* 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_MASTER 0x0001
+#define FLAG_ALIVE 0x0002
+#define FLAG_YOURTURN 0x0004
// Player Flags
-#define seenMaster(x) ((x)->getFlags() & FLAG_MASTER)
-#define setMaster(x) ((x)->addFlag(FLAG_MASTER))
-#define clearMaster(x) ((x)->remFlag(FLAG_MASTER))
+#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))
#endif