#ifndef FLAGS_H
#define FLAGS_H
-/* This file contains all the flags used in the aClient structure
+/* This file contains all the flags used in the aClient and Player classes.
* More flags can be added simply by going up in multiples of 2.
- * ie. 0001 0002 0004 0008 0010 0020 0040 0080 0100 0200 0400 0800
+ * ie. 0001 0002 0004 0008 0010 0020 0040 0080 0100 0200 0400 0800 1000 2000 4000
+ * 8000 10000 20000 40000 80000 100000 200000 400000 800000 1000000 2000000 4000000
+ * 8000000 10000000 20000000 40000000 80000000 (32 bit)
* This method was taken from my experience in working with various
* IRCD packages. Most of them use this for their modes along with
* corresponding letter representations.
+ * Theoretically, each flag is 32 bit (long int), and each place in a flag
+ * is one hexadecimal digit (four bits). So, technically each flag variable
+ * can hold 8 spaces for flags. 8 spaces at 4 flags per space makes for
+ * 32 possible flags for each long int. That means there are 32 flags available
+ * for the aClient class, and 32 for the player class.
+ *
+ * Basically if you are having problems visualizing how flags work, think of them in
+ * binary terms:
+ * Hex Binary
+ * 0x0001 0001
+ * 0x0002 0010
+ * 0x0004 0100
+ * 0x0008 1000
+ * Basically, each flag represents a 1. When you add the different flags, you are just
+ * adding a 1 in the given position. So 1001 would be 0x0009 or flags 0001 and 0008.
*/
+// aClient FLAGS ONLY
#define FLAG_ADMIN 0x0001
+// PLAYER FLAGS ONLY
+#define FLAG_MASTER 0x0001
+#define FLAG_ALIVE 0x0002
+#define FLAG_YOURTURN 0x0004
+#define FLAG_WONGAME 0x0008
-
-
-
+// aClient flags
+// #define ADMIN_FLAGS(FLAG_ONE | FLAG_TWO | FLAG_ETC)
+#define ADMIN_FLAGS (FLAG_ADMIN)
#define setAdmin(x) ((x)->addFlag(FLAG_ADMIN))
#define clearAdmin(x) ((x)->remFlag(FLAG_ADMIN))
#define isAdmin(x) ((x)->getFlags() & FLAG_ADMIN)
+#define clearAdminFlags(x) ((x)->remFlag(ADMIN_FLAGS))
+
+
+// Player Flags
+#define seenMaster(x) ((x)->getFlags() & FLAG_MASTER)
+#define setMaster(x) ((x)->addFlag(FLAG_MASTER))
+#define clearMaster(x) ((x)->remFlag(FLAG_MASTER))
+
+#define isAlive(x) ((x)->getFlags() & FLAG_ALIVE)
+#define setAlive(x) ((x)->addFlag(FLAG_ALIVE))
+#define clearAlive(x) ((x)->remFlag(FLAG_ALIVE))
+
+#define isYourTurn(x) ((x)->getFlags() & FLAG_YOURTURN)
+#define setYourTurn(x) ((x)->addFlag(FLAG_YOURTURN))
+#define clearYourTurn(x) ((x)->remFlag(FLAG_YOURTURN))
+
+#define hasWonGame(x) ((x)->getFlags() & FLAG_WONGAME)
+#define setWonGame(x) ((x)->addFlag(FLAG_WONGAME))
+#define clearWonGame(x) ((x)->remFlag(FLAG_WONGAME))
+
#endif