/**
**  Parse an animation frame
**
**  @param str  string formated as "animationType extraArgs"
*/
static CAnimation *ParseAnimationFrame(lua_State *l, const char *str)
{
	const std::string all(str);
	const size_t len = all.size();
	size_t end = all.find(' ');
	const std::string op1(all, 0, end);
	size_t begin = std::min(len, all.find_first_not_of(' ', end));
	const std::string extraArg(all, begin);

	CAnimation *anim = NULL;
	if (op1 == "frame") {
		anim = new CAnimation_Frame;
	} else if (op1 == "exact-frame") {
		anim = new CAnimation_ExactFrame;
	} else if (op1 == "wait") {
		anim = new CAnimation_Wait;
	} else if (op1 == "random-wait") {
		anim = new CAnimation_RandomWait;
	} else if (op1 == "sound") {
		anim = new CAnimation_Sound;
	} else if (op1 == "random-sound") {
		anim = new CAnimation_RandomSound;
	} else if (op1 == "attack") {
		anim = new CAnimation_Attack;
	} else if (op1 == "spawn-missile") {
		anim = new CAnimation_SpawnMissile;
	} else if (op1 == "spawn-unit") {
		anim = new CAnimation_SpawnUnit;
	} else if (op1 == "if-var") {
		anim = new CAnimation_IfVar;
	} else if (op1 == "set-var") {
		anim = new CAnimation_SetVar;
	} else if (op1 == "set-player-var") {
		anim = new CAnimation_SetPlayerVar;
	} else if (op1 == "die") {
		anim = new CAnimation_Die();
	} else if (op1 == "rotate") {
		anim = new CAnimation_Rotate;
	} else if (op1 == "random-rotate") {
		anim = new CAnimation_RandomRotate;
	} else if (op1 == "move") {
		anim = new CAnimation_Move;
	} else if (op1 == "unbreakable") {
		anim = new CAnimation_Unbreakable;
	} else if (op1 == "label") {
		anim = new CAnimation_Label;
		AddLabel(anim, extraArg);
	} else if (op1 == "goto") {
		anim = new CAnimation_Goto;
	} else if (op1 == "random-goto") {
		anim = new CAnimation_RandomGoto;
	} else if (op1 == "lua-callback") {
		anim = new CAnimation_LuaCallback;
	} else {
		LuaError(l, "Unknown animation: %s" _C_ op1.c_str());
	}
	anim->Init(extraArg.c_str(), l);
	return anim;
}
CAnimation* CAnimationManager::Create(char* szName)
{
	CAnimation* pcAnimation;

	pcAnimation = mcList.Add();
	if (pcAnimation)
	{
		pcAnimation->Init();
	}
	return pcAnimation;
}