+//from scroll16\r
+//==========================================================================\r
+typedef struct\r
+{\r
+ map_t *map;\r
+ page_t *page;\r
+ int tx,ty; //appears to be the top left tile position on the viewable screen map\r
+ word dxThresh,dyThresh; //Threshold for physical tile switch\r
+ video_t *video; //pointer to game variables of the video\r
+ nibble __near *p; // pointer to video's render page num\r
+ nibble __near *sp; // pointer to video's show page num\r
+ int dx, dy; // draw row and col var\r
+//newer vars!\r
+ int delta, d;\r
+} map_view_t;\r
+/* Map is presumed to:\r
+ * 1. Have all the required layers and tilesets within itself\r
+ * 2. Have a 'fence' around accessible blocks to simplify boundary logic\r
+ * 3. Have a persistent map and tile size among the layers\r
+ * Map view is presumed to:\r
+ * 1. Calculate, store and update a panning info, which includes, but not limited to:\r
+ * combined layer information, actual map representation (reflecting real state of the game),\r
+ * pixel shift for smooth tile scrolling.\r
+ * 2. Provide ways to draw a visible part of map. For simplicity with smooth scrolling,\r
+ * additional row/column is always drawn at the each side of the map. This implies that 'fence'\r
+ * should have a sprite too. Map is drawn left-to-right, top-to-bottom.\r
+ */\r
+\r
+//==========================================================================\r
+\r