OpenBve.FunctionScripts.ExecuteFunctionScript C# (CSharp) Méthode

ExecuteFunctionScript() private static méthode

private static ExecuteFunctionScript ( FunctionScript Function, TrainManager Train, int CarIndex, System.Vector3 Position, double TrackPosition, int SectionIndex, bool IsPartOfTrain, double TimeElapsed, int CurrentState ) : void
Function FunctionScript
Train TrainManager
CarIndex int
Position System.Vector3
TrackPosition double
SectionIndex int
IsPartOfTrain bool
TimeElapsed double
CurrentState int
Résultat void
		private static void ExecuteFunctionScript(FunctionScript Function, TrainManager.Train Train, int CarIndex, Vector3 Position, double TrackPosition, int SectionIndex, bool IsPartOfTrain, double TimeElapsed, int CurrentState) {
			int s = 0, c = 0;
			for (int i = 0; i < Function.Instructions.Length; i++) {
				switch (Function.Instructions[i]) {
						// system
					case Instructions.SystemHalt:
						i = Function.Instructions.Length;
						break;
					case Instructions.SystemConstant:
						Function.Stack[s] = Function.Constants[c];
						s++; c++; break;
					case Instructions.SystemConstantArray:
						{
							int n = (int)Function.Instructions[i + 1];
							for (int j = 0; j < n; j++) {
								Function.Stack[s + j] = Function.Constants[c + j];
							} s += n; c += n; i++;
						} break;
					case Instructions.SystemValue:
						Function.Stack[s] = Function.LastResult;
						s++; break;
					case Instructions.SystemDelta:
						Function.Stack[s] = TimeElapsed;
						s++; break;
						// stack
					case Instructions.StackCopy:
						Function.Stack[s] = Function.Stack[s - 1];
						s++; break;
					case Instructions.StackSwap:
						{
							double a = Function.Stack[s - 1];
							Function.Stack[s - 1] = Function.Stack[s - 2];
							Function.Stack[s - 2] = a;
						} break;
						// math
					case Instructions.MathPlus:
						Function.Stack[s - 2] += Function.Stack[s - 1];
						s--; break;
					case Instructions.MathSubtract:
						Function.Stack[s - 2] -= Function.Stack[s - 1];
						s--; break;
					case Instructions.MathMinus:
						Function.Stack[s - 1] = -Function.Stack[s - 1];
						break;
					case Instructions.MathTimes:
						Function.Stack[s - 2] *= Function.Stack[s - 1];
						s--; break;
					case Instructions.MathDivide:
						Function.Stack[s - 2] = Function.Stack[s - 1] == 0.0 ? 0.0 : Function.Stack[s - 2] / Function.Stack[s - 1];
						s--; break;
					case Instructions.MathReciprocal:
						Function.Stack[s - 1] = Function.Stack[s - 1] == 0.0 ? 0.0 : 1.0 / Function.Stack[s - 1];
						break;
					case Instructions.MathPower:
						{
							double a = Function.Stack[s - 2];
							double b = Function.Stack[s - 1];
							if (b == 2.0) {
								Function.Stack[s - 2] = a * a;
							} else if (b == 3.0) {
								Function.Stack[s - 2] = a * a * a;
							} else if (b == 4.0) {
								double t = a * a;
								Function.Stack[s - 2] = t * t;
							} else if (b == 5.0) {
								double t = a * a;
								Function.Stack[s - 2] = t * t * a;
							} else if (b == 6.0) {
								double t = a * a * a;
								Function.Stack[s - 2] = t * t;
							} else if (b == 7.0) {
								double t = a * a * a;
								Function.Stack[s - 2] = t * t * a;
							} else if (b == 8.0) {
								double t = a * a; t *= t;
								Function.Stack[s - 2] = t * t;
							} else if (b == 0.0) {
								Function.Stack[s - 2] = 1.0;
							} else if (b < 0.0) {
								Function.Stack[s - 2] = 0.0;
							} else {
								Function.Stack[s - 2] = Math.Pow(a, b);
							}
							s--; break;
						}
					case Instructions.MathRandom:
						{
							//Generates a random number between two given doubles
							double min = Function.Stack[s - 2];
							double max = Function.Stack[s - 1];
							var randomGenerator = new Random();
							Function.Stack[s - 2] =  min + randomGenerator.NextDouble() * (max - min);
							s--;
						}
						break;
					case Instructions.MathRandomInt:
						{
							//Generates a random number between two given doubles
							int min = (int)Function.Stack[s - 2];
							int max = (int)Function.Stack[s - 1];
							var randomGenerator = new Random();
							Function.Stack[s - 2] = randomGenerator.Next(min,max);
							s--;
						}
						break;
					case Instructions.MathIncrement:
						Function.Stack[s - 1] += 1.0;
						break;
					case Instructions.MathDecrement:
						Function.Stack[s - 1] -= 1.0;
						break;
					case Instructions.MathFusedMultiplyAdd:
						Function.Stack[s - 3] = Function.Stack[s - 3] * Function.Stack[s - 2] + Function.Stack[s - 1];
						s -= 2; break;
					case Instructions.MathQuotient:
						Function.Stack[s - 2] = Function.Stack[s - 1] == 0.0 ? 0.0 : Math.Floor(Function.Stack[s - 2] / Function.Stack[s - 1]);
						s--; break;
					case Instructions.MathMod:
						Function.Stack[s - 2] = Function.Stack[s - 1] == 0.0 ? 0.0 : Function.Stack[s - 2] - Function.Stack[s - 1] * Math.Floor(Function.Stack[s - 2] / Function.Stack[s - 1]);
						s--; break;
					case Instructions.MathFloor:
						Function.Stack[s - 1] = Math.Floor(Function.Stack[s - 1]);
						break;
					case Instructions.MathCeiling:
						Function.Stack[s - 1] = Math.Ceiling(Function.Stack[s - 1]);
						break;
					case Instructions.MathRound:
						Function.Stack[s - 1] = Math.Round(Function.Stack[s - 1]);
						break;
					case Instructions.MathMin:
						Function.Stack[s - 2] = Function.Stack[s - 2] < Function.Stack[s - 1] ? Function.Stack[s - 2] : Function.Stack[s - 1];
						s--; break;
					case Instructions.MathMax:
						Function.Stack[s - 2] = Function.Stack[s - 2] > Function.Stack[s - 1] ? Function.Stack[s - 2] : Function.Stack[s - 1];
						s--; break;
					case Instructions.MathAbs:
						Function.Stack[s - 1] = Math.Abs(Function.Stack[s - 1]);
						break;
					case Instructions.MathSign:
						Function.Stack[s - 1] = Math.Sign(Function.Stack[s - 1]);
						break;
					case Instructions.MathExp:
						Function.Stack[s - 1] = Math.Exp(Function.Stack[s - 1]);
						break;
					case Instructions.MathLog:
						Function.Stack[s - 1] = Log(Function.Stack[s - 1]);
						break;
					case Instructions.MathSqrt:
						Function.Stack[s - 1] = Sqrt(Function.Stack[s - 1]);
						break;
					case Instructions.MathSin:
						Function.Stack[s - 1] = Math.Sin(Function.Stack[s - 1]);
						break;
					case Instructions.MathCos:
						Function.Stack[s - 1] = Math.Cos(Function.Stack[s - 1]);
						break;
					case Instructions.MathTan:
						Function.Stack[s - 1] = Tan(Function.Stack[s - 1]);
						break;
					case Instructions.MathArcTan:
						Function.Stack[s - 1] = Math.Atan(Function.Stack[s - 1]);
						break;
						// comparisons
					case Instructions.CompareEqual:
						Function.Stack[s - 2] = Function.Stack[s - 2] == Function.Stack[s - 1] ? 1.0 : 0.0;
						s--; break;
					case Instructions.CompareUnequal:
						Function.Stack[s - 2] = Function.Stack[s - 2] != Function.Stack[s - 1] ? 1.0 : 0.0;
						s--; break;
					case Instructions.CompareLess:
						Function.Stack[s - 2] = Function.Stack[s - 2] < Function.Stack[s - 1] ? 1.0 : 0.0;
						s--; break;
					case Instructions.CompareGreater:
						Function.Stack[s - 2] = Function.Stack[s - 2] > Function.Stack[s - 1] ? 1.0 : 0.0;
						s--; break;
					case Instructions.CompareLessEqual:
						Function.Stack[s - 2] = Function.Stack[s - 2] <= Function.Stack[s - 1] ? 1.0 : 0.0;
						s--; break;
					case Instructions.CompareGreaterEqual:
						Function.Stack[s - 2] = Function.Stack[s - 2] >= Function.Stack[s - 1] ? 1.0 : 0.0;
						s--; break;
					case Instructions.CompareConditional:
						Function.Stack[s - 3] = Function.Stack[s - 3] != 0.0 ? Function.Stack[s - 2] : Function.Stack[s - 1];
						s -= 2; break;
						// logical
					case Instructions.LogicalNot:
						Function.Stack[s - 1] = Function.Stack[s - 1] != 0.0 ? 0.0 : 1.0;
						break;
					case Instructions.LogicalAnd:
						Function.Stack[s - 2] = Function.Stack[s - 2] != 0.0 & Function.Stack[s - 1] != 0.0 ? 1.0 : 0.0;
						s--; break;
					case Instructions.LogicalOr:
						Function.Stack[s - 2] = Function.Stack[s - 2] != 0.0 | Function.Stack[s - 1] != 0.0 ? 1.0 : 0.0;
						s--; break;
					case Instructions.LogicalNand:
						Function.Stack[s - 2] = Function.Stack[s - 2] != 0.0 & Function.Stack[s - 1] != 0.0 ? 0.0 : 1.0;
						s--; break;
					case Instructions.LogicalNor:
						Function.Stack[s - 2] = Function.Stack[s - 2] != 0.0 | Function.Stack[s - 1] != 0.0 ? 0.0 : 1.0;
						s--; break;
					case Instructions.LogicalXor:
						Function.Stack[s - 2] = Function.Stack[s - 2] != 0.0 ^ Function.Stack[s - 1] != 0.0 ? 1.0 : 0.0;
						s--; break;
					case Instructions.CurrentObjectState:
						Function.Stack[s] = CurrentState;
						break;
						// time/camera
					case Instructions.TimeSecondsSinceMidnight:
						Function.Stack[s] = Game.SecondsSinceMidnight;
						s++; break;
					case Instructions.CameraDistance:
						{
							double dx = World.AbsoluteCameraPosition.X - Position.X;
							double dy = World.AbsoluteCameraPosition.Y - Position.Y;
							double dz = World.AbsoluteCameraPosition.Z - Position.Z;
							Function.Stack[s] = Math.Sqrt(dx * dx + dy * dy + dz * dz);
							s++;
						} break;
					case Instructions.CameraView:
						//Returns whether the camera is in interior or exterior mode
						if (World.CameraMode == World.CameraViewMode.Interior || World.CameraMode == World.CameraViewMode.InteriorLookAhead)
						{
							Function.Stack[s] = 0;
						}
						else
						{
							Function.Stack[s] = 1;
						}
						s++; break;
						// train
					case Instructions.TrainCars:
						if (Train != null) {
							Function.Stack[s] = (double)Train.Cars.Length;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.TrainSpeed:
						if (Train != null) {
							Function.Stack[s] = Train.Cars[CarIndex].Specs.CurrentSpeed;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.TrainSpeedOfCar:
						if (Train != null) {
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								Function.Stack[s - 1] = Train.Cars[j].Specs.CurrentSpeed;
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						} else {
							Function.Stack[s - 1] = 0.0;
						}
						break;
					case Instructions.TrainSpeedometer:
						if (Train != null) {
							Function.Stack[s] = Train.Cars[CarIndex].Specs.CurrentPerceivedSpeed;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.TrainSpeedometerOfCar:
						if (Train != null) {
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								Function.Stack[s - 1] = Train.Cars[j].Specs.CurrentPerceivedSpeed;
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						} else {
							Function.Stack[s - 1] = 0.0;
						}
						break;
					case Instructions.TrainAcceleration:
						if (Train != null) {
							Function.Stack[s] = Train.Cars[CarIndex].Specs.CurrentAcceleration;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.TrainAccelerationOfCar:
						if (Train != null) {
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								Function.Stack[s - 1] = Train.Cars[j].Specs.CurrentAcceleration;
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						} else {
							Function.Stack[s - 1] = 0.0;
						}
						break;
					case Instructions.TrainAccelerationMotor:
						if (Train != null) {
							Function.Stack[s] = 0.0;
							for (int j = 0; j < Train.Cars.Length; j++) {
								if (Train.Cars[j].Specs.IsMotorCar) {
									// hack: CurrentAccelerationOutput does not distinguish between forward/backward
									if (Train.Cars[j].Specs.CurrentAccelerationOutput < 0.0) {
										Function.Stack[s] = Train.Cars[j].Specs.CurrentAccelerationOutput * (double)Math.Sign(Train.Cars[j].Specs.CurrentSpeed);
									} else if (Train.Cars[j].Specs.CurrentAccelerationOutput > 0.0) {
										Function.Stack[s] = Train.Cars[j].Specs.CurrentAccelerationOutput * (double)Train.Specs.CurrentReverser.Actual;
									} else {
										Function.Stack[s] = 0.0;
									}
									break;
								}
							}
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.TrainAccelerationMotorOfCar:
						if (Train != null) {
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								// hack: CurrentAccelerationOutput does not distinguish between forward/backward
								if (Train.Cars[j].Specs.CurrentAccelerationOutput < 0.0) {
									Function.Stack[s - 1] = Train.Cars[j].Specs.CurrentAccelerationOutput * (double)Math.Sign(Train.Cars[j].Specs.CurrentSpeed);
								} else if (Train.Cars[j].Specs.CurrentAccelerationOutput > 0.0) {
									Function.Stack[s - 1] = Train.Cars[j].Specs.CurrentAccelerationOutput * (double)Train.Specs.CurrentReverser.Actual;
								} else {
									Function.Stack[s - 1] = 0.0;
								}
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						} else {
							Function.Stack[s - 1] = 0.0;
						}
						break;
					case Instructions.TrainDistance:
						if (Train != null) {
							double dist = double.MaxValue;
							for (int j = 0; j < Train.Cars.Length; j++) {
								double fx = Train.Cars[j].FrontAxle.Follower.WorldPosition.X - Position.X;
								double fy = Train.Cars[j].FrontAxle.Follower.WorldPosition.Y - Position.Y;
								double fz = Train.Cars[j].FrontAxle.Follower.WorldPosition.Z - Position.Z;
								double f = fx * fx + fy * fy + fz * fz;
								if (f < dist) dist = f;
								double rx = Train.Cars[j].RearAxle.Follower.WorldPosition.X - Position.X;
								double ry = Train.Cars[j].RearAxle.Follower.WorldPosition.Y - Position.Y;
								double rz = Train.Cars[j].RearAxle.Follower.WorldPosition.Z - Position.Z;
								double r = rx * rx + ry * ry + rz * rz;
								if (r < dist) dist = r;
							}
							Function.Stack[s] = Math.Sqrt(dist);
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.TrainDistanceToCar:
						if (Train != null) {
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								double x = 0.5 * (Train.Cars[j].FrontAxle.Follower.WorldPosition.X + Train.Cars[j].RearAxle.Follower.WorldPosition.X) - Position.X;
								double y = 0.5 * (Train.Cars[j].FrontAxle.Follower.WorldPosition.Y + Train.Cars[j].RearAxle.Follower.WorldPosition.Y) - Position.Y;
								double z = 0.5 * (Train.Cars[j].FrontAxle.Follower.WorldPosition.Z + Train.Cars[j].RearAxle.Follower.WorldPosition.Z) - Position.Z;
								Function.Stack[s - 1] = Math.Sqrt(x * x + y * y + z * z);
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						} else {
							Function.Stack[s - 1] = 0.0;
						}
						break;
					case Instructions.TrainTrackDistance:
						if (Train != null) {
							int r = Train.Cars.Length - 1;
							double t0 = Train.Cars[0].FrontAxle.Follower.TrackPosition - Train.Cars[0].FrontAxlePosition + 0.5 * Train.Cars[0].Length;
							double t1 = Train.Cars[r].RearAxle.Follower.TrackPosition - Train.Cars[r].RearAxlePosition - 0.5 * Train.Cars[r].Length;
							Function.Stack[s] = TrackPosition > t0 ? TrackPosition - t0 : TrackPosition < t1 ? TrackPosition - t1 : 0.0;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.CurveRadius:
						if (Train == null)
						{
							Function.Stack[s - 1] = 0.0;
						}
						else
						{
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length)
							{
								Function.Stack[s - 1] = (Train.Cars[j].FrontAxle.Follower.CurveRadius + Train.Cars[j].RearAxle.Follower.CurveRadius) / 2;
							}
							else
							{
								Function.Stack[s - 1] = 0.0;
							}
						}
						break;
					case Instructions.FrontAxleCurveRadius:
						if (Train == null)
						{
							Function.Stack[s - 1] = 0.0;
						}
						else
						{
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length)
							{
								Function.Stack[s - 1] = Train.Cars[j].FrontAxle.Follower.CurveRadius;
							}
							else
							{
								Function.Stack[s - 1] = 0.0;
							}
						}
						break;
					case Instructions.RearAxleCurveRadius:
						if (Train == null)
						{
							Function.Stack[s - 1] = 0.0;
						}
						else
						{
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length)
							{
								Function.Stack[s - 1] = Train.Cars[j].RearAxle.Follower.CurveRadius;
							}
							else
							{
								Function.Stack[s - 1] = 0.0;
							}
						}
						break;
					case Instructions.CurveCant:
						if (Train == null)
						{
							Function.Stack[s - 1] = 0.0;
						}
						else
						{
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length)
							{
								Function.Stack[s - 1] = Train.Cars[j].FrontAxle.Follower.CurveCant;
							}
							else
							{
								Function.Stack[s - 1] = 0.0;
							}
						}
						break;
					case Instructions.Odometer:
						if (Train == null)
						{
							Function.Stack[s] = 0.0;
						}
						else
						{
							Function.Stack[s] = Train.Cars[CarIndex].FrontAxle.Follower.Odometer;
						}
						s++;
						break;
					case Instructions.OdometerOfCar:
						if (Train == null)
						{
							Function.Stack[s - 1] = 0.0;
						}
						else
						{
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length)
							{
								Function.Stack[s - 1] = Train.Cars[j].FrontAxle.Follower.Odometer;
							}
							else
							{
								Function.Stack[s - 1] = 0.0;
							}
						}
						break;
					case Instructions.TrainTrackDistanceToCar:
						if (Train != null) {
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								double p = 0.5 * (Train.Cars[j].FrontAxle.Follower.TrackPosition + Train.Cars[j].RearAxle.Follower.TrackPosition);
								Function.Stack[s - 1] = TrackPosition - p;
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						} else {
							Function.Stack[s - 1] = 0.0;
						}
						break;
						// door
					case Instructions.Doors:
						if (Train != null) {
							double a = 0.0;
							for (int j = 0; j < Train.Cars.Length; j++) {
								for (int k = 0; k < Train.Cars[j].Specs.Doors.Length; k++) {
									if (Train.Cars[j].Specs.Doors[k].State > a) {
										a = Train.Cars[j].Specs.Doors[k].State;
									}
								}
							}
							Function.Stack[s] = a;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.DoorsIndex:
						if (Train != null) {
							double a = 0.0;
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								for (int k = 0; k < Train.Cars[j].Specs.Doors.Length; k++) {
									if (Train.Cars[j].Specs.Doors[k].State > a) {
										a = Train.Cars[j].Specs.Doors[k].State;
									}
								}
							}
							Function.Stack[s - 1] = a;
						} else {
							Function.Stack[s - 1] = 0.0;
						}
						break;
					case Instructions.LeftDoors:
						if (Train != null) {
							double a = 0.0;
							for (int j = 0; j < Train.Cars.Length; j++) {
								for (int k = 0; k < Train.Cars[j].Specs.Doors.Length; k++) {
									if (Train.Cars[j].Specs.Doors[k].Direction == -1 & Train.Cars[j].Specs.Doors[k].State > a) {
										a = Train.Cars[j].Specs.Doors[k].State;
									}
								}
							}
							Function.Stack[s] = a;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.LeftDoorsIndex:
						if (Train != null) {
							double a = 0.0;
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								for (int k = 0; k < Train.Cars[j].Specs.Doors.Length; k++) {
									if (Train.Cars[j].Specs.Doors[k].Direction == -1 & Train.Cars[j].Specs.Doors[k].State > a) {
										a = Train.Cars[j].Specs.Doors[k].State;
									}
								}
							}
							Function.Stack[s - 1] = a;
						} else {
							Function.Stack[s - 1] = 0.0;
						}
						break;
					case Instructions.RightDoors:
						if (Train != null) {
							double a = 0.0;
							for (int j = 0; j < Train.Cars.Length; j++) {
								for (int k = 0; k < Train.Cars[j].Specs.Doors.Length; k++) {
									if (Train.Cars[j].Specs.Doors[k].Direction == 1 & Train.Cars[j].Specs.Doors[k].State > a) {
										a = Train.Cars[j].Specs.Doors[k].State;
									}
								}
							}
							Function.Stack[s] = a;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.RightDoorsIndex:
						if (Train != null) {
							double a = 0.0;
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								for (int k = 0; k < Train.Cars[j].Specs.Doors.Length; k++) {
									if (Train.Cars[j].Specs.Doors[k].Direction == 1 & Train.Cars[j].Specs.Doors[k].State > a) {
										a = Train.Cars[j].Specs.Doors[k].State;
									}
								}
							}
							Function.Stack[s - 1] = a;
						} else {
							Function.Stack[s - 1] = 0.0;
						}
						break;
					case Instructions.LeftDoorsTarget:
						if (Train != null) {
							bool q = false;
							for (int j = 0; j < Train.Cars.Length; j++) {
								if (Train.Cars[j].Specs.AnticipatedLeftDoorsOpened) {
									q = true;
									break;
								}
							}
							Function.Stack[s] = q ? 1.0 : 0.0;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.LeftDoorsTargetIndex:
						if (Train != null) {
							bool q = false;
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								for (int k = 0; k < Train.Cars[j].Specs.Doors.Length; k++) {
									if (Train.Cars[j].Specs.AnticipatedLeftDoorsOpened) {
										q = true;
										break;
									}
								}
							}
							Function.Stack[s] = q ? 1.0 : 0.0;
						} else {
							Function.Stack[s - 1] = 0.0;
						}
						break;
					case Instructions.RightDoorsTarget:
						if (Train != null) {
							bool q = false;
							for (int j = 0; j < Train.Cars.Length; j++) {
								if (Train.Cars[j].Specs.AnticipatedRightDoorsOpened) {
									q = true;
									break;
								}
							}
							Function.Stack[s] = q ? 1.0 : 0.0;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.RightDoorsTargetIndex:
						if (Train != null) {
							bool q = false;
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								for (int k = 0; k < Train.Cars[j].Specs.Doors.Length; k++) {
									if (Train.Cars[j].Specs.AnticipatedRightDoorsOpened) {
										q = true;
										break;
									}
								}
							}
							Function.Stack[s] = q ? 1.0 : 0.0;
						} else {
							Function.Stack[s - 1] = 0.0;
						}
						break;
						// handles
					case Instructions.ReverserNotch:
						if (Train != null) {
							Function.Stack[s] = (double)Train.Specs.CurrentReverser.Driver;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.PowerNotch:
						if (Train != null) {
							Function.Stack[s] = (double)Train.Specs.CurrentPowerNotch.Driver;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.PowerNotches:
						if (Train != null) {
							Function.Stack[s] = (double)Train.Specs.MaximumPowerNotch;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.BrakeNotch:
						if (Train != null) {
							if (Train.Cars[Train.DriverCar].Specs.BrakeType == TrainManager.CarBrakeType.AutomaticAirBrake) {
								Function.Stack[s] = (double)Train.Specs.AirBrake.Handle.Driver;
							} else {
								Function.Stack[s] = (double)Train.Specs.CurrentBrakeNotch.Driver;
							}
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.BrakeNotches:
						if (Train != null) {
							if (Train.Cars[Train.DriverCar].Specs.BrakeType == TrainManager.CarBrakeType.AutomaticAirBrake) {
								Function.Stack[s] = 2.0;
							} else {
								Function.Stack[s] = (double)Train.Specs.MaximumBrakeNotch;
							}
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.BrakeNotchLinear:
						if (Train != null) {
							if (Train.Cars[Train.DriverCar].Specs.BrakeType == TrainManager.CarBrakeType.AutomaticAirBrake) {
								if (Train.Specs.CurrentEmergencyBrake.Driver) {
									Function.Stack[s] = 3.0;
								} else {
									Function.Stack[s] = (double)Train.Specs.AirBrake.Handle.Driver;
								}
							} else if (Train.Specs.HasHoldBrake) {
								if (Train.Specs.CurrentEmergencyBrake.Driver) {
									Function.Stack[s] = (double)Train.Specs.MaximumBrakeNotch + 2.0;
								} else if (Train.Specs.CurrentBrakeNotch.Driver > 0) {
									Function.Stack[s] = (double)Train.Specs.CurrentBrakeNotch.Driver + 1.0;
								} else {
									Function.Stack[s] = Train.Specs.CurrentHoldBrake.Driver ? 1.0 : 0.0;
								}
							} else {
								if (Train.Specs.CurrentEmergencyBrake.Driver) {
									Function.Stack[s] = (double)Train.Specs.MaximumBrakeNotch + 1.0;
								} else {
									Function.Stack[s] = (double)Train.Specs.CurrentBrakeNotch.Driver;
								}
							}
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.BrakeNotchesLinear:
						if (Train != null) {
							if (Train.Cars[Train.DriverCar].Specs.BrakeType == TrainManager.CarBrakeType.AutomaticAirBrake) {
								Function.Stack[s] = 3.0;
							} else if (Train.Specs.HasHoldBrake) {
								Function.Stack[s] = Train.Specs.MaximumBrakeNotch + 2.0;
							} else {
								Function.Stack[s] = Train.Specs.MaximumBrakeNotch + 1.0;
							}
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.EmergencyBrake:
						if (Train != null) {
							Function.Stack[s] = Train.Specs.CurrentEmergencyBrake.Driver ? 1.0 : 0.0;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.Klaxon:
						if (Train != null)
						{
							for (int j = 0; j < TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar].Sounds.Horns.Length; j++)
							{
								/* Return the index of the currently playing horn sound
								 *
								 * 1 ==> Primary horn
								 * 2 ==> Secondary horn
								 * 3 ==> Music horn
								 */
								if (Sounds.IsPlaying(TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar].Sounds.Horns[j].Sound.Source))
								{
									Function.Stack[s] = j + 1;
									break;
								}
								if (j == TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar].Sounds.Horns.Length -1)
								{
									Function.Stack[s] = 0.0;
								}
							}
						}
						else
						{
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.HasAirBrake:
						if (Train != null) {
							Function.Stack[s] = Train.Cars[Train.DriverCar].Specs.BrakeType == TrainManager.CarBrakeType.AutomaticAirBrake ? 1.0 : 0.0;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.HoldBrake:
						if (Train != null) {
							Function.Stack[s] = Train.Specs.CurrentHoldBrake.Driver ? 1.0 : 0.0;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.HasHoldBrake:
						if (Train != null) {
							Function.Stack[s] = Train.Specs.HasHoldBrake ? 1.0 : 0.0;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.ConstSpeed:
						if (Train != null) {
							Function.Stack[s] = Train.Specs.CurrentConstSpeed ? 1.0 : 0.0;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.HasConstSpeed:
						if (Train != null) {
							Function.Stack[s] = Train.Specs.HasConstSpeed ? 1.0 : 0.0;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
						// brake
					case Instructions.BrakeMainReservoir:
						if (Train != null) {
							Function.Stack[s] = Train.Cars[CarIndex].Specs.AirBrake.MainReservoirCurrentPressure;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.BrakeMainReservoirOfCar:
						if (Train == null) {
							Function.Stack[s - 1] = 0.0;
						} else {
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								Function.Stack[s - 1] = Train.Cars[j].Specs.AirBrake.MainReservoirCurrentPressure;
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						}
						break;
					case Instructions.BrakeEqualizingReservoir:
						if (Train != null) {
							Function.Stack[s] = Train.Cars[CarIndex].Specs.AirBrake.EqualizingReservoirCurrentPressure;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.BrakeEqualizingReservoirOfCar:
						if (Train == null) {
							Function.Stack[s - 1] = 0.0;
						} else {
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								Function.Stack[s - 1] = Train.Cars[j].Specs.AirBrake.EqualizingReservoirCurrentPressure;
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						}
						break;
					case Instructions.BrakeBrakePipe:
						if (Train != null) {
							Function.Stack[s] = Train.Cars[CarIndex].Specs.AirBrake.BrakePipeCurrentPressure;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.BrakeBrakePipeOfCar:
						if (Train == null) {
							Function.Stack[s - 1] = 0.0;
						} else {
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								Function.Stack[s - 1] = Train.Cars[j].Specs.AirBrake.BrakePipeCurrentPressure;
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						}
						break;
					case Instructions.BrakeBrakeCylinder:
						if (Train != null) {
							Function.Stack[s] = Train.Cars[CarIndex].Specs.AirBrake.BrakeCylinderCurrentPressure;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.BrakeBrakeCylinderOfCar:
						if (Train == null) {
							Function.Stack[s - 1] = 0.0;
						} else {
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								Function.Stack[s - 1] = Train.Cars[j].Specs.AirBrake.BrakeCylinderCurrentPressure;
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						}
						break;
					case Instructions.BrakeStraightAirPipe:
						if (Train != null) {
							Function.Stack[s] = Train.Cars[CarIndex].Specs.AirBrake.StraightAirPipeCurrentPressure;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.BrakeStraightAirPipeOfCar:
						if (Train == null) {
							Function.Stack[s - 1] = 0.0;
						} else {
							int j = (int)Math.Round(Function.Stack[s - 1]);
							if (j < 0) j += Train.Cars.Length;
							if (j >= 0 & j < Train.Cars.Length) {
								Function.Stack[s - 1] = Train.Cars[j].Specs.AirBrake.StraightAirPipeCurrentPressure;
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						}
						break;
						// safety
					case Instructions.SafetyPluginAvailable:
						if (Train == TrainManager.PlayerTrain && Train.Plugin != null) {
							Function.Stack[s] = TrainManager.PlayerTrain.Plugin.IsDefault ? 0.0 : 1.0;
						} else {
							Function.Stack[s] = 0.0;
						}
						s++; break;
					case Instructions.SafetyPluginState:
						if (Train == null || Train.Plugin == null) {
							Function.Stack[s - 1] = 0.0;
						} else {
							int n = (int)Math.Round(Function.Stack[s - 1]);
							if (n >= 0 & n < Train.Plugin.Panel.Length) {
								Function.Stack[s - 1] = (double)Train.Plugin.Panel[n];
							} else {
								Function.Stack[s - 1] = 0.0;
							}
						} break;
						// timetable
					case Instructions.TimetableVisible:
						Function.Stack[s] = Timetable.CurrentTimetable == Timetable.TimetableState.Custom & Timetable.CustomTimetableAvailable ? 0.0 : -1.0;
						s++; break;
						// sections
					case Instructions.SectionAspectNumber:
						if (IsPartOfTrain) {
							int nextSectionIndex = Train.CurrentSectionIndex + 1;
							if (nextSectionIndex >= 0 & nextSectionIndex < Game.Sections.Length) {
								int a = Game.Sections[nextSectionIndex].CurrentAspect;
								if (a >= 0 & a < Game.Sections[nextSectionIndex].Aspects.Length) {
									Function.Stack[s] = (double)Game.Sections[nextSectionIndex].Aspects[a].Number;
								} else {
									Function.Stack[s] = 0;
								}
							}
						} else if (SectionIndex >= 0 & SectionIndex < Game.Sections.Length) {
							int a = Game.Sections[SectionIndex].CurrentAspect;
							if (a >= 0 & a < Game.Sections[SectionIndex].Aspects.Length) {
								Function.Stack[s] = (double)Game.Sections[SectionIndex].Aspects[a].Number;
							} else {
								Function.Stack[s] = 0;
							}
						} else {
							Function.Stack[s] = 0;
						}
						s++; break;
						// default
					default:
						throw new System.InvalidOperationException("The unknown instruction " + Function.Instructions[i].ToString() + " was encountered in ExecuteFunctionScript.");
				}
			}
			Function.LastResult = Function.Stack[s - 1];
		}

Same methods

FunctionScripts::ExecuteFunctionScript ( FunctionScript Function, TrainManager Train, int CarIndex, World Position, double TrackPosition, int SectionIndex, bool IsPartOfTrain, double TimeElapsed, int CurrentState ) : void