Exemplo n.º 1
0
/*
 * Allow the player to examine other sectors on the map
 */
void do_cmd_locate(void)
{
    int        dir, y1, x1, y2, x2;

    char    tmp_val[80];

    char    out_val[160];

    int wid, hgt;

    /* Get size */
    get_screen_size(&wid, &hgt);


    /* Start at current panel */
    y2 = y1 = panel_row_min;
    x2 = x1 = panel_col_min;

    /* Show panels until done */
    while (1)
    {
        /* Describe the location */
        if ((y2 == y1) && (x2 == x1))
        {
            tmp_val[0] = '\0';

        }
        else
        {
            sprintf(tmp_val, "%s%s of",
                ((y2 < y1) ? " North" : (y2 > y1) ? " South" : ""),
                ((x2 < x1) ? " West" : (x2 > x1) ? " East" : ""));

        }

        /* Prepare to ask which way to look */
        sprintf(out_val,
            "Map sector [%d(%02d),%d(%02d)], which is%s your sector.  Direction?",

            y2 / (hgt / 2), y2 % (hgt / 2),
            x2 / (wid / 2), x2 % (wid / 2), tmp_val);

        /* Assume no direction */
        dir = 0;

        /* Get a direction */
        while (!dir)
        {
            char command;

            /* Get a command (or Cancel) */
            if (!get_com(out_val, &command, TRUE)) break;
            if (command == '5') break;

            /* Extract the action (if any) */
            dir = get_keymap_dir(command);

            /* Error */
            if (!dir) bell();
        }

        /* No direction */
        if (!dir) break;

        /* Apply the motion */
        if (change_panel(ddy[dir], ddx[dir]))
        {
            y2 = panel_row_min;
            x2 = panel_col_min;
        }
    }


    /* Recenter the map around the player */
    verify_panel();

    /* Update stuff */
    p_ptr->update |= (PU_MONSTERS);

    /* Redraw map */
    p_ptr->redraw |= (PR_MAP);

    /* Window stuff */
    p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);

    /* Handle stuff */
    handle_stuff();
}
Exemplo n.º 2
0
/**
 * Handle navigation keypresses.
 *
 * Returns TRUE if they key was intelligible as navigation, regardless of
 * whether any action was taken.
 */
bool menu_handle_keypress(menu_type *menu, const ui_event *in,
		ui_event *out)
{
	bool eat = FALSE;
	int count = menu->filter_list ? menu->filter_count : menu->count;

	/* Get the new cursor position from the menu item tags */
	//int new_cursor = get_cursor_key(menu, menu->top, in->key);
	int new_cursor = get_cursor_key(menu, menu->top, *in);
	if (new_cursor >= 0 && is_valid_row(menu, new_cursor))
	{
		if (!(menu->flags & MN_DBL_TAP) || new_cursor == menu->cursor)
			//out->type = EVT_SELECT;
			*out = EVT_SELECT;
		else
			//out->type = EVT_MOVE;
			*out = EVT_MOVE;

		menu->cursor = new_cursor;
	}

	/* Escape stops us here */
	//else if (in->key.code == ESCAPE)
	//	out->type = EVT_ESCAPE;
	else if (*in == ESCAPE)
		*out = EVT_ESCAPE;

	/* Menus with no rows can't be navigated or used, so eat all keypresses */
	else if (count <= 0)
		eat = TRUE;

	/* Try existing, known keys */
	//else if (in->key.code == ' ')
	else if (*in == ' ')
	{
		int rows = menu->active.page_rows;
		int total = count;

		if (rows < total)
		{
			/* Go to start of next page */
			menu->cursor += menu->active.page_rows;
			if (menu->cursor >= total - 1) menu->cursor = 0;
			menu->top = menu->cursor;
	
			//out->type = EVT_MOVE;
			*out = EVT_MOVE;
		}
		else
		{
			eat = TRUE;
		}
	}

	//else if (in->key.code == KC_ENTER)
	//	out->type = EVT_SELECT;
	else if ((*in == '\n') || (*in == '\r'))
		*out = EVT_SELECT;

	/* Try directional movement */
	else
	{
		//int dir = target_dir(in->key);
		int dir = get_keymap_dir(*in);

		if (dir)
		{
			*out = menu->skin->process_dir(menu, dir);

			//if (out->type == EVT_MOVE)
			if (*out == EVT_MOVE)
			{
				while (!is_valid_row(menu, menu->cursor))
				{
					/* Loop around */
					if (menu->cursor > count - 1)
						menu->cursor = 0;
					else if (menu->cursor < 0)
						menu->cursor = count - 1;
					else
						menu->cursor += ddy[dir];
				}

				assert(menu->cursor >= 0);
				assert(menu->cursor < count);
			}
		}
	}

	return eat;
}
Exemplo n.º 3
0
/*
 * Generic "get choice from menu" function
 */
int get_player_choice(cptr *choices, int num, int col, int wid,
                             cptr helpfile, void (*hook) (cptr))
{
	int top = 0, cur = 0;
	/* int bot = 13; */
	int i, dir;
	char c;
	char buf[80];
	bool done = FALSE;
	int hgt;


	/* Autoselect if able */
	if (num == 1) done = TRUE;

	/* Clear */
	for (i = TABLE_ROW; i < Term->hgt; i++)
	{
		/* Clear */
		Term_erase(col, i, Term->wid - wid);
	}

	/* Choose */
	while (TRUE)
	{
		/*
		 * Note to Melkor: What happens when the screen is resized?
		 * There is no 'redraw' hook at this point... 
		 * (That is why the original code restricted itself to what
		 * would fit in the smallest possible screen.) -SF-
		 */
		hgt = Term->hgt - TABLE_ROW - 1;

		/* Redraw the list */
		for (i = 0; ((i + top < num) && (i <= hgt)); i++)
		{
			if (i + top < 26)
			{
				strnfmt(buf, 80, "%c) %s", I2A(i + top), choices[i + top]);
			}
			else
			{
				/* ToDo: Fix the ASCII dependency */
				strnfmt(buf, 80, "%c) %s", 'A' + (i + top - 26), choices[i + top]);
			}

			/* Clear */
			Term_erase(col, i + TABLE_ROW, wid);

			/* Display */
			if (i == (cur - top))
			{
				/* Highlight the current selection */
				put_fstr(col, i + TABLE_ROW, CLR_L_BLUE "%s", buf);
			}
			else
			{
				put_fstr(col, i + TABLE_ROW, buf);
			}
		}

		if (done) return (cur);

		/* Display auxiliary information if any is available. */
		if (hook) hook(choices[cur]);

		/* Move the cursor */
		Term_gotoxy(col, TABLE_ROW + cur - top);

		c = inkey();

		if (c == KTRL('X'))
		{
			quit(NULL);
		}
		if (c == ESCAPE)
		{
			/* Mega Hack - go back. */
			return (INVALID_CHOICE);
		}
		if (c == '*')
		{
			/* Select at random */
			cur = randint0(num);

			/* Move it onto the screen */
			if ((cur < top) || (cur > top + hgt))
			{
				top = cur;
			}

			/* Done */
			done = TRUE;
		}
		else if (c == '?')
		{
			(void)show_file(helpfile, NULL, 0, 0);
		}
		else if (c == '=')
		{
			do_cmd_options(OPT_FLAG_BIRTH | OPT_FLAG_SERVER | OPT_FLAG_PLAYER);
		}
		else if ((c == '\n') || (c == '\r'))
		{
			/* Done */
			return (cur);
		}
		else if (isdigit(c))
		{
			/* Get a direction from the key */
			dir = get_keymap_dir(c);

			/* Going up? */
			if (dir == 8)
			{
				if (cur != 0)
				{
					/* Move selection */
					cur--;
				}

				if ((top > 0) && ((cur - top) < 4))
				{
					/* Scroll up */
					top--;
				}
			}

			/* Going down? */
			if (dir == 2)
			{
				if (cur != (num - 1))
				{
					/* Move selection */
					cur++;
				}

				if ((top + hgt < (num - 1)) && ((top + hgt - cur) < 4))
				{
					/* Scroll down */
					top++;
				}
			}
		}
		else if (isalpha(c))
		{
			int choice;

			if (islower(c))
			{
				choice = A2I(c);
			}
			else
			{
				choice = c - 'A' + 26;
			}

			/* Validate input */
			if ((choice > -1) && (choice < num))
			{
				cur = choice;

				/* Move it onto the screen */
				if ((cur < top) || (cur > top + hgt))
				{
					top = cur;
				}

				/* Done */
				done = TRUE;
			}
			else
			{
				/* Invalid input */
				bell("Illegal birth choice!");
			}
		}
	}

	return (INVALID_CHOICE);
}
Exemplo n.º 4
0
/*
 * Interreact with skills
 */
void do_cmd_skill()
{
	int sel = 0, start = 0, max;
	char c;
	int table[MAX_SKILLS][2];
	int i;
	int wid, hgt;
	s16b skill_points_save;
	s32b *skill_values_save;
	s32b *skill_mods_save;
	s16b *skill_rates_save;
	s16b *skill_invest;
	s32b *skill_bonus;

	recalc_skills(TRUE);

	/* Save the screen */
	screen_save();

	/* Allocate arrays to save skill values */
	C_MAKE(skill_values_save, MAX_SKILLS, s32b);
	C_MAKE(skill_mods_save, MAX_SKILLS, s32b);
	C_MAKE(skill_rates_save, MAX_SKILLS, s16b);
	C_MAKE(skill_invest, MAX_SKILLS, s16b);
	C_MAKE(skill_bonus, MAX_SKILLS, s32b);

	/* Save skill points */
	skill_points_save = p_ptr->skill_points;

	/* Save skill values */
	for (i = 0; i < max_s_idx; i++)
	{
		skill_type *s_ptr = &s_info[i];

		skill_values_save[i] = s_ptr->value;
		skill_mods_save[i] = s_ptr->mod;
		skill_rates_save[i] = s_ptr->rate;
		skill_invest[i] = 0;
	}

	/* Clear the screen */
	Term_clear();

	/* Initialise the skill list */
	init_table(table, &max, FALSE);

	while (TRUE)
	{
		Term_get_size(&wid, &hgt);

		/* Display list of skills */
		recalc_skills_theory(skill_invest, skill_values_save, skill_mods_save, skill_bonus);
		print_skills(table, max, sel, start);

		/* Wait for user input */
		c = inkey();

		/* Leave the skill screen */
		if (c == ESCAPE) break;

		/* Expand / collapse list of skills */
		else if (c == '\r')
		{
			if (s_info[table[sel][0]].dev) s_info[table[sel][0]].dev = FALSE;
			else s_info[table[sel][0]].dev = TRUE;
			init_table(table, &max, FALSE);
		}

		/* Next page */
		else if (c == 'n')
		{
			sel += (hgt - 7);
			if (sel >= max) sel = max - 1;
		}

		/* Previous page */
		else if (c == 'p')
		{
			sel -= (hgt - 7);
			if (sel < 0) sel = 0;
		}

		/* Select / increase a skill */
		else
		{
			int dir;

			/* Allow use of numpad / arrow keys / roguelike keys */
			dir = get_keymap_dir(c);

			/* Move cursor down */
			if (dir == 2) sel++;

			/* Move cursor up */
			if (dir == 8) sel--;

			/* Miscellaneous skills cannot be increased/decreased as a group */
			if (table[sel][0] == SKILL_MISC) continue;

			/* Increase the current skill */
			if (dir == 6) increase_skill(table[sel][0], skill_invest);

			/* Decrease the current skill */
			if (dir == 4) decrease_skill(table[sel][0], skill_invest);

			/* XXX XXX XXX Wizard mode commands outside of wizard2.c */

			/* Increase the skill */
			if (wizard && (c == '+')) skill_bonus[table[sel][0]] += SKILL_STEP;

			/* Decrease the skill */
			if (wizard && (c == '-')) skill_bonus[table[sel][0]] -= SKILL_STEP;

			/* Contextual help */
			if (c == '?') exec_lua(format("ingame_help('select_context', 'skill', '%s')", s_info[table[sel][0]].name + s_name));
			;

			/* Handle boundaries and scrolling */
			if (sel < 0) sel = max - 1;
			if (sel >= max) sel = 0;
			if (sel < start) start = sel;
			if (sel >= start + (hgt - 7)) start = sel - (hgt - 7) + 1;
		}
	}


	/* Some skill points are spent */
	if (p_ptr->skill_points != skill_points_save)
	{
		/* Flush input as we ask an important and irreversible question */
		flush();

		/* Ask we can commit the change */
		if (msg_box("Save and use these skill values? (y/n)", (int)(hgt / 2), (int)(wid / 2)) != 'y')
		{
			/* User declines -- restore the skill values before exiting */

			/* Restore skill points */
			p_ptr->skill_points = skill_points_save;

			/* Restore skill values */
			for (i = 0; i < max_s_idx; i++)
			{
				skill_type *s_ptr = &s_info[i];

				s_ptr->value = skill_values_save[i];
				s_ptr->mod = skill_mods_save[i];
				s_ptr->rate = skill_rates_save[i];
			}
		}
	}


	/* Free arrays to save skill values */
	C_FREE(skill_values_save, MAX_SKILLS, s32b);
	C_FREE(skill_mods_save, MAX_SKILLS, s32b);
	C_FREE(skill_rates_save, MAX_SKILLS, s16b);
	C_FREE(skill_invest, MAX_SKILLS, s16b);
	C_FREE(skill_bonus, MAX_SKILLS, s32b);

	/* Load the screen */
	screen_load();

	recalc_skills(FALSE);
}
Exemplo n.º 5
0
Arquivo: skills.c Projeto: jcubic/ToME
/*
 * Interreact with skills
 */
void do_cmd_skill()
{
	s32b sel = 0, start = 0, max, max_ab = 0;
	s32b c;
	s32b **table, *table_ab;
	s32b i;
	s32b wid, hgt;
	s16b skill_points_save;
	s32b *skill_values_save;
	s32b *skill_mods_save;
	s16b *skill_rates_save;
	s16b *skill_invest;
	s32b *skill_bonus;
	bool *ab_learned;

	recalc_skills(TRUE);

	/* Save the screen */
	screen_save();

	/* Allocate arrays to save skill values */
	C_MAKE(table, max_s_idx, s32b*);
	for (i = 0; i < max_s_idx; i++) C_MAKE(table[i], 2, s32b);
	C_MAKE(skill_values_save, max_s_idx, s32b);
	C_MAKE(skill_mods_save, max_s_idx, s32b);
	C_MAKE(skill_rates_save, max_s_idx, s16b);
	C_MAKE(skill_invest, max_s_idx, s16b);
	C_MAKE(skill_bonus, max_s_idx, s32b);

	/* Initialise the abilities list */
	C_MAKE(ab_learned, max_ab_idx, s32b);
	C_MAKE(table_ab, max_ab_idx, s32b);
	for (i = 0; i < max_ab_idx; i++)
	{
		ab_learned[i] = ab_info[i].acquired;
		if (ab_info[i].name &&
			(wizard || (!ab_info[i].hidden && show_ability(i))))
			add_sorted_ability(table_ab, &max_ab, i);
	}

	/* Save skill points */
	skill_points_save = p_ptr->skill_points;

	/* Save skill values */
	for (i = 0; i < max_s_idx; i++)
	{
		skill_type *s_ptr = &s_info[i];

		skill_values_save[i] = s_ptr->value;
		skill_mods_save[i] = s_ptr->mod;
		skill_rates_save[i] = s_ptr->rate;
		skill_invest[i] = 0;
	}

	/* Clear the screen */
	Term_clear();

	/* Initialise the skill list */
	init_table(table, &max, FALSE);
	if (max) max++;
	if (max_ab) max_ab++;

	if (max > 1) sel = 1;

	while (TRUE)
	{
		Term_get_size(&wid, &hgt);

		/* Display list of skills */
		recalc_skills_theory(skill_invest, skill_values_save, skill_mods_save, skill_bonus);
		print_all(table, max, table_ab, max_ab, sel, start);

		/* Wait for user input */
		c = inkey();

		/* Leave the skill screen */
		if (c == ESCAPE) break;

		/* Expand / collapse list of skills */
		else if ((sel < max) && (sel != 0) && (c == '\r'))
		{
			if (s_info[table[sel-1][0]].dev) s_info[table[sel-1][0]].dev = FALSE;
			else s_info[table[sel-1][0]].dev = TRUE;
			init_table(table, &max, FALSE);
			max++;
		}

		/* Next page */
		else if (c == 'n')
		{
			sel += (hgt - 7);
			if (sel >= max + max_ab) sel = max + max_ab - 1;
		}

		/* Previous page */
		else if (c == 'p')
		{
			sel -= (hgt - 7);
			if (sel < 0) sel = 0;
		}

		/* Select / increase a skill */
		else
		{
			s32b dir;

			/* Allow use of numpad / arrow keys / roguelike keys */
			dir = get_keymap_dir(c);

			/* Move cursor down */
			if (dir == 2) sel++;

			/* Move cursor up */
			if (dir == 8) sel--;

			if (sel == 0 || sel == max)
			{
				// Nothing
			}
			else if (sel < max)
			{
				/* Increase the current skill */
				if (dir == 6) increase_skill(table[sel-1][0], skill_invest);

				/* Decrease the current skill */
				if (dir == 4) decrease_skill(table[sel-1][0], skill_invest);

				/* XXX XXX XXX Wizard mode commands outside of wizard2.c */

				/* Increase the skill */
				if (wizard && (c == '+')) skill_bonus[table[sel-1][0]] += SKILL_STEP;

				/* Decrease the skill */
				if (wizard && (c == '-')) skill_bonus[table[sel-1][0]] -= SKILL_STEP;

				/* Contextual help */
				if (c == '?') exec_lua(format("ingame_help('select_context', 'skill', '%s')", s_info[table[sel-1][0]].name));
			}
			else
			{
				/* Gain ability */
				if (dir == 6) gain_ability(table_ab[sel-1 - max]);
				if (dir == 4) ungain_ability(table_ab[sel-1 - max], ab_learned[table_ab[sel-1 - max]]);

				/* XXX XXX XXX Wizard mode commands outside of wizard2.c */
				if (wizard && (c == '+')) ab_info[table_ab[sel-1 - max]].acquired = TRUE;
				if (wizard && (c == '-')) ab_info[table_ab[sel-1 - max]].acquired = FALSE;

				/* Contextual help */
				if (c == '?') exec_lua(format("ingame_help('select_context', 'ability', '%s')", ab_info[table_ab[sel-1 - max]].name));
			}

			/* Handle boundaries and scrolling */
			if (sel < 0) sel = max + max_ab - 1;
			/* Just in case the skill and ability list is empty */
			if (sel < 0) sel = 0;
			if (sel >= max + max_ab) sel = 0;
			if (sel < start) start = sel;
			if (sel >= start + (hgt - 7)) start = sel - (hgt - 7) + 1;
		}
	}


	/* Some skill points are spent */
	if (p_ptr->skill_points != skill_points_save)
	{
		/* Flush input as we ask an important and irreversible question */
		flush();

		/* Ask we can commit the change */
		if (msg_box("Save and use these skill values? (y/n)", (s32b)(hgt / 2), (s32b)(wid / 2)) != 'y')
		{
			/* User declines -- restore the skill values before exiting */

			/* Restore skill points */
			p_ptr->skill_points = skill_points_save;

			/* Restore skill values */
			for (i = 0; i < max_s_idx; i++)
			{
				skill_type *s_ptr = &s_info[i];

				s_ptr->value = skill_values_save[i];
				s_ptr->mod = skill_mods_save[i];
				s_ptr->rate = skill_rates_save[i];
			}

			/* Restore abilities */
			for (i = 0; i < max_ab_idx; i++)
			{
				ab_info[i].acquired = ab_learned[i];
			}
		}
	}


	/* Free arrays to save skill values */
	C_FREE(skill_values_save, max_s_idx, s32b);
	C_FREE(skill_mods_save, max_s_idx, s32b);
	C_FREE(skill_rates_save, max_s_idx, s16b);
	C_FREE(skill_invest, max_s_idx, s16b);
	C_FREE(skill_bonus, max_s_idx, s32b);
	for (i = 0; i < max_s_idx; i++) C_FREE(table[i], 2, s32b);
	C_FREE(table, max_s_idx, s32b*);
	C_FREE(ab_learned, max_ab_idx, s32b);
	C_FREE(table_ab, max_ab_idx, s32b);

	/* Load the screen */
	screen_load();

	recalc_skills(FALSE);
}
Exemplo n.º 6
0
Arquivo: skills.c Projeto: jcubic/ToME
/*
 * Interreact with abilitiess
 */
void do_cmd_ability()
{
	s32b  sel = 0, start = 0, max = 0;
	s32b c;
	s32b  *table;
	s32b  i;
	s32b  wid, hgt;

	if(!&ab_info[0])
	{
		msg_print("There are no abilities for you to learn!");
		return;
	}

	C_MAKE(table, max_ab_idx, s32b);

	/* Initialise the abilities list */
	for (i = 0; i < max_ab_idx; i++)
	{
		if (ab_info[i].name &&
			(wizard || (!ab_info[i].hidden && show_ability(i))))
			add_sorted_ability(table, &max, i);
	}

	if (max == 0)
	{
		C_FREE(table, max_ab_idx, s32b);
		msg_print("There are no abilities for you to learn!");
		return;
	}

	/* Save the screen */
	screen_save();

	/* Clear the screen */
	Term_clear();

	while (TRUE)
	{
		Term_get_size(&wid, &hgt);

		/* Display list of skills */
		print_abilities(table, max, sel, start);

		/* Wait for user input */
		c = inkey();

		/* Leave the skill screen */
		if (c == ESCAPE) break;

		/* Next page */
		else if (c == 'n')
		{
			sel += (hgt - 7);
			if (sel >= max) sel = max - 1;
		}

		/* Previous page */
		else if (c == 'p')
		{
			sel -= (hgt - 7);
			if (sel < 0) sel = 0;
		}

		/* Select / increase a skill */
		else
		{
			s32b dir;

			/* Allow use of numpad / arrow keys / roguelike keys */
			dir = get_keymap_dir(c);

			/* Move cursor down */
			if (dir == 2) sel++;

			/* Move cursor up */
			if (dir == 8) sel--;

			/* gain ability */
			if (dir == 6) gain_ability(table[sel]);

			/* XXX XXX XXX Wizard mode commands outside of wizard2.c */

			if (wizard && (c == '+')) ab_info[table[sel]].acquired = TRUE;
			if (wizard && (c == '-')) ab_info[table[sel]].acquired = FALSE;

			/* Contextual help */
			if (c == '?') exec_lua(format("ingame_help('select_context', 'ability', '%s')", ab_info[table[sel]].name));
			;

			/* Handle boundaries and scrolling */
			if (sel < 0) sel = max - 1;
			if (sel >= max) sel = 0;
			if (sel < start) start = sel;
			if (sel >= start + (hgt - 7)) start = sel - (hgt - 7) + 1;
		}
	}

	/* Load the screen */
	screen_load();

	C_FREE(table, max_ab_idx, s32b);

	/* Update stuffs */
	p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS | PU_POWERS |
	                  PU_SANITY | PU_BODY);

	/* Redraw various info */
	flag_bool(&p_ptr->redraw, FLAG_PR_WIPE);
	flag_bool(&p_ptr->redraw, FLAG_PR_BASIC);
	flag_bool(&p_ptr->redraw, FLAG_PR_EXTRA);
	flag_bool(&p_ptr->redraw, FLAG_PR_MAP);
}
Exemplo n.º 7
0
Arquivo: cmd4.c Projeto: jcubic/ToME
/*
 * Modify the "window" options
 */
void do_cmd_options_win(void)
{
	s32b j;
	call_lua("windows.configure", "()", "");
#if 0
	s32b i, j, d;

	s32b y = 0;

	s32b x = 0;

	s32b ch;

	bool go = TRUE;

	u32b old_flag[8];


	/* Memorize old flags */
	for (j = 0; j < 8; j++)
	{
		/* Acquire current flags */
		old_flag[j] = window_flag[j];
	}


	/* Clear screen */
	Term_clear();

	/* Interact */
	while (go)
	{
		/* Prompt XXX XXX XXX */
		prt("Window Flags (<dir>, t, y, n, ESC) ", 0, 0);

		/* Display the windows */
		for (j = 0; j < 8; j++)
		{
			byte a = TERM_WHITE;

			cptr s = angband_term_name[j];

			/* Use color */
			if (use_color && (j == x)) a = TERM_L_BLUE;

			/* Window name, staggered, centered */
			Term_putstr(35 + j * 5 - strlen(s) / 2, 2 + j % 2, -1, a, s);
		}

		/* Display the options */
		for (i = 0; i < 16; i++)
		{
			byte a = TERM_WHITE;

			cptr str = window_flag_desc[i];

			/* Use color */
			if (use_color && (i == y)) a = TERM_L_BLUE;

			/* Unused option */
			if (!str) str = "(Unused option)";

			/* Flag name */
			Term_putstr(0, i + 5, -1, a, str);

			/* Display the windows */
			for (j = 0; j < 8; j++)
			{
				byte a = TERM_WHITE;

				char c = '.';

				/* Use color */
				if (use_color && (i == y) && (j == x)) a = TERM_L_BLUE;

				/* Active flag */
				if (window_flag[j] & (1L << i)) c = 'X';

				/* Flag value */
				Term_putch(35 + j * 5, i + 5, a, c);
			}
		}

		/* Place Cursor */
		Term_gotoxy(35 + x * 5, y + 5);

		/* Get key */
		ch = inkey();

		/* Analyze */
		switch (ch)
		{
		case ESCAPE:
			{
				go = FALSE;

				break;
			}

		case 'T':
		case 't':
			{
				/* Clear windows */
				for (j = 0; j < 8; j++)
				{
					window_flag[j] &= ~(1L << y);
				}

				/* Clear flags */
				for (i = 0; i < 16; i++)
				{
					window_flag[x] &= ~(1L << i);
				}

				/* Fall through */
			}

		case 'y':
		case 'Y':
			{
				/* Ignore screen */
				if (x == 0) break;

				/* Set flag */
				window_flag[x] |= (1L << y);

				break;
			}

		case 'n':
		case 'N':
			{
				/* Clear flag */
				window_flag[x] &= ~(1L << y);

				break;
			}

		default:
			{
				d = get_keymap_dir(ch);

				x = (x + ddx[d] + 8) % 8;
				y = (y + ddy[d] + 16) % 16;

				if (!d) bell();

				break;
			}
		}
	}
#endif

	/* Notice changes */
	for (j = 1; j < 8; j++)
	{
		term *old = Term;

		/* Dead window */
		if (!angband_term[j]) continue;

		/* Ignore non-changes */
//		if (window_flag[j] == old_flag[j]) continue;

		/* Activate */
		Term_activate(angband_term[j]);

		/* Erase */
		Term_clear();

		/* Refresh */
		Term_fresh();

#ifdef USE_SDL
		Term_xtra(TERM_XTRA_WINVIS, (flag_used(&window_flag[j]) ? 1 : 0));
#endif

		/* Restore */
		Term_activate(old);
	}
}