Improved wandering and routing.

Conflicts:
	sources/creature.cpp
	sources/creature.h
	sources/monster.cpp
	sources/monster.h
	sources/npc.cpp
	sources/npc.h
Started refactoring creature movement code...

Conflicts:
	sources/creature.cpp
	sources/creature.h
	sources/monster.cpp
	sources/monster.h
	sources/npc.cpp
	sources/npc.h
Added guard against crash when placing a creature, but will have to look deeper into the issue at some time.
Improved wandering and routing.

Conflicts:
	sources/creature.cpp
	sources/creature.h
	sources/monster.cpp
	sources/monster.h
	sources/npc.cpp
	sources/npc.h
Further improved creature following logic.
Git fucked up my code and replaced cutting-edge with master...
Should be fixed now.
- Removed all previous premium-related code.
- Added support for premium up to second-precision.
Used new duration typedefs everywhere.
Fixed problem with VIP list.
Merge branch 'master' into cutting-edge
Completed basic premium structure with LUA bindings.
Removed duplicate pointer conversion in luascript.cpp.
Added time zone to text generated by getPlayerPremiumExpirationText.
Fixed monsters not targetting some enemies which aren't very close.
Merge branch 'cutting-edge' into refactoring/premium
Ghosts can now walk through NPCs and monsters.
Merge branch 'cutting-edge' into refactoring/premium
Changed a log message and updated TODO
Further improved creature movement logic (keeping distance, summon walking, drunken players).
Merge branch 'refactoring/premium' into cutting-edge