diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp --- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -1543,7 +1543,7 @@ CommandCost CmdSellRailWagon(TileIndex t } /* 3. If it is still a valid train after selling, update its acceleration and cached values */ - if (flags & DC_EXEC && first != NULL) { + if ((flags & DC_EXEC) && first != NULL) { NormaliseTrainConsist(first); TrainConsistChanged(first, false); UpdateTrainGroupID(first); @@ -1705,7 +1705,7 @@ static Vehicle *TrainOnTileEnum(Vehicle static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data) { /* not a train || not front engine || crashed */ - if (v->type != VEH_TRAIN || !IsFrontEngine(v) || v->vehstatus & VS_CRASHED) return NULL; + if (v->type != VEH_TRAIN || !IsFrontEngine(v) || (v->vehstatus & VS_CRASHED)) return NULL; TileIndex tile = *(TileIndex*)data; @@ -1974,7 +1974,7 @@ CommandCost CmdReverseTrainDirection(Til } } else { /* turn the whole train around */ - if (v->vehstatus & VS_CRASHED || v->breakdown_ctr != 0) return CMD_ERROR; + if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR; if (flags & DC_EXEC) { /* Properly leave the station if we are loading and won't be loading anymore */ @@ -2257,7 +2257,7 @@ static void HandleLocomotiveSmokeCloud(c { bool sound = false; - if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2) { + if ((v->vehstatus & VS_TRAIN_SLOWING) || v->load_unload_time_rem != 0 || v->cur_speed < 2) { return; } @@ -2353,7 +2353,7 @@ static void CheckNextTrainTile(Train *v) if (_settings_game.pf.path_backoff_interval == 255) return; /* Exit if we reached our destination depot or are inside a depot. */ - if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->track & TRACK_BIT_DEPOT) return; + if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || (v->track & TRACK_BIT_DEPOT)) return; /* Exit if we are on a station tile and are going to stop. */ if (IsRailwayStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return; /* Exit if the current order doesn't have a destination, but the train has orders. */ @@ -3305,7 +3305,7 @@ static int UpdateTrainSpeed(Train *v) { uint accel; - if (v->vehstatus & VS_STOPPED || HasBit(v->flags, VRF_REVERSING) || HasBit(v->flags, VRF_TRAIN_STUCK)) { + if ((v->vehstatus & VS_STOPPED) || HasBit(v->flags, VRF_REVERSING) || HasBit(v->flags, VRF_TRAIN_STUCK)) { switch (_settings_game.vehicle.train_acceleration_model) { default: NOT_REACHED(); case TAM_ORIGINAL: accel = v->acceleration * -4; break; @@ -3704,7 +3704,7 @@ static void TrainController(Train *v, Ve assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile))); /* Check if it's a red signal and that force proceed is not clicked. */ - if (red_signals & chosen_track && v->force_proceed == 0) { + if ((red_signals & chosen_track) && v->force_proceed == 0) { /* In front of a red signal */ Trackdir i = FindFirstTrackdir(trackdirbits); @@ -4285,7 +4285,7 @@ static bool TrainLocoHandler(Train *v, b } /* exit if train is stopped */ - if (v->vehstatus & VS_STOPPED && v->cur_speed == 0) return true; + if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true; bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL; if (ProcessOrders(v) && CheckReverseTrain(v)) { @@ -4350,7 +4350,7 @@ static bool TrainLocoHandler(Train *v, b int j = UpdateTrainSpeed(v); /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */ - if (v->cur_speed == 0 && v->tcache.last_speed == 0 && v->vehstatus & VS_STOPPED) { + if (v->cur_speed == 0 && v->tcache.last_speed == 0 && (v->vehstatus & VS_STOPPED)) { InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); }