* If creature near respawn point and by defult do random movement
then restart from current point
* If creature have default waypoints movegen restart from last
updated point. Not reload waypoints
Updated creature will now have the same amount of health (in percent) as the original creature after update.
For cases where full restoration of health is expected, function have option to disable preservation.
Signed-off-by: NoFantasy <nofantasy@nf.no>
Implemented new achievement criteria requirement:
* ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM_LVL (item level and item quality equiped in specific slot)
Implemented suppoprt achievement types:
* ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM (required DB data)
* ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL (required DB data)
Also achievment types used only for statistics:
* ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION
* ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS
* ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS
* ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS
* ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM
* ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM
This will prevent #INF-inity values in gps for zones where
zone coordinates calculation impossible with current code.
Also fix small typo in debug output format for honor
* Drop delayed moves list in Map code
* Apply movement coords update always at call including movement to different cell/grid.
* Instead removed functionality mark creature as need move notify broadcast at next tick, do it.
This must resolve porblesm with CreatureRelocation in past not always update position to new expected at call
And in resul next code fail or work in strange way. Mark creature for notifier call at next Update
let safe main part remopved functionality implemented in another way: prevent cascade (or infinity chain)
in move updates. In fiture possible implement move notify call not at each tick for save time.
* Move movegen Interrupt/Reset calls from CreatureRelocation that called and from another movegens.
* Add this called to NearTeleportTo creature case and new MonsterMove* functions that considered
as special moves similar instant movegens.
* NearTeleportTo/MonsterMove functions recomended used instead explicit use CreatureReolcation+SendMosterMOve pairs
for proper reaction at movement from creature movement generators.
This let solve problem with not despawned creature/gameobject at pool update in case when related grid not loaded.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>