Fix #6676: Prevent helicopters from stopping in midair during some kinds of landing

This adds a new flag that gets stored in the savegame, but it should still be compatible both ways, hence no save version bump.
This commit is contained in:
Niels Martin Hansen
2018-11-03 13:24:36 +01:00
parent f35a59fd38
commit c84b9913bd
3 changed files with 11 additions and 2 deletions

View File

@@ -918,6 +918,8 @@ static bool AircraftController(Aircraft *v)
/* Helicopter landing. */
if (amd.flag & AMED_HELI_LOWER) {
SetBit(v->flags, VAF_HELI_DIRECT_DESCENT);
if (st == NULL) {
/* FIXME - AircraftController -> if station no longer exists, do not land
* helicopter will circle until sign disappears, then go to next order
@@ -938,7 +940,10 @@ static bool AircraftController(Aircraft *v)
Vehicle *u = v->Next()->Next();
/* Increase speed of rotors. When speed is 80, we've landed. */
if (u->cur_speed >= 80) return true;
if (u->cur_speed >= 80) {
ClrBit(v->flags, VAF_HELI_DIRECT_DESCENT);
return true;
}
u->cur_speed += 4;
} else {
count = UpdateAircraftSpeed(v);
@@ -1603,6 +1608,7 @@ static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
uint16 tsubspeed = v->subspeed;
if (!AirportHasBlock(v, current, apc)) {
v->state = landingtype; // LANDING / HELILANDING
if (v->state == HELILANDING) SetBit(v->flags, VAF_HELI_DIRECT_DESCENT);
/* it's a bit dirty, but I need to set position to next position, otherwise
* if there are multiple runways, plane won't know which one it took (because
* they all have heading LANDING). And also occupy that block! */