BYTE;BYTE;SHORT;SHORT;SHORT;SHORT;BYTE;BYTE;STRING 30;STRING 200;
TABLEID 1
TYPE_NONE=   0
TYPE_EXIT=   1
TYPE_UP=     2
TYPE_DOWN=   3
TYPE_ELEVT=  4
TYPE_CHUTE=  5
TYPE_DTRAP=  6
TYPE_ETRAP=  7
TYPE_ROTAT=  8
TYPE_TPORT=  9
TYPE_SCMBT=  10
TYPE_NPC=    11
TYPE_LKDOR=  12
TYPE_SCDOR=  13
TYPE_MESSG=  14
TYPE_CHEST=  15
TRIG_WALK=     0
TRIG_FNORTH=   1
TRIG_FEAST=    2
TRIG_FSOUTH=   3
TRIG_FWEST=    4
TRIG_SEARCH=   5
TRIG_SNORTH=   6
TRIG_SEAST=    7
TRIG_SSOUTH=   8
TRIG_SWEST=    9
TICN_NONE=     0
TICN_DOWN=     16
TICN_UP=       32
TICN_BOTH=     48
TICN_NORTH=    64
TICN_EAST=     80
TICN_SOUTH=    96
TICN_WEST=     112
TICN_DOBJECT=  128
<ENDSTRING>
//    type     trigger var-0 var-1 var-2 var-3  save  text  title                                              Message
 TYPE_NONE;          0;    0;    0;    0;    0;    0;    0;Dummy event, do not delete    ;$                                                                                                                                                                                                       ;
 TYPE_EXIT;    TICN_UP;    0;    0;    0;    0;    0;    0;          Ladder Up           ;There is a ladder going up^Do You want to use it ?$                                                                                                                                                     ;
TYPE_TPORT;  TICN_DOWN;    2;    0;    0;    3;    0;    0;                              ;$                                                                                                                                                                                                       ;
TYPE_ROTAT;  TICN_DOWN;    0;    0;    0;    0;    0;    0;                              ;$                                                                                                                                                                                                       ;
TYPE_MESSG;  TRIG_WALK;    0;    0;    0;    0;    0;    0;       Divine Message 1       ;Welcome to the Wizardry legacy demo maze^Walk foward and follow instructions$                                                                                                                           ;
TYPE_MESSG;  TRIG_WALK;    0;    0;    0;    0;    0;    0;       Divine Message 2       ;This is a door. You can open doors^by pressing the SELECT button$                                                                                                                                       ;
TYPE_MESSG;  TRIG_WALK;    0;    0;    0;    0;    0;    0;       Divine Message 3       ;Move foward and turn left and you will be able^to read the message on the left wall$                                                                                                                    ;
TYPE_MESSG;        116;    0;    0;    0;    0;    0;    0;       Wall Inscription       ;The floor arrows will guide you through this maze$                                                                                                                                                      ;
TYPE_MESSG;  TRIG_WALK;    0;    0;    0;    0;    0;    0;       Divine Message 4       ;If you turn around, you will realise that you^have crossed a one way wall. Watch out!^continue and follow the arrows.$                                                                                  ;
TYPE_MESSG;  TRIG_WALK;    0;    0;    0;    0;    0;    0;       Divine Message 5       ;In the middle of the room, there is a rotator.^The chain will help you to know which way you have turned.$                                                                                              ;
TYPE_MESSG;  TRIG_WALK;    0;    0;    0;    0;    0;    0;       Divine Message 6       ;The room ahead is filled with poison gas.^Walk through the room.$                                                                                                                                       ;
TYPE_MESSG;  TRIG_WALK;    0;    0;    0;    0;    0;    0;       Divine Message 7       ;The corridor ahead is filled with magikal darkness^Just move constantly foward and you'll reach ^the end of the corridor.$                                                                              ;
TYPE_MESSG;  TRIG_WALK;    0;    0;    0;    0;    0;    0;       Divine Message 8       ;There is currently nothing interesting in the room.^Continue to the right.$                                                                                                                             ;
TYPE_MESSG;  TRIG_WALK;    0;    0;    0;    0;    0;    0;       Divine Message 9       ;If you walk foward, you will enter a^teleportation device that will send you^elsewhere in the maze.$                                                                                                    ;
TYPE_MESSG;  TRIG_WALK;    0;    0;    0;    0;    0;    0;       Divine Message 10      ;The demo is over. Walk foward to exit the maze$                                                                                                                                                         ;
<ENDDATA>

//--- Notes ---
- the trigger field is made by adding the trigger type and trigger Icon together
TRIG_??? + TICN_???

- the var-? fields have different meaning according to the event type

- In the message field, you make carriage return with the '^' character, only
   3 lines can be drawn ( 2 carriage return ), use the 'text' value for
   longer text. You must End the message string with a $ character.

   It also mean that you cannot use the ^ and $ character in your text.

typedef struct dbs_Maze_event
{
   byte type a_packed; // type of event ot be triggered
   byte trigger a_packed; // type of triggering type of event and icon type
   short var [ 4 ] a_packed; // information relative to special space type
   byte savevalID a_packed; // save value to use for memorising maze alterations
   byte text a_packed; // additional text to use for the event
   char title [ 30 ] a_packed; // title string to draw on the top of the screen
   char message [ 200 ] a_packed; // message to use by the event
}dbs_Maze_event;
