[12654] Add new Regen Health / Power flags and rename database fields accordingly

Conflicts:
	sql/mangos.sql
	src/game/Creature.cpp
	src/shared/revision_nr.h
	src/shared/revision_sql.h

Conflicts:
	src/game/Creature.cpp
[12655] Implement generic power handling for Creatures and Pets

Signed-off-by: Xfurry <xfurry@scriptdev2.com>

Conflicts:
	src/game/Creature.cpp
	src/game/Creature.h
	src/game/Pet.cpp
	src/game/Pet.h

Conflicts:
	src/game/Pet.cpp
[12656] Initialize power type and power type values for creatures

This will assign the correct power type based on UnitClass and will also provide proper values for the scaled powers

Conflicts:
	src/game/Creature.cpp
	src/game/SharedDefines.h
	src/game/Unit.h

Conflicts:
	src/game/Creature.cpp
[12657] Set correct power type for vehicles based on PowerDisplay.dbc
[12659] Allow sending custom eventAI events to all units in range

Thanks @ulduar and @schmoozerd for pointing the idea.
Part of #409

Conflicts:
	src/shared/revision_nr.h
[12660] Implement condition CREATURE_IN_RANGE

Will return TRUE if any alive creature of given entry in the selected range is found.
This is useful for gossip or quest conditions that must avoid double spawning a certain creature
Part of #409

Conflicts:
	src/shared/revision_nr.h
[12661] Cleanup and rework power type setting

Properly send SMSG_POWER_UPDATE only when required
Update and power type wrappers
Send the right power amount when on SendSpellGo
[mr3227] It's no longer possible to fake the amount of gold put into the trade window. It's only visual but still an exploit, allowing scamming. Author: Discover-
git submodule update