#ifndef COMPONENTS_ESM_MAGICEFFECTS_H
#define COMPONENTS_ESM_MAGICEFFECTS_H

#include <map>
#include <string>

namespace ESM
{
    class ESMReader;
    class ESMWriter;

    // format 0, saved games only
    struct MagicEffects
    {
        // <Effect Id, Base value>
        std::map<int, int> mEffects;

        void load (ESMReader &esm);
        void save (ESMWriter &esm) const;
    };

    struct SummonKey
    {
        SummonKey(int effectId, const std::string& sourceId, int index)
        {
            mEffectId = effectId;
            mSourceId = sourceId;
            mEffectIndex = index;
        }

        bool operator==(const SummonKey &other) const
        {
            return mEffectId == other.mEffectId &&
                    mSourceId == other.mSourceId &&
                    mEffectIndex == other.mEffectIndex;
        }

        bool operator<(const SummonKey &other) const
        {
            if (mEffectId < other.mEffectId)
                return true;
            if (mEffectId > other.mEffectId)
                return false;

            if (mSourceId < other.mSourceId)
                return true;
            if (mSourceId > other.mSourceId)
                return false;

            return mEffectIndex < other.mEffectIndex;
        }

        int mEffectId;
        std::string mSourceId;
        int mEffectIndex;
    };
}

#endif
