srand was called several times (after Intro() and on each level load), removed the latter
implemented fixed number of frames per second (later, it may be possible to set FPS through config file), but i have doubts that this isn't really working as wanted
thus, we could also significantly reduce cpu usage
adjustable animations per second (maybe later also through config file), because this depends on the FPS-code, it may also be buggy
fixed logical error in Player::draw() whereby the wrong (opposite) level was loaded when moving to the north/south, therefore we ship also an additional map to have an example of vertical level changes
additional code comments
reworked movement system: now supports moving diagonal, additionally all hangs should be eliminated
now we use double buffering if the graphics card supports it
made code fit on terminals with 80 columns
print errors to stderr instead of stdout
commented out all debug messages since they aren't interesting for non-developers
included
SDL/
SDL.h instead of
SDL.h for compatibility reasons
maybe i should have made this to 0.2, damn versioning system :)