* Note also the care taken to prevent "running off the map". The use of
* explicit checks on the "validity" of the "diagonal", and the fact that
* the loops are never allowed to "leave" the map, lets "update_view_aux()"
- * use the optimized "cave_los_bold(p_ptr->current_floor_ptr, )" macro, and to avoid the overhead
+ * use the optimized "cave_los_bold()" macro, and to avoid the overhead
* of multiple checks on the validity of grids.
*
* Note the "optimizations" involving the "se","sw","ne","nw","es","en",
* unless open space is still available. This uses the "k" variable.
*
* Note the use of "inline" macros for efficiency. The "cave_los_grid()"
- * macro is a replacement for "cave_los_bold(p_ptr->current_floor_ptr, )" which takes a pointer to
+ * macro is a replacement for "cave_los_bold()" which takes a pointer to
* a grid instead of its location. The "cave_view_hack()" macro is a
* chunk of code which adds the given location to the "view" array if it
* is not already there, using both the actual location and a pointer to
* @param y 基準のy座標
* @param x 基準のx座標
* @return 隣接する外壁の数
- * @note Assumes "in_bounds(p_ptr->current_floor_ptr, y, x)"
+ * @note Assumes "in_bounds()"
* @details We count only granite walls and permanent walls.
*/
static int next_to_walls(floor_type* floor_ptr, POSITION y, POSITION x)