diff --git a/src/boe.combat.cpp b/src/boe.combat.cpp index 3ea5f5ea..54f8eb38 100644 --- a/src/boe.combat.cpp +++ b/src/boe.combat.cpp @@ -5520,6 +5520,7 @@ void take_m_ap(short num,cCreature *monst) { monst->ap = max(0,monst->ap - num); } +// TODO: This is used nowhere. Should it be? void add_new_action(short pc_num) { if(pc_num < 6) univ.party[pc_num].ap++; diff --git a/src/boe.party.cpp b/src/boe.party.cpp index afd2a55c..4b1aece1 100644 --- a/src/boe.party.cpp +++ b/src/boe.party.cpp @@ -2467,6 +2467,7 @@ bool damage_pc(cPlayer& which_pc,short how_much,eDamageType damage_type,eRace ty } if((level = which_pc.get_prot_level(eItemAbil::DAMAGE_PROTECTION,int(damage_type))) > 0) { + // TODO: Why does this not depend on the ability strength if it's not weapon damage? if(damage_type == eDamageType::WEAPON) how_much -= level; else how_much = how_much / 2; } diff --git a/src/boe.specials.cpp b/src/boe.specials.cpp index 4206203c..bd8a2c48 100644 --- a/src/boe.specials.cpp +++ b/src/boe.specials.cpp @@ -370,6 +370,7 @@ bool check_special_terrain(location where_check,eSpecCtx mode,cPlayer& which_pc, if(univ.party[i].main_status == eMainStatus::ALIVE) { if(get_ran(1,1,100) <= ter_flag2) { switch((eStatus)ter_flag3){ + // TODO: Should we disallow some statuses when outdoors? case eStatus::POISONED_WEAPON: // TODO: Do something here if(get_ran(1,1,100) > 60) add_string_to_buf("It's eerie here..."); break; diff --git a/src/scenedit/scen.keydlgs.cpp b/src/scenedit/scen.keydlgs.cpp index 3a8ec714..da93a70d 100644 --- a/src/scenedit/scen.keydlgs.cpp +++ b/src/scenedit/scen.keydlgs.cpp @@ -165,6 +165,7 @@ pic_num_t choose_graphic(short cur_choice,ePicType g_type,cDialog* parent) { case PIC_TALK: total_pics = 84; break; case PIC_SCEN: total_pics = 30; break; case PIC_ITEM: case PIC_TINY_ITEM: total_pics = 135; break; + // TODO: Include small monster graphics in the PC pic picker case PIC_PC: total_pics = 36; break; case PIC_FIELD: all_pics = field_pics; break; case PIC_BOOM: all_pics = boom_pics; break;