* grid and maintains an array of all "CAVE_VIEW" grids.
*
* This set of grids is the complete set of all grids within line of sight
- * of the player, allowing the "player_has_los_bold(p_ptr, )" macro to work very
+ * of the player, allowing the "player_has_los_bold()" macro to work very
* quickly.
*
*
* To simplify various things, a grid may be marked as "CAVE_MARK", meaning
* that even if the player cannot "see" the grid, he "knows" the terrain in
* that grid. This is used to "remember" walls/doors/stairs/floors when they
- * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite(p_ptr, )",
+ * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
* or when one of the "memorize floor grids" options induces memorization.
*
* Objects are "memorized" in a different way, using a special "marked" flag
* I am thinking in terms of an algorithm that "walks" from the central point
* out to the maximal "distance", at each point, determining the "view" code
* (above). For each grid not on a major axis or diagonal, the "view" code
- * depends on the "cave_los_bold(p_ptr->current_floor_ptr, )" and "view" of exactly two other grids
+ * depends on the "cave_los_bold()" and "view" of exactly two other grids
* (the one along the nearest diagonal, and the one next to that one, see
* "update_view_aux()"...).
*