#include <libguile.h>
#include "animated-mesh-md2.h"
-
using namespace irr;
-
scene::EMD2_ANIMATION_TYPE
scm_to_md2_animation_type (SCM md2_animation_type)
{
- char* flag = scm_to_utf8_stringn (scm_symbol_to_string (md2_animation_type), NULL);
- if (!strcmp (flag, "stand"))
+ char* type_name = scm_to_utf8_string (scm_symbol_to_string (md2_animation_type));
+ scene::EMD2_ANIMATION_TYPE type;
+
+ if (!strcmp (type_name, "stand"))
{
- return scene::EMAT_STAND;
+ type = scene::EMAT_STAND;
}
- else if (!strcmp (flag, "run"))
+ else if (!strcmp (type_name, "run"))
{
- return scene::EMAT_RUN;
+ type = scene::EMAT_RUN;
}
- else if (!strcmp (flag, "attack"))
+ else if (!strcmp (type_name, "attack"))
{
- return scene::EMAT_ATTACK;
+ type = scene::EMAT_ATTACK;
}
- else if (!strcmp (flag, "pain-a"))
+ else if (!strcmp (type_name, "pain-a"))
{
- return scene::EMAT_PAIN_A;
+ type = scene::EMAT_PAIN_A;
}
- else if (!strcmp (flag, "pain-b"))
+ else if (!strcmp (type_name, "pain-b"))
{
- return scene::EMAT_PAIN_B;
+ type = scene::EMAT_PAIN_B;
}
- else if (!strcmp (flag, "pain-c"))
+ else if (!strcmp (type_name, "pain-c"))
{
- return scene::EMAT_PAIN_C;
+ type = scene::EMAT_PAIN_C;
}
- else if (!strcmp (flag, "jump"))
+ else if (!strcmp (type_name, "jump"))
{
- return scene::EMAT_JUMP;
+ type = scene::EMAT_JUMP;
}
- else if (!strcmp (flag, "flip"))
+ else if (!strcmp (type_name, "flip"))
{
- return scene::EMAT_FLIP;
+ type = scene::EMAT_FLIP;
}
- else if (!strcmp (flag, "salute"))
+ else if (!strcmp (type_name, "salute"))
{
- return scene::EMAT_SALUTE;
+ type = scene::EMAT_SALUTE;
}
- else if (!strcmp (flag, "fallback"))
+ else if (!strcmp (type_name, "fallback"))
{
- return scene::EMAT_FALLBACK;
+ type = scene::EMAT_FALLBACK;
}
- else if (!strcmp (flag, "wave"))
+ else if (!strcmp (type_name, "wave"))
{
- return scene::EMAT_WAVE;
+ type = scene::EMAT_WAVE;
}
- else if (!strcmp (flag, "point"))
+ else if (!strcmp (type_name, "point"))
{
- return scene::EMAT_POINT;
+ type = scene::EMAT_POINT;
}
- else if (!strcmp (flag, "crouch-stand"))
+ else if (!strcmp (type_name, "crouch-stand"))
{
- return scene::EMAT_CROUCH_STAND;
+ type = scene::EMAT_CROUCH_STAND;
}
- else if (!strcmp (flag, "crouch-walk"))
+ else if (!strcmp (type_name, "crouch-walk"))
{
- return scene::EMAT_CROUCH_WALK;
+ type = scene::EMAT_CROUCH_WALK;
}
- else if (!strcmp (flag, "crouch-attack"))
+ else if (!strcmp (type_name, "crouch-attack"))
{
- return scene::EMAT_CROUCH_ATTACK;
+ type = scene::EMAT_CROUCH_ATTACK;
}
- else if (!strcmp (flag, "crouch-pain"))
+ else if (!strcmp (type_name, "crouch-pain"))
{
- return scene::EMAT_CROUCH_PAIN;
+ type = scene::EMAT_CROUCH_PAIN;
}
- else if (!strcmp (flag, "crouch-death"))
+ else if (!strcmp (type_name, "crouch-death"))
{
- return scene::EMAT_CROUCH_DEATH;
+ type = scene::EMAT_CROUCH_DEATH;
}
- else if (!strcmp (flag, "death-fallback"))
+ else if (!strcmp (type_name, "death-fallback"))
{
- return scene::EMAT_DEATH_FALLBACK;
+ type = scene::EMAT_DEATH_FALLBACK;
}
- else if (!strcmp (flag, "death-fallforward"))
+ else if (!strcmp (type_name, "death-fallforward"))
{
- return scene::EMAT_DEATH_FALLFORWARD;
+ type = scene::EMAT_DEATH_FALLFORWARD;
}
- else if (!strcmp (flag, "death-fallbackslow"))
+ else if (!strcmp (type_name, "death-fallbackslow"))
{
- return scene::EMAT_DEATH_FALLBACKSLOW;
+ type = scene::EMAT_DEATH_FALLBACKSLOW;
}
- else if (!strcmp (flag, "boom"))
+ else if (!strcmp (type_name, "boom"))
{
- return scene::EMAT_BOOM;
+ type = scene::EMAT_BOOM;
}
else
{
scm_error (scm_arg_type_key, NULL, "Wrong MD2 animation type: ~S",
scm_list_1 (md2_animation_type), scm_list_1 (md2_animation_type));
}
+
+ free (type_name);
+ return type;
}