, border_side);
+    CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
+                                        CE_PLAYER_NEXT_TO_X,
+                                        player->index_bit, border_side);
+
+    /* use player element that is initially defined in the level playfield,
+       not the player element that corresponds to the runtime player number
+       (example: a level that contains EL_PLAYER_3 as the only player would
+       incorrectly give EL_PLAYER_1 for "player->element_nr") */
+
+    CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
+                             CE_NEXT_TO_X, border_side);
+  }
+}
+
 void TestIfPlayerTouchesCustomElement(int x, int y)
 {
   static int xy[4][2] =
@@ -13205,6 +13543,51 @@ void TestIfPlayerTouchesCustomElement(int x, int y)
   }
 }
 
+void TestIfElementNextToCustomElement(int x, int y)
+{
+  static int xy[4][2] =
+  {
+    { 0, -1 },
+    { -1, 0 },
+    { +1, 0 },
+    { 0, +1 }
+  };
+  static int trigger_sides[4][2] =
+  {
+    // center side     border side
+    { CH_SIDE_TOP,     CH_SIDE_BOTTOM  },      // check top
+    { CH_SIDE_LEFT,    CH_SIDE_RIGHT   },      // check left
+    { CH_SIDE_RIGHT,   CH_SIDE_LEFT    },      // check right
+    { CH_SIDE_BOTTOM,  CH_SIDE_TOP     }       // check bottom
+  };
+  int center_element = Tile[x][y];     // should always be non-moving!
+  int i;
+
+  if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
+    return;
+
+  for (i = 0; i < NUM_DIRECTIONS; i++)
+  {
+    int xx = x + xy[i][0];
+    int yy = y + xy[i][1];
+    int border_side = trigger_sides[i][1];
+    int border_element;
+
+    if (!IN_LEV_FIELD(xx, yy))
+      continue;
+
+    if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
+      continue;                        // center and border element not connected
+
+    border_element = Tile[xx][yy];
+
+    // check for change of center element (but change it only once)
+    if (CheckElementChangeBySide(x, y, center_element, border_element,
+                                 CE_NEXT_TO_X, border_side))
+      break;
+  }
+}
+
 void TestIfElementTouchesCustomElement(int x, int y)
 {
   static int xy[4][2] =
@@ -13769,7 +14152,8 @@ 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);
@@ -13779,6 +14163,9 @@ 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);
 
@@ -13788,6 +14175,24 @@ 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()
@@ -13865,7 +14270,6 @@ static int DigField(struct PlayerInfo *player,
       return MP_NO_ACTION;
     }
   }
-
   if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
     old_element = Back[jx][jy];
 
@@ -14067,22 +14471,28 @@ 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);
+      // 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))
@@ -14150,7 +14560,10 @@ 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)
     {
@@ -14194,25 +14607,28 @@ 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);
+       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))
@@ -14334,7 +14750,7 @@ 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;
 
@@ -14550,6 +14966,8 @@ static int DigField(struct PlayerInfo *player,
     {
       player->is_collecting = !player->is_digging;
       player->is_active = TRUE;
+
+      player->last_removed_element = element;
     }
   }
 
@@ -15270,13 +15688,14 @@ 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);
+      UnmapGameButtons();
 
-      CloseDoor(DOOR_CLOSE_1);
+      // door may still be open due to skipped or envelope style request
+      CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
     }
 
     if (network.enabled)
@@ -15303,10 +15722,13 @@ 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 || score_info_tape_play);
 
   RequestQuitGameExt(skip_request, quick_quit,
                     "Do you really want to quit the game?");
@@ -15618,6 +16040,7 @@ static ListNode *SaveEngineSnapshotBuffers(void)
 
   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
+  SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
   SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
@@ -15877,6 +16300,10 @@ void CreateGameButtons(void)
     int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
     int id = i;
 
+    // do not use touch buttons if overlay touch buttons are disabled
+    if (is_touch_button && !setup.touch.overlay_buttons)
+      continue;
+
     if (gfx->bitmap == NULL)
     {
       game_gadget[id] = NULL;
@@ -15959,12 +16386,18 @@ 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);
@@ -15977,17 +16410,13 @@ 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)
@@ -15999,15 +16428,6 @@ 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[] =
@@ -16029,10 +16449,15 @@ 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 ((i == GAME_CTRL_ID_UNDO ||
+        i == GAME_CTRL_ID_REDO) &&
+       game_status != GAME_MODE_PLAYING)
+      continue;
+
+    if (!on_tape || gamebutton_info[i].allowed_on_tape)
       MapGadget(game_gadget[i]);
+  }
 
   UnmapGameButtonsAtSamePosition_All();
 
@@ -16123,6 +16548,8 @@ static void GameUndoRedoExt(void)
   DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
   DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
 
+  ModifyPauseButtons();
+
   BackToFront();
 }
 
@@ -16131,8 +16558,12 @@ 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();
 }
 
@@ -16141,8 +16572,12 @@ 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();
 }
 
@@ -16162,13 +16597,7 @@ static void HandleGameButtonsExt(int id, int button)
     case GAME_CTRL_ID_STOP:
     case GAME_CTRL_ID_PANEL_STOP:
     case GAME_CTRL_ID_TOUCH_STOP:
-      if (game_status == GAME_MODE_MAIN)
-       break;
-
-      if (tape.playing)
-       TapeStop();
-      else
-       RequestQuitGame(TRUE);
+      TapeStopGame();
 
       break;