NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
- if (player == nullptr) {
- lua_pushlstring(L, "", 0);
- return 1;
- }
+ if (player == nullptr)
+ return 0;
const PlayerControl &control = player->getPlayerControl();
lua_newtable(L);
- lua_pushboolean(L, player->keyPressed & (1 << 0));
+ lua_pushboolean(L, control.direction_keys & (1 << 0));
lua_setfield(L, -2, "up");
- lua_pushboolean(L, player->keyPressed & (1 << 1));
+ lua_pushboolean(L, control.direction_keys & (1 << 1));
lua_setfield(L, -2, "down");
- lua_pushboolean(L, player->keyPressed & (1 << 2));
+ lua_pushboolean(L, control.direction_keys & (1 << 2));
lua_setfield(L, -2, "left");
- lua_pushboolean(L, player->keyPressed & (1 << 3));
+ lua_pushboolean(L, control.direction_keys & (1 << 3));
lua_setfield(L, -2, "right");
lua_pushboolean(L, control.jump);
lua_setfield(L, -2, "jump");
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
- if (player == nullptr) {
- lua_pushlstring(L, "", 0);
- return 1;
- }
+ if (player == nullptr)
+ return 0;
+
+ const auto &c = player->getPlayerControl();
+
+ // This is very close to PlayerControl::getKeysPressed() but duplicated
+ // here so the encoding in the API is not inadvertedly changed.
+ u32 keypress_bits =
+ c.direction_keys |
+ ( (u32)(c.jump & 1) << 4) |
+ ( (u32)(c.aux1 & 1) << 5) |
+ ( (u32)(c.sneak & 1) << 6) |
+ ( (u32)(c.dig & 1) << 7) |
+ ( (u32)(c.place & 1) << 8) |
+ ( (u32)(c.zoom & 1) << 9)
+ ;
- lua_pushnumber(L, player->keyPressed);
+ lua_pushinteger(L, keypress_bits);
return 1;
}