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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef ZONE_H
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#define ZONE_H
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#include "../common/Mutex.h"
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#include "../common/linked_list.h"
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#include "../common/types.h"
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#include "../common/eqtime.h"
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#include "../common/servertalk.h"
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#include "../common/rulesys.h"
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#include "../common/eq_packet_structs.h"
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#include "features.h"
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#include "spawngroup.h"
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//#include "mob.h"
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#include "zonedump.h"
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#include "spawn2.h"
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#include "tasks.h"
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#include "pathing.h"
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#include "QGlobals.h"
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class Map;
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class WaterMap;
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struct ZonePoint
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{
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float x;
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float y;
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float z;
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float heading;
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uint16 number;
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float target_x;
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float target_y;
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float target_z;
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float target_heading;
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uint16 target_zone_id;
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int32 target_zone_instance;
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uint32 client_version_mask;
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};
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struct ZoneClientAuth_Struct {
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uint32 ip; // client's IP address
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uint32 wid; // client's WorldID#
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uint32 accid;
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int16 admin;
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uint32 charid;
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bool tellsoff;
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char charname[64];
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char lskey[30];
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bool stale;
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};
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struct ZoneEXPModInfo {
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float ExpMod;
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float AAExpMod;
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};
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extern EntityList entity_list;
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class database;
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class PathManager;
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struct SendAA_Struct;
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class database;
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class Zone
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{
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public:
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static bool Bootup(uint32 iZoneID, uint32 iInstanceID, bool iStaticZone = false);
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static void Shutdown(bool quite = false);
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Zone(uint32 in_zoneid, uint32 in_instanceid, const char* in_short_name);
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~Zone();
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bool Init(bool iStaticZone);
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bool LoadZoneCFG(const char* filename, uint16 instance_id, bool DontLoadDefault = false);
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bool SaveZoneCFG();
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bool IsLoaded();
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bool IsPVPZone() { return pvpzone; }
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inline const char* GetLongName() { return long_name; }
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inline const char* GetFileName() { return file_name; }
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inline const char* GetShortName() { return short_name; }
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inline const uint32 GetZoneID() const { return zoneid; }
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inline const uint32 GetInstanceID() const { return instanceid; }
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inline const uint16 GetInstanceVersion() const { return instanceversion; }
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inline Timer* GetInstanceTimer() { return Instance_Timer; }
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inline const float& safe_x() { return psafe_x; }
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inline const float& safe_y() { return psafe_y; }
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inline const float& safe_z() { return psafe_z; }
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inline const uint32& graveyard_zoneid() { return pgraveyard_zoneid; }
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inline const float& graveyard_x() { return pgraveyard_x; }
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inline const float& graveyard_y() { return pgraveyard_y; }
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inline const float& graveyard_z() { return pgraveyard_z; }
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inline const float& graveyard_heading() { return pgraveyard_heading; }
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inline const uint32& graveyard_id() { return pgraveyard_id; }
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inline const uint32& GetMaxClients() { return pMaxClients; }
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void LoadAAs();
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int GetTotalAAs() { return totalAAs; }
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SendAA_Struct* GetAABySequence(uint32 seq) { return aas[seq]; }
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SendAA_Struct* FindAA(uint32 id);
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uint8 GetTotalAALevels(uint32 skill_id);
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void LoadZoneDoors(const char* zone, int16 version);
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bool LoadZoneObjects();
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bool LoadGroundSpawns();
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void ReloadStaticData();
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uint32 CountSpawn2();
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ZonePoint* GetClosestZonePoint(float x, float y, float z, const char* to_name, Client *client, float max_distance = 40000.0f);
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ZonePoint* GetClosestZonePoint(float x, float y, float z, uint32 to, Client *client, float max_distance = 40000.0f);
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ZonePoint* GetClosestZonePointWithoutZone(float x, float y, float z, Client *client, float max_distance = 40000.0f);
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SpawnGroupList spawn_group_list;
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bool RemoveSpawnEntry(uint32 spawnid);
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bool RemoveSpawnGroup(uint32 in_id);
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bool Process();
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void DumpAllSpawn2(ZSDump_Spawn2* spawn2dump, uint32* spawn2index);
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uint32 DumpSpawn2(ZSDump_Spawn2* spawn2dump, uint32* spawn2index, Spawn2* spawn2);
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void Despawn(uint32 spawngroupID);
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bool Depop(bool StartSpawnTimer = false);
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void Repop(uint32 delay = 0);
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void SpawnStatus(Mob* client);
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void ShowEnabledSpawnStatus(Mob* client);
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void ShowDisabledSpawnStatus(Mob* client);
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void ShowSpawnStatusByID(Mob* client, uint32 spawnid);
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void StartShutdownTimer(uint32 set_time = (RuleI(Zone, AutoShutdownDelay)));
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void AddAuth(ServerZoneIncommingClient_Struct* szic);
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void RemoveAuth(const char* iCharName);
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void ResetAuth();
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bool GetAuth(uint32 iIP, const char* iCharName, uint32* oWID = 0, uint32* oAccID = 0, uint32* oCharID = 0, int16* oStatus = 0, char* oLSKey = 0, bool* oTellsOff = 0);
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uint32 CountAuth();
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void AddAggroMob() { aggroedmobs++; }
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void DelAggroMob() { aggroedmobs--; }
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bool AggroLimitReached() { return (aggroedmobs>10)?true:false; } // change this value, to allow more NPCs to autoaggro
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int32 MobsAggroCount() { return aggroedmobs; }
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inline bool InstantGrids() { return(!initgrids_timer.Enabled()); }
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void SetStaticZone(bool sz) { staticzone = sz; }
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inline bool IsStaticZone() { return staticzone; }
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inline void GotCurTime(bool time) { gottime = time; }
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void DBAWComplete(uint8 workpt_b1, DBAsyncWork* dbaw);
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void SpawnConditionChanged(const SpawnCondition &c, int16 old_value);
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void GetMerchantDataForZoneLoad();
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void LoadNewMerchantData(uint32 merchantid);
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void LoadTempMerchantData();
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uint32 GetTempMerchantQuantity(uint32 NPCID, uint32 Slot);
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void LoadTempMerchantData_result(MYSQL_RES* result);
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void LoadMerchantData_result(MYSQL_RES* result);
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int SaveTempItem(uint32 merchantid, uint32 npcid, uint32 item, int32 charges, bool sold=false);
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void LoadMercTemplates();
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void LoadMercSpells();
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void LoadLevelEXPMods();
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MercTemplate* GetMercTemplate( uint32 template_id );
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void SetInstanceTimer(uint32 new_duration);
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void LoadLDoNTraps();
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void LoadLDoNTrapEntries();
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void LoadAdventureFlavor();
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map<uint32,NPCType *> npctable;
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map<uint32,NPCType *> merctable;
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map<uint32,std::list<MerchantList> > merchanttable;
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map<uint32,std::list<TempMerchantList> > tmpmerchanttable;
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map<uint32,std::string> adventure_entry_list_flavor;
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map<uint32,LDoNTrapTemplate*> ldon_trap_list;
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map<uint32,std::list<LDoNTrapTemplate*> > ldon_trap_entry_list;
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map<uint32,std::list<MercStanceInfo> > merc_stance_list;
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map<uint32, MercTemplate> merc_templates;
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map<uint32,std::list<MercSpellEntry> > merc_spells_list;
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map<uint32, ZoneEXPModInfo> level_exp_mod;
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list<InternalVeteranReward> VeteranRewards;
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list<AltCurrencyDefinition_Struct> AlternateCurrencies;
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char *adv_data;
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bool did_adventure_actions;
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void DoAdventureCountIncrease();
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void DoAdventureAssassinationCountIncrease();
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void DoAdventureActions();
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void LoadVeteranRewards();
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void LoadAlternateCurrencies();
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void LoadNPCEmotes(LinkedList<NPC_Emote_Struct*>* NPCEmoteList);
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void ReloadWorld(uint32 Option);
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Map* zonemap;
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WaterMap* watermap;
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PathManager *pathing;
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NewZone_Struct newzone_data;
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uint8 zone_weather;
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SpawnConditionManager spawn_conditions;
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EQTime zone_time;
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void GetTimeSync();
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void SetDate(uint16 year, uint8 month, uint8 day, uint8 hour, uint8 minute);
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void SetTime(uint8 hour, uint8 minute);
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void weatherSend();
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bool CanBind() const { return(can_bind); }
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bool IsCity() const { return(is_city); }
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bool CanDoCombat() const { return(can_combat); }
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bool CanLevitate() const {return(can_levitate); } // Magoth78
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bool CanCastOutdoor() const {return(can_castoutdoor);} //qadar
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bool IsHotzone() const { return(is_hotzone); }
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inline bool BuffTimersSuspended() const { return newzone_data.SuspendBuffs != 0; };
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time_t weather_timer;
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uint8 weather_type;
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uint8 loglevelvar;
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uint8 merchantvar;
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uint8 tradevar;
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uint8 lootvar;
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bool HasGraveyard();
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void SetGraveyard(uint32 zoneid, uint32 x, uint32 y, uint32 z, uint32 heading);
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void LoadBlockedSpells(uint32 zoneid);
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void ClearBlockedSpells();
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bool IsSpellBlocked(uint32 spell_id, float nx, float ny, float nz);
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const char *GetSpellBlockedMessage(uint32 spell_id, float nx, float ny, float nz);
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int GetTotalBlockedSpells() { return totalBS; }
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inline bool HasMap() { return zonemap != NULL; }
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inline bool HasWaterMap() { return watermap != NULL; }
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QGlobalCache *GetQGlobals() { return qGlobals; }
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QGlobalCache *CreateQGlobals() { qGlobals = new QGlobalCache(); return qGlobals; }
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void UpdateQGlobal(uint32 qid, QGlobal newGlobal);
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void DeleteQGlobal(std::string name, uint32 npcID, uint32 charID, uint32 zoneID);
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LinkedList<Spawn2*> spawn2_list;
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LinkedList<ZonePoint*> zone_point_list;
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uint32 numzonepoints;
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LinkedList<NPC_Emote_Struct*> NPCEmoteList;
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private:
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uint32 zoneid;
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uint32 instanceid;
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uint16 instanceversion;
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char* short_name;
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char file_name[16];
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char* long_name;
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char* map_name;
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bool pvpzone;
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float psafe_x, psafe_y, psafe_z;
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uint32 pMaxClients;
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bool can_bind;
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bool is_city;
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bool can_combat;
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bool can_castoutdoor;
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bool can_levitate;
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bool is_hotzone;
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uint32 pgraveyard_id, pgraveyard_zoneid;
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float pgraveyard_x, pgraveyard_y, pgraveyard_z, pgraveyard_heading;
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int default_ruleset;
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int totalBS;
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ZoneSpellsBlocked *blocked_spells;
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int totalAAs;
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SendAA_Struct **aas; //array of AA structs
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/*
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Spawn related things
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*/
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int32 aggroedmobs;
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Timer initgrids_timer; //delayed loading of initial grids.
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bool staticzone;
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bool gottime;
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uint32 pQueuedMerchantsWorkID;
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uint32 pQueuedTempMerchantsWorkID;
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Timer autoshutdown_timer;
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Timer clientauth_timer;
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Timer spawn2_timer;
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Timer qglobal_purge_timer;
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Timer* Weather_Timer;
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Timer* Instance_Timer;
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Timer* Instance_Shutdown_Timer;
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Timer* Instance_Warning_timer;
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LinkedList<ZoneClientAuth_Struct*> client_auth_list;
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QGlobalCache *qGlobals;
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Mutex MZoneLock;
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};
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#endif
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