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C2DD: Large trap door (object $0C)
Large trap door: object $0C. It starts in elvenkings cellar and forestriver. It is present. It has its own handling for CLOSE, GO THROUGH, LOOK THROUGH, OPEN, STRIKE WITH, THROW THROUGH.
A record is a 16-byte head -- where it is, what holds it, its size, weight, strength and defence, its flags, its name and its description -- then the places it is in, then its own handlers, ending at $FF. OBJECT_INDEX describes each field.
LARGE_TRAP_DOOR C2DD DEFB $02 In 2 places
C2DE DEFB $FF Held by nothing
C2DF DEFB $FF Size 255: nothing can hold it
C2E0 DEFB $FF Weight 255: too heavy for anyone to lift
C2E1 DEFB $00 Things are in it
C2E2 DEFB $00 Strength 0
C2E3 DEFB $30 Defence 48
C2E4 DEFB $80 Flags: present
C2E5 DEFB $C0,$01 Its name: DOOR
C2E7 DEFB $BF,$03 An adjective: LARGE
C2E9 DEFB $E0,$06 Another: TRAP
C2EB DEFB $00,$00 No description of its own
C2ED DEFB $20,$21 In locations 32, elvenkings cellar; 33, forestriver
C2EF DEFB $10 On OPEN (action $10)
C2F0 DEFW TRAP_DOOR_OPEN_CLOSE
C2F2 DEFB $0C On CLOSE (action $0C)
C2F3 DEFW TRAP_DOOR_OPEN_CLOSE
C2F5 DEFB $0B On STRIKE WITH (action $0B)
C2F6 DEFW DO_STRIKE
C2F8 DEFB $18 On LOOK THROUGH (action $18)
C2F9 DEFW LOOK_THROUGH
C2FB DEFB $1E On GO THROUGH (action $1E)
C2FC DEFW GO_THROUGH
C2FE DEFB $2C On THROW THROUGH (action $2C)
C2FF DEFW THROW_THROUGH
C301 DEFB $00 Key 0: after THROW THROUGH, as well
C302 DEFW BARREL_THROWN
C304 DEFB $FF End of its handlers
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