text: /**
   * MaNGOS is a full featured server for World of Warcraft, supporting
   * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
   *
   * Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
   *
   * This program is free software; you can redistribute it and/or modify
   * it under the terms of the GNU General Public License as published by
   * the Free Software Foundation; either version 2 of the License, or
   * (at your option) any later version.
   *
   * This program is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   * GNU General Public License for more details.
   *
   * You should have received a copy of the GNU General Public License
   * along with this program; if not, write to the Free Software
   * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
   *
   * World of Warcraft, and all World of Warcraft or Warcraft art, images,
   * and lore are copyrighted by Blizzard Entertainment, Inc.
   */
  
  #include "HomeMovementGenerator.h"
  #include "Creature.h"
  #include "CreatureAI.h"
  #include "ObjectMgr.h"
  #include "WorldPacket.h"
  #include "movement/MoveSplineInit.h"
  #include "movement/MoveSpline.h"
  
  void HomeMovementGenerator<Creature>::Initialize(Creature& owner)
  {
      _setTargetLocation(owner);
  }
  
  void HomeMovementGenerator<Creature>::Reset(Creature&)
  {
  }
  
  void HomeMovementGenerator<Creature>::_setTargetLocation(Creature& owner)
  {
      if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
      {
          return;
      }
  
      Movement::MoveSplineInit init(owner);
      float x, y, z, o;
      // at apply we can select more nice return points base at current movegen
      if (owner.GetMotionMaster()->empty() || !owner.GetMotionMaster()->top()->GetResetPosition(owner, x, y, z, o))
      {
          owner.GetRespawnCoord(x, y, z, &o);
      }
  
      init.SetFacing(o);
      init.MoveTo(x, y, z, true);
      init.SetWalk(false);
      init.Launch();
  
      arrived = false;
      owner.clearUnitState(UNIT_STAT_ALL_DYN_STATES);
  }
  
  bool HomeMovementGenerator<Creature>::Update(Creature& owner, const uint32& /*time_diff*/)
  {
      arrived = owner.movespline->Finalized();
      return !arrived;
  }
  
  void HomeMovementGenerator<Creature>::Finalize(Creature& owner)
  {
      if (arrived)
      {
          if (owner.GetTemporaryFactionFlags() & TEMPFACTION_RESTORE_REACH_HOME)
          {
              owner.ClearTemporaryFaction();
          }
  
          owner.SetWalk(!owner.hasUnitState(UNIT_STAT_RUNNING_STATE) && !owner.IsLevitating(), false);
          owner.LoadCreatureAddon(true);
          owner.AI()->JustReachedHome();
      }
  }
  