void Garden::setTerrain(TerrainTile &terrain) { terrain.reset(); terrain.setOverlay(this); terrain.setBuilding(true); terrain.setGarden(true); }
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); }
void Plaza::setTerrain(TerrainTile &terrain) { //std::cout << "Plaza::setTerrain" << std::endl; terrain.reset(); terrain.setOverlay(this); terrain.setRoad(true); }
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); }
void Road::setTerrain(TerrainTile &terrain) { terrain.reset(); terrain.setOverlay(this); terrain.setRoad(true); }
void setTerrain( TerrainTile& terrain ) { terrain.clearFlags(); terrain.setOverlay( this ); terrain.setRoad( true ); }
void Reservoir::setTerrain(TerrainTile &terrain) { terrain.reset(); terrain.setOverlay(this); terrain.setBuilding(true); }
void Aqueduct::setTerrain(TerrainTile &terrain) { terrain.reset(); terrain.setOverlay(this); terrain.setBuilding(true); }