* Core/Creature: Add new db field InteractionPauseTimer
Add new db field InteractionPauseTimer to allow to define different interaction pause timers for each creature (the previous system was a global setting in worldserver.conf Creature.MovingStopTimeForPlayer)
* Set all columns in creature_template_movement as optional (can be NULL, default NULL). Fill only the columns that should override the default C++ value
* Use the InteractionPauseTimer value throughout the code instead of Creature.MovingStopTimeForPlayer
* Handle InteractionPauseTimer set to 0 as "don't stop at all"
* Implement InteractionPauseTimer in creature_movement_override
creature_movement_override allows NULL values, in which case the values from creature_template_movement will be used for those columns that are NULL, falling back to default C++ values if creature_template_movement has NULL values too (or no rows for the creature)
* Read default InteractionPauseTimer from worldserver.conf
* Rename 2021_99_99_99_world.sql to 2021_01_22_00_world.sql
(cherry picked from commit a22bc236eb)
This is neccessary so that GameObject::BuildValuesUpdate from BuildValuesUpdateBlockForPlayer picks up correct inventory state and sets GO_DYNFLAG_LO_ACTIVATE
(cherry picked from commit 449bd9058b)
* Add pet when learning it for the first time (summon spell not known).
* Removed code that adds battle pet if its summon spell is known (Learn cageable pet -> Cage pet -> Log out -> Log in -> Pet is added).
* When uncaging check that the species has a summon spell before trying to learn it.
* Rename WorldPackets::BattlePet::BattlePet::CollarID to WorldPackets::BattlePet::BattlePet::DisplayID
* Use the DisplayID field to store the model of the battle pet. If the species has BattlePetSpeciesFlags::RandomDisplay, nothing is stored. Otherwise a random model is chosen from those available
* Stored DisplayID in ITEM_MODIFIER_BATTLE_PET_DISPLAY_ID when caging the battle pet (previously the CreatureID was being stored)
* Modified SendPlaySpellVisual function to allow sending Target and TargetPosition at the same time
* Added SpellVisual when uncaging
* Add CREATURE_FLAG_EXTRA_NO_SELL_VENDOR and use it for a single no-sell vendor in game (there are more of them in later expansions)
(cherry picked from commit 7c5b69d18b)
remove home position set from creature PauseMovement, and use it when necessary
change log level on DelayedDelete
(cherry picked from commit cd4775420a)
Following the work done in #19361 this is the cleanup and improvement of the related logic of waypoint management.
Ref 28050f3#18020
(taking the good parts and ignoring the incomplete work)
(cherry picked from commit 7fff83d675)