AdaVenture...Win64,Win32,OSX,GnuLinux
...using thin GL/SDL bindings,
Felix Krause's FreeTypeAda [MIT],
and Dmitry Kazakov's Tables, Strings_Edit [GNU GPL2].
Uses both ftex for TTF, & utex for special glyphs.

(adaventure_gnu k => debug k=3[castle], 4(temple), M56789)

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todo:

.) allow a bat to drop an item out-of-reach (but visible)
	(eg. within a maze wall) AND make a magnet to grab it.
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==========================================================
	-- jump in {3..9} (debug only):
	-- chapter 1---------------
	-- 3=>castle, 4=>temple, 
	--	5=>maze5, 6=>maze6, 
	-- chapter 2---------------
	-- 7=>maze7, 8=>lab8, 9=maze9
	--	any other number => normal start

==========================================================

29nov19:
.) revised, improved im_dead sounds, code.
.) now built High+Low Dpi EXEs for Mac/OSX.

28nov19:
.) reduced scale of largest *.png files.
.) deleted a few unused png files, two *.fs files.
.) Now you die if lingering amongst the bugs for 15 seconds.


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26nov19: uploaded v1.5.5 to itch, git, indi, SF, Jolt # 
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26nov19:
.) Upgraded linux mint and discovered library problems.
.) Repaired a library problem with GNU/Linux build that limited portability.

24nov19:
.) M9: added hole in ceiling with frame & sky shader;
.) C2: added stargate frame for skylight.
.) M9: only 1 wall + ceiling show reflected light.
	(Xm+Yp) using cheap trick.

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19nov19: uploaded v1.5.4 to itch, git, indi, SF, Jolt # 
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18nov19:
.) created [unused] topless room object troomobj.adb
	in case skybox (top) would be used at higher Y-level 
	than room top.
.) removed fragshader ceiling in lab8 because the default
	texture is awesome!  Same for m7, m5,m6.
.) ALSO, lowered height of all mazes+lab8 for that
	added closed-in feeling.  Note that trying to
	change iymax SHOULD be Ok too, BUT it broke the
	visibility thru interconnecting doors in mazes
	5,6,7.  Also I like a temple being twice as high
	as maze 6.
.) See src/toplessMazeSky.adb for code to possibly add to
	mazes that uses same skybox-sky as exterior.  And I
	expect that might cause unforseen additional problems.
.) did full runthru ch 1,2.  Seems Ok.


17nov19:
.) beetles: added small sideways motion to match small tilt.

16nov19:
.) Added evilBeetles that swarm directionally over a
	rectangular area with scary sound.
	.) note castle floor @ y=0, while maze floors @ y=-iymax.
	.) note: overlapping beetles will cause graphical anomalies
		since all @ exactly same height!
.) perfected params:
	mxbo=60, mzbo=25, beetrr=0.1, bugspeed=0.9, angrot=halfpi
	m6: bxc=0, bzc=-7.5, bxr=8, bzr=2.5,  music test zme<-4.5
	m7: bxc=-5, bzc=8, bxr=5, bzr=2.5,  music test zme>5, xme<0
.) new angrot=halfpi hides beetles source/sink.
	Perfect!!!
.) staggered rows & cols.


14nov19:
.) added dama8 musicLoop in return thru lab8, NICE.


31oct19:
.) changed save msg delay from 5 to 3 seconds;

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31oct19: uploaded v1.5.3 to itch, git, indi, SF, Jolt # 
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30oct19:
.) fixed several errors;  needs more testing;
	Pretty good now, I think.
.)	Now print save-message.
.) Now restart music in lab8 when appropriate.
.) NOTE: when resuming old state it seemed necessary in
	MSwin to add call to "sdl_RaiseWindow(mainWindow)" in order
	that focus be restored to main window.  I do NOT
	know why!

29oct19:
.) Attempting resume capability...
.) completed writeState/readState procs;
	Need to test existence of statefile @ beginning;
	rewrite it if saving exit...DONE
.) Still many problems

28oct19:
.) removed unused "pauseatlevelchange" variable 
	(gameutils.adb, gametypes.ads);
.) similarly removed "forwardok", "badHoriAng".
.) changed from glfloat to float:  [xyz]chalice.

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04jul19: Reloaded v1.5.2 to itch, git, indi, SF, Jolt # 
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2jul19:
.) repaired missing wall error in maze5 that made it too easy.
.) repaired scene9.txt map details of maze9...
	created by a printout from code.
.) detailed check m5,m6,m7 versus scene567...Ok now,
	after minor addition to M7.

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02jul19: Reloaded v1.5.2 to itch, git, indi, SF, Jolt # 
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1jul19:
.) randomized black key location in 
	.) chapter3 maze5 (3)
	.) chapter4 maze7 (6)
	.) checked validity of each location.

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01jul19: uploaded v1.5.2 to itch, git, indi, SF, Jolt # 
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30jun19:
.) Upgraded turkish.ogg to stereo.
.) improved exterior fog so that sky, trees, & land are
	all conformal.
.) moved portable gate in lab8 for chapter 4
	further toward entrance to M9.
.)	Made Fog exceptions for lab8, maze9, where lighting
	and colors are more critical for these two rooms.

29jun19:
.) debug ch4/m9 by using "adaventure_gnu 10".
.) added 2more chapters with dark heavy fog for M567,
	with different key pos defaults;
.) improved look of exterior skybox/terrain fog;
.) darkened avatar inside darkmazes.

24jun19:
.) further mods to SDL binding for ease of use;
	Need to test run. Done...Ok.

23jun19:
.) updated to new SDL2-v209 binding;  seems to compile;

21jun19:
.) updated sdl to v209;  passed validation check;


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28mar19: uploaded v1.5.1 to itch, git, indi, SF, Jolt # 
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27mar19:
.) tried/failed to join exterior with m5/m7.
	Too many serious obstacles. (../xavBad/).
	...would need complete discard outside doorway
	to hide interior sky, etc.

26mar19:
.) got portal 8/9 working!!!  
	Had to rearrange Maze #9.
	Needs testing....seems to work well.
	Final test:  try passing thru the various 
	M9 inter-connections to ensure threshold
	coordinates/angles are acceptable.
	When done, move ./xav/ to ./avent/.
.) note:  changing/resetting "?cam"
	is quite essential in 3rd person mode.


25mar19:
.) got portal 7/8 working!!!


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25mar19: uploaded v1.5.0 to itch, git, indi, SF, Jolt # 
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24mar19:
.) xav0.7z is first save with good inner maze transitions
	before trying inter-maze transitions.
.) tried/failed to see lab8 from maze9 (../xxav/) !!!
.) need more testing: 7 9.  Now seems Ok, after
	increasing maxnko from 500 to 599, and correcting
	maze edge handling in maze7 due to swapping of X/Z 
	(Rows/Cols) in avent-setup_maze7.adb.

23mar19:
.) new paradigm works Ok & looks great:  see thru in-maze
	doorways.  Only open 1 door at a time (+ its couterpart) 
	on nearest NoSo wall, and nearest EaWe wall;  so only
	draw 1 or 2 adjacent rooms thru each open door.
	skip lab8;  only attempt with (5/6)(7)(9).
	Do not open any other transition doors.


20mar19:
.) updated fog...sqrt(dist)*exp(-0.9*H) 
	where H=(aPos.y+iymax)/iymax in 0..2
	.) snakeFog.fs
	.) texnewHole.fs
	.) texobjShine.fs
.) reduced fog to level 2 in mazes
	.) 5,6,7

7mar19:
.) removed unneeded glew32.dll from 64-bit Windows compile.


3mar19:
.) determined that HiContrast fonts is possible
	but not used because they exhibited ugly aliasing;
.) removed unneeded adabindings/text/

17jan19:
.) perfected compilation scripts to include -D ...
	*.bat, *.sh


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28dec18: uploaded v1.4.0 to itch, git, indi, SF, Jolt # 
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28dec18:
.) conformalized gamePad controls versus AG;
	Revised default_settings.txt.

17dec18:
.) made z-key [return to default zoom] incremental
	like the other zoom keys n & f;



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12dec18: uploaded v1.3.9 to itch, git, indi, SF, Jolt # 
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10dec18:
.) reenabled OSX trackpad zoom with slight mod.
	Seems Ok on seven, so should be Ok here.

8dec18:
.) added zoom keys z,n,f;
.) MouseWheel zoom disabled on OSX;
.) camera zoom changes now show even while stopped;


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7dec18: uploaded v1.3.8 to itch, git, indi, SF, Jolt # 
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7dec18:
.) disabled mouse wheel zoom on OSX;

6dec18:
.) Improved compile script...if we include libsnd4ada.so,
	then we do NOT need libsndio*, libasound*.

1dec18:
.) added exterior wind sound;

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27nov18:  uploaded to gamejolt; announced on GOL;
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23aug18: REuploaded v1.3.7 to itch, github, indie, SF 
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22aug18:
.) removed some platform-specific files from sdl208ada.
.) need to retest on osx, windows.

20aug18:
.) upgraded my sdl2 adabinding to version 2.0.8;
.) updated builds for all 4 platforms to sdl208;

17aug18:
.) all platforms now use sdl207;

5aug18:
.) renamed avatarobj to avatarolay.ad? to distinguish
	from version without overlay for Ag.
.) STILL used for Minotaur too...
	?should I use simpler avatarobj.ad? instead?

3aug18:
.) fixed avatarobj.adb and avatarobj.vs to elliminate
	strange X-scaling of arms, legs (per AG).

31jul18:
.) improved snake texture after fixing pngloader::410;

28jul18: sfml status:  now completely 250!
.) osx:  250
.) win32: 250 (was 242)
.) win64: 250
.) linux: 250 (was 242)


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28jul18: REuploaded v1.3.6 to itch, github, indie, SF 
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27jul18:  updated ocmpss.sh to 
.) use new AC2018
.) use sfml250
.) all scripts:  replace dmitri/ with text/
	(in coordination with latest OpenGLAda release)


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24jul18: uploaded v1.3.6 to itch, github, indie, SF 
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23jul18:
.) added alternative shared-lib-build scripts for OSX, 
	and the Frameworks to support them;  but not used
	to build the delivered exe.

21jul18:
.) added credit to Korla Pandit in closing scene.

9jul18:
.) now using more compatible linux libfreetype;

4jul18:
.) corrected handling of DOS-formatted config files,
	in case users' editors create one.

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1jul18: uploaded v1.3.4 to itch, github, indie, SF 
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1jul18:
.) recompiled linux version because libSDL* was linked
	to my system libs...
	...I have since REMOVED all my build-system 
	SDL2 libs and now deliver local libz, libm files.
.) reDelivered uploads.

29jun18:
.) now using Anisimkov's corrections, rather than
	those of AdaCore [Botcazou] ...yet BOTH
	methods passed every test I could think of...
	and I now believe they are identical.

27jun18:
.) updated Sanguine's AdaPng (to 4.6), 
	Anisimkov's AdaZlib (to 1.3+);

26jun18:
.) added W64 build capability;

10jun18:
.) changed default compiler to AC2018;
.) gnuAda 730 works also;
.) changed default SDL libs to shared;


9jun18:
.) created "lcmpg.sh" for AdaGnu v7.3.0;
	So it works fine...
	.) using -O3;
	.) using static SDL2 libs;

6jun18:
.) added steam coming from the nose on the
	face of the minotaur using "inverse" fog.
	See animalObj.fs
	Nice!



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1jun18: uploaded v1.3.3 to itch, github, indie, SF 
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