Esempio n. 1
0
void Garden::setTerrain(TerrainTile &terrain)
{
  terrain.reset();
  terrain.setOverlay(this);
  terrain.setBuilding(true);
  terrain.setGarden(true);
}
Esempio n. 2
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);
}
Esempio n. 3
0
void Plaza::setTerrain(TerrainTile &terrain)
{
  //std::cout << "Plaza::setTerrain" << std::endl;
  
  terrain.reset();
  terrain.setOverlay(this);
  terrain.setRoad(true);
}
Esempio n. 4
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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);
}
Esempio n. 5
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void Road::setTerrain(TerrainTile &terrain)
{
   terrain.reset();
   terrain.setOverlay(this);
   terrain.setRoad(true);
}
Esempio n. 6
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 void setTerrain( TerrainTile& terrain )
 {
   terrain.clearFlags();
   terrain.setOverlay( this );
   terrain.setRoad( true );
 }
Esempio n. 7
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void Reservoir::setTerrain(TerrainTile &terrain)
{
  terrain.reset();
  terrain.setOverlay(this);
  terrain.setBuilding(true);
}
Esempio n. 8
0
void Aqueduct::setTerrain(TerrainTile &terrain)
{
  terrain.reset();
  terrain.setOverlay(this);
  terrain.setBuilding(true);
}