Beispiel #1
0
void Garden::setTerrain(TerrainTile &terrain)
{
  terrain.reset();
  terrain.setOverlay(this);
  terrain.setBuilding(true); // are gardens buildings or not???? try to investigate from original game
  terrain.setGarden(true);
}
Beispiel #2
0
void Garden::setTerrain(TerrainTile &terrain)
{
  terrain.reset();
  terrain.setOverlay(this);
  terrain.setBuilding(true);
  terrain.setGarden(true);
}
Beispiel #3
0
void Plaza::setTerrain(TerrainTile &terrain)
{
  //std::cout << "Plaza::setTerrain" << std::endl;
  
  terrain.reset();
  terrain.setOverlay(this);
  terrain.setRoad(true);
}
Beispiel #4
0
void Building::setTerrain(TerrainTile &terrain)
{
  // here goes the problem
  // when we reset tile, we delete information
  // about it's original information
  // try to fix
  bool isMeadow = terrain.isMeadow();
  terrain.reset();
  terrain.setOverlay(this);
  terrain.setBuilding(true);
  terrain.setMeadow(isMeadow);
}
Beispiel #5
0
void Road::setTerrain(TerrainTile &terrain)
{
   terrain.reset();
   terrain.setOverlay(this);
   terrain.setRoad(true);
}
Beispiel #6
0
void Reservoir::setTerrain(TerrainTile &terrain)
{
  terrain.reset();
  terrain.setOverlay(this);
  terrain.setBuilding(true);
}
Beispiel #7
0
void Aqueduct::setTerrain(TerrainTile &terrain)
{
  terrain.reset();
  terrain.setOverlay(this);
  terrain.setBuilding(true);
}