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1 | #ifndef FLAGS_H | |
2 | #define FLAGS_H | |
3 | ||
4 | /* This file contains all the flags used in the aClient and Player classes. | |
5 | * More flags can be added simply by going up in multiples of 2. | |
6 | * ie. 0001 0002 0004 0008 0010 0020 0040 0080 0100 0200 0400 0800 1000 2000 4000 | |
7 | * 8000 10000 20000 40000 80000 100000 200000 400000 800000 1000000 2000000 4000000 | |
8 | * 8000000 10000000 20000000 40000000 80000000 (32 bit) | |
9 | * This method was taken from my experience in working with various | |
10 | * IRCD packages. Most of them use this for their modes along with | |
11 | * corresponding letter representations. | |
12 | * Theoretically, each flag is 32 bit (long int), and each place in a flag | |
13 | * is one hexadecimal digit (four bits). So, technically each flag variable | |
14 | * can hold 8 spaces for flags. 8 spaces at 4 flags per space makes for | |
15 | * 32 possible flags for each long int. That means there are 32 flags available | |
16 | * for the aClient class, and 32 for the player class. | |
17 | * | |
18 | * Basically if you are having problems visualizing how flags work, think of them in | |
19 | * binary terms: | |
20 | * Hex Binary | |
21 | * 0x0001 0001 | |
22 | * 0x0002 0010 | |
23 | * 0x0004 0100 | |
24 | * 0x0008 1000 | |
25 | * Basically, each flag represents a 1. When you add the different flags, you are just | |
26 | * adding a 1 in the given position. So 1001 would be 0x0009 or flags 0001 and 0008. | |
27 | */ | |
28 | ||
29 | // aClient FLAGS ONLY | |
30 | #define FLAG_ADMIN 0x0001 | |
31 | ||
32 | // PLAYER FLAGS ONLY | |
33 | #define FLAG_MASTER 0x0001 | |
34 | #define FLAG_ALIVE 0x0002 | |
35 | #define FLAG_YOURTURN 0x0004 | |
36 | #define FLAG_WONGAME 0x0008 | |
37 | ||
38 | ||
39 | // aClient flags | |
40 | // #define ADMIN_FLAGS(FLAG_ONE | FLAG_TWO | FLAG_ETC) | |
41 | #define ADMIN_FLAGS (FLAG_ADMIN) | |
42 | ||
43 | #define setAdmin(x) ((x)->addFlag(FLAG_ADMIN)) | |
44 | #define clearAdmin(x) ((x)->remFlag(FLAG_ADMIN)) | |
45 | #define isAdmin(x) ((x)->getFlags() & FLAG_ADMIN) | |
46 | ||
47 | #define clearAdminFlags(x) ((x)->remFlag(ADMIN_FLAGS)) | |
48 | ||
49 | ||
50 | // Player Flags | |
51 | #define seenMaster(x) ((x)->getFlags() & FLAG_MASTER) | |
52 | #define setMaster(x) ((x)->addFlag(FLAG_MASTER)) | |
53 | #define clearMaster(x) ((x)->remFlag(FLAG_MASTER)) | |
54 | ||
55 | #define isAlive(x) ((x)->getFlags() & FLAG_ALIVE) | |
56 | #define setAlive(x) ((x)->addFlag(FLAG_ALIVE)) | |
57 | #define clearAlive(x) ((x)->remFlag(FLAG_ALIVE)) | |
58 | ||
59 | #define isYourTurn(x) ((x)->getFlags() & FLAG_YOURTURN) | |
60 | #define setYourTurn(x) ((x)->addFlag(FLAG_YOURTURN)) | |
61 | #define clearYourTurn(x) ((x)->remFlag(FLAG_YOURTURN)) | |
62 | ||
63 | #define hasWonGame(x) ((x)->getFlags() & FLAG_WONGAME) | |
64 | #define setWonGame(x) ((x)->addFlag(FLAG_WONGAME)) | |
65 | #define clearWonGame(x) ((x)->remFlag(FLAG_WONGAME)) | |
66 | ||
67 | #endif |