Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83 SMI; site primesun.uucp Path: utzoo!linus!philabs!cmcl2!harvard!think!mit-eddie!cybvax0!frog!primesun!dmm From: dmm@primesun.uucp Newsgroups: net.games.rogue Subject: Re: Re: Another funny in rogue 5.3. Message-ID: <429@primesun.uucp> Date: Thu, 31-Oct-85 00:00:50 EST Article-I.D.: primesun.429 Posted: Thu Oct 31 00:00:50 1985 Date-Received: Sun, 3-Nov-85 08:00:49 EST Sender: news@primesun.uucp Organization: Prime Computer R&D Lines: 18 Nf-ID: #R:csd2:-294000200:primesun:4100001:000:870 Nf-From: primesun!dmm Oct 30 17:44:00 1985 /***** primesun:net.games.rogue / csd2!squires / 12:36 am Oct 22, 1985*/ > While playing rogue last night, I stepped off a square on the screen to find > the '^' symbol. Nothing had happened to me. I used the '^' (identify trap) > command and nothing happened. I tried the same command on an ordinary square > and it said "No trap there."! I stepped on the trap repeatedy and nothing > happened. The program obviously knew there was a trap there -- anybody know > what's going on? I'm not sure if this answers the real problem or no, but there was a bug in the show() routine of Rogue 3.6 (and probably many descendants) that would cause the appearance of a phantom trap when an invisible monster happened to move over an undiscovered trap. The trap would appear on the screen, but you couldn't identify it because YOU didn't discover it (something else did).