7 2.x display/database tie-in
8 analysis/highlight tools
11 ----------------------------------------------------------------------
15 - Make the mode-line much more informative, with information on who is
18 - Add an "mlang" user, and "chess" group to my laptop.
20 - Polish chess-input.el
22 - Find a way that regexp-alist entries that only need to fire once are
25 - Make any game-modifying commands in a display use C-c C-?
27 - Copy some of ics.el's nicer functionality into chess-ics.el
29 - Complete the ICS12 parser, based on Mario's comments
31 - Add support for ICS observing
33 - Use server-side sockets in chess-network, if Emacs supports it
35 - Allow ASCII displays to use a separate frame
37 - Still need to test many areas: position editing
39 - Add chess-game-strip-annotations, for removing all annotations from
42 - Let the user specify a default size for the chess-images display
44 - Resize the chess board on a window resize event, if possible.
46 ----------------------------------------------------------------------
50 - Need to implement the "50 moves after irreversible" draw rule
52 - The game should go inactive once I lose by stalemate/checkmate
54 - When a clock runs down, indicate this in the modeline, and all the
55 user to call-flag in order to win on time
57 - Detect draw/resign/abort/retract, etc., from ICS and common engines
59 - in chess-engine-filter and chess-ics-filter, if an error is
60 encountered, skip that line so the same error isn't triggered again
62 - SPACE to pass, then try to move (against an engine) fails saying:
63 it's not our turn to move
65 - Add support for adjournments; also, implement this is such a way
66 that an e-mail or postal game is basically a game that's adjourned
67 after every move; use BBDB if available
69 - Allow databases to return a game moniker, which can be used to
70 reference that game again
72 - There needs to be much more robustness; it's too easy to get the
73 game into an unplayable state right now
75 - Break my dependency on cl
77 - Use more asserts throughout the code
79 - Read-only mode needs to be more vigorous. There's nothing
80 preventing the user from using M-x commands.
82 - Complete chess-pgn-mode's automatic entry, using chess-input, and
83 making space/return perform the move
85 - Use MIME attachments (application/x-chess-pgn) for sending e-mail
86 chess games back and forth.
88 - In edit mode, mouse-2 and mouse-3 should provide a drop-down list of
89 pieces the square can be set to. Cursor movement is really not the
90 best for chess-images. I still need to figure out how best to
91 handle cursor-type with that display.
93 - Implement engine options; then, in chess-puzzle set the option that
94 tells the engine not to resign.
96 - Remote displays are horribly insecure.
98 ----------------------------------------------------------------------
102 - Allow the opponent to give hints.
104 - Add a warning mode that will use the results of an analysis to warn
105 the user (and ask for confirmation) before doing something that
106 might lead to an inferior position.
108 - Add a chess tutor program, to teach people how to play chess
110 ----------------------------------------------------------------------
114 - Add an engine function for obtaining an evaluation of the current
115 position. Then, allow M-x chess to startup a non-game oriented
116 engine, solely for the purpose of submitting position evaluations,
117 and displaying the result in the modeline. (Also, look at crafty's
120 - Add a Map command, that will colorize the squares depending on
121 whether they are reachable by either side. Green if reachable by
122 you, Red if by your opponent, and blue if by both. With a prefix
123 argument, colorize only the squares that have pieces on them. This
124 is a stable modes that remains in effect until turned off. It also
125 requires the ability to pass a color to the chessboard highlighting
128 - Using gnuplot-mode, allow evaluation trends to be plotted
130 - Add an analyze command that will indicate which pieces are defended,
131 how well, which are attacked, which moves would increase
132 defense/attack/both, etc. Basically, everything that can be known
133 about the current board, and one move ahead (on both sides).
135 ----------------------------------------------------------------------
139 port the code to XEmacs