Fix bug:7454
* Official Icewall implementation and other fixes
- Reverted all the icewall-related changes done in SVN r15777 and following as testing shows they aren't official and are actually pretty exploitable (bugreport:7412)
- Instead implemented the official icewall characteristic that monsters can only leave an icewall cell to the west or south, the changes include:
  * The "sight" path check no longer checks for the current cell so standing on an icewall allows you to see/attack into any direction
  * The path finding will still ignore the current cell as before but the walk routine will not allow to walk east or north while standing on an icewall cell
  * This leads monsters in the situation where they go through an AI loop not allowing them to escape the icewall (if their target is north or east of them)
  * Monster in this situation will use idle skills and if they get attacked will use their rudeattacked skills if available, similar to traps like Spiderweb
  * Added a configuration icewall_walk_block that allows to configure how long a monster should go through the AI loop before the server allows it any movement, this "safety" system is official and seems to equal about 75 AI loops; if you want to disable the whole icewall system so that monsters don't get stuck in icewall at all, just set this to 0
  * Here are videos from jRO showing how this system works: http://ragdo.blog56.fc2.com/blog-entry-763.html
- Implemented the official calculation for "direction"; now you will be considered horizontal/vertical/diagonally aligned with a target cell in the exact same way as on official servers, this is for example used to determine whether an icewall or a firewall should be horizontal, vertical or diagonal; the only thing that is still unofficial is the default direction (officially always "west"); effectively now there are more situations considered diagonal than before
- Further cleanups on the idle skill use code for immobile monsters and monsters near a player but without a target (now skill using will always go via mob_unlocktarget)
  * This also fixes that monsters switched to idle mode and start to use idle skills one second too late

Mega thanks to Playtester (rathena 5540d89cb0e)
HPM Hooks Update

Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
Revert "Some Quality of Life Changes"

- This reverts commit 4ac673941714032ada6d26fb60936ec510bbe496.
- The commit breaks some legacy code. It'll be pushed again once some
  things are fixed.

Signed-off-by: Haru <haru@dotalux.com>
Renamed DeprecationWarning to DeprecationCaseWarning, since that's what it is about.

Signed-off-by: Haru <haru@dotalux.com>
As per request by Ind
 Small Icewall implementation improvement

- Now monsters will walk into an icewall from the south and west if they already started moving to that cell
  * This will make it slightly easier to trap a monster in an icewall (this is official as can be seen in the videos I linked in the main commit)
  * This only applies if the icewall_walk_block configuration setting was not set to 0 (disabled)

Special thanks to Playtester (rathena 753f4c5b314910)
In configure add support for mariadb.
In configure add option --enable-static

This option enable static build for server binaries and map cache.
For plugins this option enable static linking with gcc.
Add build script.
Add import tables script.
Increase sql password field size from 32 to 100.
Fix sql password size for logs.
Restore wfifo buffer size protection.