void TerrainGeneratorLoader::loadLayerItem (Iff& iff, TerrainGenerator* terrainGenerator, TerrainGenerator::Layer* layer)
{
	TerrainGenerator::Boundary* boundary = createBoundary (iff);

	if (boundary)
		layer->addBoundary (boundary);
	else
	{
		TerrainGenerator::Filter* filter = createFilter (iff, terrainGenerator);

		if (filter)
			layer->addFilter (filter);
		else
		{
			TerrainGenerator::Affector* affector = createAffector (iff, terrainGenerator);

			if (affector)
				layer->addAffector (affector);
			else
			{
				DEBUG_FATAL (iff.getCurrentName () != TAG_LAYR, ("not at layer in terrain file"));

				TerrainGenerator::Layer* sublayer = new TerrainGenerator::Layer ();
				sublayer->load (iff, terrainGenerator);
				layer->addLayer (sublayer);
			}  //lint !e429  //-- sublayer has not been freed or returned
		}
	}
}
Example #2
0
		foreach (Affector*, it, affectors)
		{
			properties = _affectorProperties[*it];
			affector = createAffector(properties["type"], properties["name"]);
			foreach_m (hstr, it, properties)
			{
				if (it->first != "type")
				{
					affector->setProperty(it->first, it->second);
				}
			}
			this->registerAffector(affector);
			this->_affectorProperties[affector] = properties;
		}