1 - Feature work remaining:
8 display/database tie-in
9 analysis/highlight tools
12 - Fix highlighting in chess-plain when chess-plain-spacing is set.
13 chess-coord needs to be applied to a larger area, and also the way
14 highlight locations are found needs to be recalculated.
16 - The highlighting code is broken for a different reason. I'm
17 thinking about changing all of the highlighting functions to USE
18 properties in order to find out where the highlighting region should
21 - Move keyboard shortcutting and mouse selection into their own
24 - the game should go inactive once I lose by stalemate/checkmate
26 - when a clock runs down, indicate this in the modeline, and all the
27 user to call-flag in order to win on time
29 - parse out the time strings from ICS
31 - detect draw/resign/abort/retract, etc., from ICS and common engines
33 - in chess-engine-filter and chess-ics-filter, if an error is
34 encountered, skip that line so the same error isn't triggered again
36 - SPACE to pass, then try to move (against an engine) fails saying
37 it's not our turn to move
39 - Add support for adjournments; also, implement this is such a way
40 that an e-mail or postal game is basically a game that's adjourned
41 after every move; use BBDB if available
43 - Allow databases to return a game moniker, which can be used to
44 reference that game again
46 - There needs to be much more robustness; it's too easy to get the
47 game into an unplayable state right now
49 - Break my dependency on cl
51 - Use more asserts throughout the code
53 - Read-only mode needs to be more vigorous. There's nothing
54 preventing the user from using M-x commands.
56 - Complete chess-pgn-mode's automatic entry
58 - Make any game-modifying commands in a display use C-c C-?
60 - Use MIME attachments (application/x-chess-pgn) for sending e-mail
61 chess games back and forth.
63 - Copy some of ics.el's nicer functionality into chess-ics.el
65 - Complete the ICS12 parser, based on Mario's comments
67 - Add support for ICS observing
69 - Make the mode-line much more informative, with information on who is
72 - Use server-side sockets in chess-network, if Emacs supports it
74 - Allow ASCII displays to use a separate frame
76 - In edit mode, mouse-2 and mouse-3 should provide a drop-down list of
77 pieces the square can be set to. Cursor movement is really not the
78 best for chess-images. I still need to figure out how best to
79 handle cursor-type with that display.
81 - Still need to test many areas: position editing
83 - Implement engine options; then, in chess-puzzle set the option that
84 tells the engine not to resign.
86 - Remote displays are horribly insecure.
88 - Resize the chess board on a window resize event, if possible.
90 - Add chess-game-strip-annotations, for removing all annotations from
93 - Let the user specify a default size for the chess-images display
95 - Port image display code to XEmacs
99 - Allow the opponent to give hints.
101 - Add a warning mode that will use the results of an analysis to warn
102 the user (and ask for confirmation) before doing something that
103 might lead to an inferior position.
105 - Add a chess tutor program, to teach people how to play chess
109 - Add an engine function for obtaining an evaluation of the current
110 position. Then, allow M-x chess to startup a non-game oriented
111 engine, solely for the purpose of submitting position evaluations,
112 and displaying the result in the modeline. (Also, look at crafty's
115 - Add a Map command, that will colorize the squares depending on
116 whether they are reachable by either side. Green if reachable by
117 you, Red if by your opponent, and blue if by both. With a prefix
118 argument, colorize only the squares that have pieces on them. This
119 is a stable modes that remains in effect until turned off. It also
120 requires the ability to pass a color to the chessboard highlighting
123 - Using gnuplot-mode, allow evaluation trends to be plotted
125 - Add an analyze command that will indicate which pieces are defended,
126 how well, which are attacked, which moves would increase
127 defense/attack/both, etc. Basically, everything that can be known
128 about the current board, and one move ahead (on both sides).