Ejemplo n.º 1
0
bool LuaConstPlatform::PushEntries(lua_State* L)
{
	LuaPushNamedString(L, "gpu", globalRenderingInfo.gpuName);
	LuaPushNamedString(L, "gpuVendor", globalRenderingInfo.gpuVendor);
	LuaPushNamedNumber(L, "gpuMemorySize", globalRendering->gpuMemorySize);
	LuaPushNamedString(L, "glVersionShort", globalRenderingInfo.glVersionShort);
	LuaPushNamedString(L, "glslVersionShort", globalRenderingInfo.glslVersionShort);

	LuaPushNamedString(L, "glVersion", globalRenderingInfo.glVersion);
	LuaPushNamedString(L, "glVendor", globalRenderingInfo.glVendor);
	LuaPushNamedString(L, "glRenderer", globalRenderingInfo.glRenderer);
	LuaPushNamedString(L, "glslVersion", globalRenderingInfo.glslVersion);
	LuaPushNamedString(L, "glewVersion", globalRenderingInfo.glewVersion);

	LuaPushNamedNumber(L, "sdlVersionCompiledMajor", globalRenderingInfo.sdlVersionCompiled.major);
	LuaPushNamedNumber(L, "sdlVersionCompiledMinor", globalRenderingInfo.sdlVersionCompiled.minor);
	LuaPushNamedNumber(L, "sdlVersionCompiledPatch", globalRenderingInfo.sdlVersionCompiled.patch);
	LuaPushNamedNumber(L, "sdlVersionLinkedMajor", globalRenderingInfo.sdlVersionLinked.major);
	LuaPushNamedNumber(L, "sdlVersionLinkedMinor", globalRenderingInfo.sdlVersionLinked.minor);
	LuaPushNamedNumber(L, "sdlVersionLinkedPatch", globalRenderingInfo.sdlVersionLinked.patch);

	LuaPushNamedBool(L, "glSupportNonPowerOfTwoTex", globalRendering->supportNonPowerOfTwoTex);
	LuaPushNamedBool(L, "glSupportTextureQueryLOD" , globalRendering->supportTextureQueryLOD);
	LuaPushNamedBool(L, "glSupport24bitDepthBuffer", globalRendering->support24bitDepthBuffer);
	LuaPushNamedBool(L, "glSupportRestartPrimitive", globalRendering->supportRestartPrimitive);
	LuaPushNamedBool(L, "glSupportClipSpaceControl", globalRendering->supportClipSpaceControl);
	LuaPushNamedBool(L, "glSupportFragDepthLayout" , globalRendering->supportFragDepthLayout);

	LuaPushNamedString(L, "osName", Platform::GetOS());
	LuaPushNamedString(L, "osFamily", Platform::GetOSFamily());

	return true;
}
Ejemplo n.º 2
0
bool LuaConstGame::PushEntries(lua_State* L)
{
	assert(mapInfo);
	assert(gameSetup);
	
	// FIXME  --  this is getting silly, convert to userdata?
	LuaPushNamedString(L, "version", SpringVersion::GetSync());
	LuaPushNamedString(L, "buildFlags", (!CLuaHandle::GetHandleSynced(L))? SpringVersion::GetAdditional(): "");

	if (unitHandler != NULL) {
		LuaPushNamedNumber(L, "maxUnits",      unitHandler->MaxUnits());
	}
	LuaPushNamedNumber(L, "maxTeams",      MAX_TEAMS);
	LuaPushNamedNumber(L, "maxPlayers",    MAX_PLAYERS);
	LuaPushNamedNumber(L, "gameSpeed",     GAME_SPEED);
	LuaPushNamedNumber(L, "squareSize",    SQUARE_SIZE);

	LuaPushNamedNumber(L, "startPosType",  gameSetup->startPosType);
	LuaPushNamedBool(L,   "ghostedBuildings", gameSetup->ghostedBuildings);

	LuaPushNamedNumber(L, "gravity",             -mapInfo->map.gravity * GAME_SPEED * GAME_SPEED);
	LuaPushNamedNumber(L, "windMin",             wind.GetMinWind());
	LuaPushNamedNumber(L, "windMax",             wind.GetMaxWind());
	LuaPushNamedString(L, "mapName",             mapInfo->map.name);
	LuaPushNamedString(L, "mapHumanName",        mapInfo->map.description); //! deprecated
	LuaPushNamedString(L, "mapDescription",      mapInfo->map.description);
	LuaPushNamedNumber(L, "mapHardness",         mapInfo->map.hardness);

	if (mapDamage) {
		// damage is enabled iff !mapInfo->map.notDeformable
		LuaPushNamedBool(L, "mapDamage", !mapDamage->disabled);
	}


	if (readmap) {
		//FIXME make this available in LoadScreen already!
		LuaPushNamedNumber(L, "mapX",                readmap->width  / 64);
		LuaPushNamedNumber(L, "mapY",                readmap->height / 64);
		LuaPushNamedNumber(L, "mapSizeX",            readmap->width  * SQUARE_SIZE);
		LuaPushNamedNumber(L, "mapSizeZ",            readmap->height * SQUARE_SIZE);
	}
	LuaPushNamedNumber(L, "extractorRadius",     mapInfo->map.extractorRadius);
	LuaPushNamedNumber(L, "tidal",               mapInfo->map.tidalStrength);

	LuaPushNamedNumber(L, "waterDamage",         mapInfo->water.damage);
	LuaPushNamedString(L, "waterTexture",        mapInfo->water.texture);
	LuaPushNamedNumber(L, "waterRepeatX",        mapInfo->water.repeatX);
	LuaPushNamedNumber(L, "waterRepeatY",        mapInfo->water.repeatY);
	LuaPushNamedString(L, "waterFoamTexture",    mapInfo->water.foamTexture);
	LuaPushNamedString(L, "waterNormalTexture",  mapInfo->water.normalTexture);
	LuaPushNamedNumber(L, "waterNumTiles",       mapInfo->water.numTiles);
	LuaPushNamedBool(L,   "voidWater",           mapInfo->map.voidWater);
	LuaPushNamedBool(L,   "voidGround",          mapInfo->map.voidGround);
	LuaPushNamedBool(L,   "waterHasWaterPlane",  mapInfo->water.hasWaterPlane);
	LuaPushNamedBool(L,   "waterForceRendering", mapInfo->water.forceRendering);
	LuaPushNamedColor(L,  "waterAbsorb",         mapInfo->water.absorb);
	LuaPushNamedColor(L,  "waterBaseColor",      mapInfo->water.baseColor);
	LuaPushNamedColor(L,  "waterMinColor",       mapInfo->water.minColor);
	LuaPushNamedColor(L,  "waterSurfaceColor",   mapInfo->water.surfaceColor);
	LuaPushNamedNumber(L, "waterSurfaceAlpha",   mapInfo->water.surfaceAlpha);
	LuaPushNamedColor(L,  "waterDiffuseColor",   mapInfo->water.diffuseColor);
	LuaPushNamedNumber(L, "waterDiffuseFactor",  mapInfo->water.diffuseFactor);
	LuaPushNamedColor(L,  "waterSpecularColor",  mapInfo->water.specularColor);
	LuaPushNamedNumber(L, "waterSpecularFactor", mapInfo->water.specularFactor);
	LuaPushNamedNumber(L, "waterAmbientFactor",  mapInfo->water.ambientFactor);
	LuaPushNamedColor(L,  "waterPlaneColor",     mapInfo->water.planeColor);
	LuaPushNamedNumber(L, "waterFresnelMin",     mapInfo->water.fresnelMin);
	LuaPushNamedNumber(L, "waterFresnelMax",     mapInfo->water.fresnelMax);
	LuaPushNamedNumber(L, "waterFresnelPower",   mapInfo->water.fresnelPower);
	LuaPushNamedNumber(L, "waterReflectionDistortion", mapInfo->water.reflDistortion);

	LuaPushNamedColor(L,  "fogColor",            mapInfo->atmosphere.fogColor);
	LuaPushNamedColor(L,  "groundAmbientColor",  mapInfo->light.groundAmbientColor);
	LuaPushNamedColor(L,  "groundSpecularColor", mapInfo->light.groundSpecularColor);
	LuaPushNamedColor(L,  "groundSunColor",      mapInfo->light.groundSunColor);

	const vector<string>& causticTexs = mapInfo->water.causticTextures;
	lua_pushliteral(L, "waterCausticTextures");
	lua_newtable(L);
	for (int i = 0; i < (int)causticTexs.size(); i++) {
		lua_pushnumber(L, i + 1);
		lua_pushsstring(L, causticTexs[i]);
		lua_rawset(L, -3);
	}
	lua_rawset(L, -3);

	LuaPushNamedBool(L,   "allowTeamColors", true);

	LuaPushNamedString(L, "modName",         modInfo.humanName);
	LuaPushNamedString(L, "modShortName",    modInfo.shortName);
	LuaPushNamedString(L, "modVersion",      modInfo.version);
	LuaPushNamedString(L, "modMutator",      modInfo.mutator);
	LuaPushNamedString(L, "modDesc",         modInfo.description);

	LuaPushNamedBool(L,   "constructionDecay",      modInfo.constructionDecay);
	LuaPushNamedNumber(L, "constructionDecayTime",  modInfo.constructionDecayTime);
	LuaPushNamedNumber(L, "constructionDecaySpeed", modInfo.constructionDecaySpeed);

	LuaPushNamedNumber(L, "multiReclaim",                   modInfo.multiReclaim);
	LuaPushNamedNumber(L, "reclaimMethod",                  modInfo.reclaimMethod);
	LuaPushNamedNumber(L, "reclaimUnitMethod",              modInfo.reclaimUnitMethod);
	LuaPushNamedNumber(L, "reclaimUnitEnergyCostFactor",    modInfo.reclaimUnitEnergyCostFactor);
	LuaPushNamedNumber(L, "reclaimUnitEfficiency",          modInfo.reclaimUnitEfficiency);
	LuaPushNamedNumber(L, "reclaimFeatureEnergyCostFactor", modInfo.reclaimFeatureEnergyCostFactor);
	LuaPushNamedBool(L,   "reclaimAllowEnemies",            modInfo.reclaimAllowEnemies);
	LuaPushNamedBool(L,   "reclaimAllowAllies",             modInfo.reclaimAllowAllies);
	LuaPushNamedNumber(L, "repairEnergyCostFactor",         modInfo.repairEnergyCostFactor);
	LuaPushNamedNumber(L, "resurrectEnergyCostFactor",      modInfo.resurrectEnergyCostFactor);
	LuaPushNamedNumber(L, "captureEnergyCostFactor",        modInfo.captureEnergyCostFactor);

	LuaPushNamedNumber(L, "transportAir",    modInfo.transportAir);
	LuaPushNamedNumber(L, "transportShip",   modInfo.transportShip);
	LuaPushNamedNumber(L, "transportHover",  modInfo.transportHover);
	LuaPushNamedNumber(L, "transportGround", modInfo.transportGround);
	LuaPushNamedNumber(L, "fireAtKilled",    modInfo.fireAtKilled);
	LuaPushNamedNumber(L, "fireAtCrashing",  modInfo.fireAtCrashing);

	LuaPushNamedNumber(L, "requireSonarUnderWater", modInfo.requireSonarUnderWater);

	char buf[64];
	SNPRINTF(buf, sizeof(buf), "0x%08X",
	         archiveScanner->GetArchiveCompleteChecksum(mapInfo->map.name));
	LuaPushNamedString(L, "mapChecksum", buf);
	SNPRINTF(buf, sizeof(buf), "0x%08X",
	         archiveScanner->GetArchiveCompleteChecksum(modInfo.filename));
	LuaPushNamedString(L, "modChecksum", buf);

	const vector<string> &cats =
		CCategoryHandler::Instance()->GetCategoryNames(~0);
	lua_pushliteral(L, "springCategories");
	lua_newtable(L);
	for (int i = 0; i < (int)cats.size(); i++) {
		LuaPushNamedNumber(L, StringToLower(cats[i]), i);
	}
	lua_rawset(L, -3);

	lua_pushliteral(L, "armorTypes");
	lua_newtable(L);
	if (damageArrayHandler) {
		const std::vector<std::string>& typeList = damageArrayHandler->GetTypeList();
		const int typeCount = (int)typeList.size();
		for (int i = 0; i < typeCount; i++) {
			// bidirectional map
			lua_pushsstring(L, typeList[i]);
			lua_pushnumber(L, i);
			lua_rawset(L, -3);
			lua_pushnumber(L, i);
			lua_pushsstring(L, typeList[i]);
			lua_rawset(L, -3);
		}
	}
	lua_rawset(L, -3);

	return true;
}
Ejemplo n.º 3
0
bool LuaConstGame::PushEntries(lua_State* L)
{

	// FIXME  --  this is getting silly, convert to userdata?

	const float gravity = -(mapInfo->map.gravity * GAME_SPEED * GAME_SPEED);
	const bool limitDGun        = gameSetup ? gameSetup->limitDgun        : false;
	const bool diminishingMMs   = gameSetup ? gameSetup->diminishingMMs   : false;
	const bool ghostedBuildings = gameSetup ? gameSetup->ghostedBuildings : false;
	const int  startPosType     = gameSetup ? gameSetup->startPosType     : 0;

	// FIXME -- loaded too early - not set yet  (another reason to use userdata)
	lua_pushliteral(L, "gameID");
	lua_pushlstring(L, (const char*)game->gameID, sizeof(game->gameID));
	lua_rawset(L, -3);

	LuaPushNamedString(L, "version",       SpringVersion::GetFull());

	LuaPushNamedNumber(L, "maxUnits",      uh->MaxUnits());
	LuaPushNamedNumber(L, "maxTeams",      MAX_TEAMS);
	LuaPushNamedNumber(L, "maxPlayers",    MAX_PLAYERS);
	LuaPushNamedNumber(L, "gameSpeed",     GAME_SPEED);
	LuaPushNamedNumber(L, "squareSize",    SQUARE_SIZE);

	LuaPushNamedNumber(L, "gameMode",      gameSetup->gameMode);
	LuaPushNamedNumber(L, "startPosType",  startPosType);

	LuaPushNamedBool(L,   "commEnds",         (gameSetup->gameMode >= 1));
	LuaPushNamedBool(L,   "limitDGun",        limitDGun);
	LuaPushNamedBool(L,   "diminishingMetal", diminishingMMs);
	LuaPushNamedBool(L,   "ghostedBuildings", ghostedBuildings);

	const CMapInfo* mi = mapInfo;

	LuaPushNamedBool(L,   "mapDamage",           !mapDamage->disabled);
	LuaPushNamedNumber(L, "gravity",             gravity);
	LuaPushNamedNumber(L, "windMin",             wind.GetMinWind());
	LuaPushNamedNumber(L, "windMax",             wind.GetMaxWind());
	LuaPushNamedString(L, "mapName",             mi->map.name);
	LuaPushNamedString(L, "mapHumanName",        mi->map.humanName);
	LuaPushNamedNumber(L, "mapX",                readmap->width  / 64);
	LuaPushNamedNumber(L, "mapY",                readmap->height / 64);
	LuaPushNamedNumber(L, "mapSizeX",            readmap->width  * SQUARE_SIZE);
	LuaPushNamedNumber(L, "mapSizeZ",            readmap->height * SQUARE_SIZE);
	LuaPushNamedNumber(L, "extractorRadius",     mi->map.extractorRadius);
	LuaPushNamedNumber(L, "tidal",               mi->map.tidalStrength);

	LuaPushNamedNumber(L, "waterDamage",         mi->water.damage);
	LuaPushNamedString(L, "waterTexture",        mi->water.texture);
	LuaPushNamedNumber(L, "waterRepeatX",        mi->water.repeatX);
	LuaPushNamedNumber(L, "waterRepeatY",        mi->water.repeatY);
	LuaPushNamedString(L, "waterFoamTexture",    mi->water.foamTexture);
	LuaPushNamedString(L, "waterNormalTexture",  mi->water.normalTexture);
	LuaPushNamedNumber(L, "waterNumTiles",       mi->water.numTiles);
	LuaPushNamedBool(L,   "waterVoid",           mi->map.voidWater);
	LuaPushNamedBool(L,   "waterHasWaterPlane",  mi->water.hasWaterPlane);
	LuaPushNamedBool(L,   "waterForceRendering", mi->water.forceRendering);
	LuaPushNamedColor(L,  "waterAbsorb",         mi->water.absorb);
	LuaPushNamedColor(L,  "waterBaseColor",      mi->water.baseColor);
	LuaPushNamedColor(L,  "waterMinColor",       mi->water.minColor);
	LuaPushNamedColor(L,  "waterSurfaceColor",   mi->water.surfaceColor);
	LuaPushNamedNumber(L, "waterSurfaceAlpha",   mi->water.surfaceAlpha);
	LuaPushNamedColor(L,  "waterDiffuseColor",   mi->water.diffuseColor);
	LuaPushNamedNumber(L, "waterDiffuseFactor",  mi->water.diffuseFactor);
	LuaPushNamedColor(L,  "waterSpecularColor",  mi->water.specularColor);
	LuaPushNamedNumber(L, "waterSpecularFactor", mi->water.specularFactor);
	LuaPushNamedNumber(L, "waterAmbientFactor",  mi->water.ambientFactor);
	LuaPushNamedColor(L,  "waterPlaneColor",     mi->water.planeColor);
	LuaPushNamedNumber(L, "waterFresnelMin",     mi->water.fresnelMin);
	LuaPushNamedNumber(L, "waterFresnelMax",     mi->water.fresnelMax);
	LuaPushNamedNumber(L, "waterFresnelPower",   mi->water.fresnelPower);
	LuaPushNamedNumber(L, "waterReflectionDistortion", mi->water.reflDistortion);

	LuaPushNamedColor(L,  "fogColor",            mi->atmosphere.fogColor);
	LuaPushNamedColor(L,  "groundAmbientColor",  mi->light.groundAmbientColor);
	LuaPushNamedColor(L,  "groundSpecularColor", mi->light.groundSpecularColor);
	LuaPushNamedColor(L,  "groundSunColor",      mi->light.groundSunColor);

	const vector<string>& causticTexs = mi->water.causticTextures;
	lua_pushstring(L, "waterCausticTextures");
	lua_newtable(L);
	for (int i = 0; i < (int)causticTexs.size(); i++) {
		lua_pushnumber(L, i + 1);
		lua_pushstring(L, causticTexs[i].c_str());
		lua_rawset(L, -3);
	}
	lua_rawset(L, -3);

	LuaPushNamedString(L, "modName",         modInfo.humanName);
	LuaPushNamedString(L, "modShortName",    modInfo.shortName);
	LuaPushNamedString(L, "modVersion",      modInfo.version);
	LuaPushNamedString(L, "modMutator",      modInfo.mutator);
	LuaPushNamedString(L, "modDesc",         modInfo.description);

	LuaPushNamedBool(L,   "allowTeamColors", modInfo.allowTeamColors);

	LuaPushNamedBool(L,   "constructionDecay",      modInfo.constructionDecay);
	LuaPushNamedNumber(L, "constructionDecayTime",  modInfo.constructionDecayTime);
	LuaPushNamedNumber(L, "constructionDecaySpeed", modInfo.constructionDecaySpeed);

	LuaPushNamedNumber(L, "multiReclaim",                   modInfo.multiReclaim);
	LuaPushNamedNumber(L, "reclaimMethod",                  modInfo.reclaimMethod);
	LuaPushNamedNumber(L, "reclaimUnitMethod",              modInfo.reclaimUnitMethod);
	LuaPushNamedNumber(L, "reclaimUnitEnergyCostFactor",    modInfo.reclaimUnitEnergyCostFactor);
	LuaPushNamedNumber(L, "reclaimUnitEfficiency",          modInfo.reclaimUnitEfficiency);
	LuaPushNamedNumber(L, "reclaimFeatureEnergyCostFactor", modInfo.reclaimFeatureEnergyCostFactor);
	LuaPushNamedBool(L,   "reclaimAllowEnemies",            modInfo.reclaimAllowEnemies);
	LuaPushNamedBool(L,   "reclaimAllowAllies",             modInfo.reclaimAllowAllies);
	LuaPushNamedNumber(L, "repairEnergyCostFactor",         modInfo.repairEnergyCostFactor);
	LuaPushNamedNumber(L, "resurrectEnergyCostFactor",      modInfo.resurrectEnergyCostFactor);
	LuaPushNamedNumber(L, "captureEnergyCostFactor",        modInfo.captureEnergyCostFactor);

	LuaPushNamedNumber(L, "transportAir",    modInfo.transportAir);
	LuaPushNamedNumber(L, "transportShip",   modInfo.transportShip);
	LuaPushNamedNumber(L, "transportHover",  modInfo.transportHover);
	LuaPushNamedNumber(L, "transportGround", modInfo.transportGround);
	LuaPushNamedNumber(L, "fireAtKilled",    modInfo.fireAtKilled);
	LuaPushNamedNumber(L, "fireAtCrashing",  modInfo.fireAtCrashing);

	LuaPushNamedNumber(L, "requireSonarUnderWater", modInfo.requireSonarUnderWater);

	char buf[64];
	SNPRINTF(buf, sizeof(buf), "0x%08X",
	         archiveScanner->GetArchiveCompleteChecksum(mapInfo->map.name));
	LuaPushNamedString(L, "mapChecksum", buf);
	SNPRINTF(buf, sizeof(buf), "0x%08X",
	         archiveScanner->GetArchiveCompleteChecksum(modInfo.filename));
	LuaPushNamedString(L, "modChecksum", buf);

	const vector<string> cats =
		CCategoryHandler::Instance()->GetCategoryNames(~0);
	lua_pushstring(L, "springCategories");
	lua_newtable(L);
	for (int i = 0; i < (int)cats.size(); i++) {
		LuaPushNamedNumber(L, StringToLower(cats[i]), i);
	}
	lua_rawset(L, -3);

	lua_pushstring(L, "armorTypes");
	lua_newtable(L);
	const std::vector<std::string>& typeList = damageArrayHandler->GetTypeList();
	const int typeCount = (int)typeList.size();
	for (int i = 0; i < typeCount; i++) {
		// bidirectional map
		lua_pushstring(L, typeList[i].c_str());
		lua_pushnumber(L, i);
		lua_rawset(L, -3);
		lua_pushnumber(L, i);
		lua_pushstring(L, typeList[i].c_str());
		lua_rawset(L, -3);
	}
	lua_rawset(L, -3);

	return true;
}
Ejemplo n.º 4
0
bool LuaConstGame::PushEntries(lua_State* L)
{
	const float gravity = -(gs->gravity * GAME_SPEED * GAME_SPEED);
	const bool limitDGun      = gameSetup ? gameSetup->limitDgun      : false;
	const bool diminishingMMs = gameSetup ? gameSetup->diminishingMMs : false;
	const int  startPosType   = gameSetup ? gameSetup->startPosType   : 0;
	
	LuaPushNamedString(L, "version",       VERSION_STRING);

	LuaPushNamedNumber(L, "maxUnits",      MAX_UNITS);
	LuaPushNamedNumber(L, "maxTeams",      MAX_TEAMS);
	LuaPushNamedNumber(L, "maxPlayers",    MAX_PLAYERS);
	LuaPushNamedNumber(L, "gameSpeed",     GAME_SPEED);
	LuaPushNamedNumber(L, "squareSize",    SQUARE_SIZE);

	LuaPushNamedNumber(L, "gameMode",      gs->gameMode);
	LuaPushNamedNumber(L, "startPosType",  startPosType);

	LuaPushNamedBool(L,   "commEnds",         (gs->gameMode >= 1));
	LuaPushNamedBool(L,   "limitDGun",        limitDGun);
	LuaPushNamedBool(L,   "diminishingMetal", diminishingMMs);

	LuaPushNamedString(L, "mapName",       readmap->mapName);
	LuaPushNamedString(L, "mapHumanName",  readmap->mapHumanName);
	LuaPushNamedNumber(L, "mapX",          readmap->width  / 64);
	LuaPushNamedNumber(L, "mapY",          readmap->height / 64);
	LuaPushNamedNumber(L, "gravity",       gravity);
	LuaPushNamedNumber(L, "tidal",         readmap->tidalStrength);
	LuaPushNamedNumber(L, "windMin",       wind.minWind);
	LuaPushNamedNumber(L, "windMax",       wind.maxWind);
	LuaPushNamedBool(L,   "mapDamage",     !mapDamage->disabled);
	LuaPushNamedBool(L,   "mapWaterVoid",  readmap->voidWater);
	LuaPushNamedBool(L,   "mapWaterPlane", readmap->hasWaterPlane);

	LuaPushNamedString(L, "modName",         modInfo->name);
	LuaPushNamedString(L, "modHumanName",    modInfo->humanName);
	LuaPushNamedBool(L,   "allowTeamColors", modInfo->allowTeamColors);
	LuaPushNamedNumber(L, "multiReclaim",    modInfo->multiReclaim);
	LuaPushNamedNumber(L, "reclaimMethod",   modInfo->reclaimMethod);
	LuaPushNamedNumber(L, "transportAir",    modInfo->transportAir);
	LuaPushNamedNumber(L, "transportShip",   modInfo->transportShip);
	LuaPushNamedNumber(L, "transportHover",  modInfo->transportHover);
	LuaPushNamedNumber(L, "transportGround", modInfo->transportGround);

	char buf[64];
	SNPRINTF(buf, sizeof(buf), "0x%08X",
	         archiveScanner->GetMapChecksum(readmap->mapName));
	LuaPushNamedString(L, "mapChecksum", buf);
	SNPRINTF(buf, sizeof(buf), "0x%08X",
	         archiveScanner->GetModChecksum(modInfo->name));
	LuaPushNamedString(L, "modChecksum", buf);

	const vector<string> cats =
		CCategoryHandler::Instance()->GetCategoryNames(~0);
	lua_pushstring(L, "springCategories");
	lua_newtable(L);
	for (int i = 0; i < (int)cats.size(); i++) {
		LuaPushNamedBool(L, cats[i], true);
	}
	lua_rawset(L, -3);

	lua_pushstring(L, "armorTypes");
	lua_newtable(L);
	const std::vector<std::string>& typeList = damageArrayHandler->typeList;
	const int typeCount = (int)typeList.size();
	for (int i = 0; i < typeCount; i++) {
		LuaPushNamedNumber(L, typeList[i].c_str(), i);
	}
	lua_rawset(L, -3);

	return true;	
}