#ifndef _ESM_CLAS_H
#define _ESM_CLAS_H

#include "esm_reader.hpp"

namespace ESM
{

/*
 * Character class definitions
 */

// These flags tells us which items should be auto-calculated for this
// class
struct Class
{
    enum AutoCalc
    {
        Weapon = 0x00001,
        Armor = 0x00002,
        Clothing = 0x00004,
        Books = 0x00008,
        Ingredient = 0x00010,
        Lockpick = 0x00020,
        Probe = 0x00040,
        Lights = 0x00080,
        Apparatus = 0x00100,
        Repair = 0x00200,
        Misc = 0x00400,
        Spells = 0x00800,
        MagicItems = 0x01000,
        Potions = 0x02000,
        Training = 0x04000,
        Spellmaking = 0x08000,
        Enchanting = 0x10000,
        RepairItem = 0x20000
    };

    enum Specialization
    {
        Combat = 0, Magic = 1, Stealth = 2
    };

    static const Specialization specializationIds[3];
    static const char *gmstSpecializationIds[3];

    struct CLDTstruct
    {
        int attribute[2]; // Attributes that get class bonus
        int specialization; // 0 = Combat, 1 = Magic, 2 = Stealth
        int skills[5][2]; // Minor and major skills.
        int isPlayable; // 0x0001 - Playable class

        // I have no idea how to autocalculate these items...
        int calc;
    }; // 60 bytes

    std::string name, description;
    CLDTstruct data;

    void load(ESMReader &esm);
};
}
#endif