#ifndef OPENMW_ESM_SKIL_H
#define OPENMW_ESM_SKIL_H

#include <string>

#include <boost/array.hpp>

#include "defs.hpp"

namespace ESM {

class ESMReader;
class ESMWriter;

/*
 * Skill information
 *
 */

struct Skill
{
    static unsigned int sRecordId;
    /// Return a string descriptor for this record type. Currently used for debugging / error logs only.
    static std::string getRecordType() { return "Skill"; }

    std::string mId;

  struct SKDTstruct
  {
    int mAttribute;     // see defs.hpp
    int mSpecialization;// 0 - Combat, 1 - Magic, 2 - Stealth
    float mUseValue[4]; // How much skill improves through use. Meaning
               // of each field depends on what skill this
               // is. We should document this better later.
  }; // Total size: 24 bytes
  SKDTstruct mData;

  // Skill index. Skils don't have an id ("NAME") like most records,
  // they only have a numerical index that matches one of the
  // hard-coded skills in the game.
  int mIndex;

  std::string mDescription;

    enum SkillEnum
    {
        Block = 0,
        Armorer = 1,
        MediumArmor = 2,
        HeavyArmor = 3,
        BluntWeapon = 4,
        LongBlade = 5,
        Axe = 6,
        Spear = 7,
        Athletics = 8,
        Enchant = 9,
        Destruction = 10,
        Alteration = 11,
        Illusion = 12,
        Conjuration = 13,
        Mysticism = 14,
        Restoration = 15,
        Alchemy = 16,
        Unarmored = 17,
        Security = 18,
        Sneak = 19,
        Acrobatics = 20,
        LightArmor = 21,
        ShortBlade = 22,
        Marksman = 23,
        Mercantile = 24,
        Speechcraft = 25,
        HandToHand = 26,
        Length
    };
  static const std::string sSkillNames[Length];
  static const std::string sSkillNameIds[Length];
  static const std::string sIconNames[Length];
  static const boost::array<SkillEnum, Length> sSkillIds;

  void load(ESMReader &esm, bool &isDeleted);
  void save(ESMWriter &esm, bool isDeleted = false) const;

    void blank();
     ///< Set record to default state (does not touch the ID/index).

    static std::string indexToId (int index);
};
}
#endif