Missile Encounter Filter
A Missile consists of the 'missile' itself and 'projectile' within the
missile. For example, a missile might contain an arrow or a FUL BOMB. When a
Missile contacts a solid object, the Missile Encounter Filter is called. THe
location of the filter is specified in the Menu/Edit/Global dialog in the
'Special Locations'.
The filter receives four parameters:
- 0 - The type of encounter
- 1 - Location of the encounter
- 2 - The object ID of the containing Missile
- 3 - The object ID of the contained projectile
The types are:
- 1 - The missile encountered a monster.
- 2 - The missile encountered a door.
- 3 - The missile encountered a solid trick wall
- 4 - The missile encountered a solid wall
- 5 - The missile ran out of gas and fell to the floor.
The Filter should set the 'type' field to zero and return the parameters
in order to cancel the encounter. The effect of doing this varies depending
on the original type.
- 1 - The missile will miss the monster. Just as if you threw a dagger at
a non-material monster.
- 2 - The missile will pass through the door.
- 3 - The missile will pass through the solid trick wall.
- 4 - Not applicable. The missile must stop at a solid wall.
- 5 - Not applicable. The missile must fall to the floor.