Use of c++ polymorphism for GameEntity instead of C style switch/cast
Room tiles were not drawn when built.
Better handling of tile fullness (to send message if tiles are destroyed only)
Add support for mined gold tiles like dirt mined tiles (to make them be considered claimable)
Clearing socket selector before closing socket listener
Merge pull request #43 from hwoarangmy/development

Use of c++ polymorphism for GameEntity instead of C style switch/cast