* 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
* Define BattlePetBreedQuality enum class.
* Check the quality of the battle pet species in battle_pet_quality table to avoid invalid values.
* Set CurrentBattlePetBreedQuality and WildBattlePetLevel update fields with the data of the summoned battle pet.
* Added function to calculate the WildBattlePetLevel of wild battle pets according to their spawn zone.
* Define BattlePetSpeciesFlags enum class.
* Define BattlePetDbFlags enum class.
* Added check to prevent the pet from being caged if its species has flag BattlePetSpeciesFlags::NotTradable.
* Added check to prevent the pet from being caged if it's in battle pet slots.
* Added check to prevent the pet from being caged if its health is below maximum health.
* Only add pet if the species has flag BattlePetSpeciesFlags::WellKnown.
* Added function to check flag BattlePetSpeciesFlags::LegacyAccountUnique to avoid learning copies of unique pets.
* Implemented CMSG_BATTLE_PET_CLEAR_FANFARE.
* Fixed caged pet item chat message
* BattlePetMgr optimizations: removed copying data all over the place
* Fixed gaining two pets when learned from item for the first time
* Fixed dismiss button
* Mostly aimed at removing Log/DatabaseEnv includes from other headers
* Fix most packet headers including other packet headers - moved common structures such as ItemInstance to their own files
* Moved SAI function definitions to source files (massive or requiring many different dependencies)
* Extracted base CriteriaHandler class that deals with criteria only and will be reused for future scenario implementation
* Fixed players earning guild achievements