* list the "nearby" grids before the more "distant" ones in the
* array of torch-lit grids.
*
- * We will correctly handle "large" radius lites, though currently,
- * it is impossible for the player to have more than radius 3 lite.
- *
* We assume that "radius zero" lite is in fact no lite at all.
*
* Torch Lantern Artifacts
int d;
/* Paranoia -- see "LITE_MAX" */
- if (p > 5) p = 5;
+ if (p > 11) p = 11;
/* South-East of the player */
if (cave_floor_bold(py+1, px+1))
/*
* Maximum size of the "lite" array (see "cave.c")
- * Note that the "lite radius" will NEVER exceed 5, and even if the "lite"
- * was rectangular, we would never require more than 128 entries in the array.
+ * Note that the "lite radius" will NEVER exceed 11, and we would
+ * never require more than 369 entries in the array for circular "lite".
*/
#define LITE_MAX 512
/* see cave.c:update_lite() and defines.h:LITE_MAX */
if (d_info[dungeon_type].flags1 & DF1_DARKNESS && p_ptr->cur_lite > 1)
p_ptr->cur_lite = 1;
- if (p_ptr->cur_lite > 5) p_ptr->cur_lite = 5;
+ if (p_ptr->cur_lite > 11) p_ptr->cur_lite = 11;
if (p_ptr->cur_lite < 0) p_ptr->cur_lite = 0;
/* check if the player doesn't have a lite source, */