head	1.30;
access;
symbols
	tonic_4:1.30
	tonic_3:1.30
	tonic_2:1.30
	demo:1.28.0.2
	design_report:1.24
	oral_presentation_freeze:1.9.0.2
	DAVEG_CDP:1.8.0.4
	template_integ:1.8.0.2;
locks; strict;
comment	@# @;


1.30
date	95.12.14.23.57.29;	author jered;	state Exp;
branches;
next	1.29;

1.29
date	95.12.14.09.06.54;	author jered;	state Exp;
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1.28
date	95.12.12.23.17.57;	author jered;	state Exp;
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1.27
date	95.12.12.23.07.36;	author jered;	state Exp;
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1.26
date	95.12.12.22.06.54;	author daveg;	state Exp;
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1.25
date	95.12.12.21.15.13;	author hartmans;	state Exp;
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1.24
date	95.12.11.18.27.24;	author jered;	state Exp;
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1.23
date	95.12.11.17.25.15;	author jered;	state Exp;
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1.22
date	95.12.11.16.03.00;	author hartmans;	state Exp;
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1.21
date	95.12.11.13.40.56;	author hartmans;	state Exp;
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1.20
date	95.12.11.07.08.17;	author hartmans;	state Exp;
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1.19
date	95.12.10.05.12.53;	author hartmans;	state Exp;
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1.18
date	95.12.10.01.19.22;	author jered;	state Exp;
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1.17
date	95.12.09.19.51.32;	author hartmans;	state Exp;
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1.16
date	95.12.08.04.20.03;	author hartmans;	state Exp;
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1.15
date	95.12.08.04.03.57;	author jered;	state Exp;
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1.14
date	95.12.05.10.46.44;	author hartmans;	state Exp;
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1.13
date	95.12.04.08.49.17;	author daveg;	state Exp;
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1.12
date	95.12.03.20.19.41;	author hartmans;	state Exp;
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1.11
date	95.12.03.01.16.33;	author hartmans;	state Exp;
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1.10
date	95.12.02.22.56.28;	author hartmans;	state Exp;
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1.9
date	95.11.30.04.24.56;	author hartmans;	state Exp;
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1.8
date	95.11.23.05.07.07;	author hartmans;	state Exp;
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1.7
date	95.11.21.11.23.37;	author daveg;	state Exp;
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1.6
date	95.11.21.06.07.51;	author jered;	state Exp;
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1.5
date	95.11.20.07.58.21;	author hartmans;	state Exp;
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1.4
date	95.11.20.05.21.03;	author jered;	state Exp;
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1.3
date	95.11.19.21.56.19;	author hartmans;	state Exp;
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1.2
date	95.11.19.19.49.18;	author jered;	state Exp;
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1.1
date	95.11.19.04.11.20;	author hartmans;	state Exp;
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next	;


desc
@List of things that really need to be done
@


1.30
log
@Piece values changed, etc.
@
text
@This file includes things that really ought to be done; it is not a
feature list.

* Check on pawn promotion, it doesn't seem to work.

+* Check to see if you're loading a won game (?)

+* <META REFRESH> on human player games waiting on other player.

* debug move_generator.

+* Provide a mechanism for board to influence the background game uses.

+* Have games keep track and export to the public last time of moves that
  was successfully made.

+* Add player who made the move info to history.

* Decide if a won game can have its state changed; modify specs to reflect decsion.

+* Implement escape_uri; it is a no-op right now

* Add backwards compatability to game protocol

+* Consider revamping error_response

+* Avoid game depending on chess_capture_move.

* Fix can I move button so it only shows up for the player who is asking for the request.
@


1.29
log
@top_node, chess_capture_move, etc fixes, machine_player speedups.
@
text
@a7 2
* Make sure that ref games have can_go set!

a8 2

+* antichess_board, piece values should be tweaked. Perhaps flipped.
@


1.28
log
@Minor changes.
@
text
@d4 1
a4 1
* Make our images.
d6 3
a8 1
+* If there's only one move, don't search any deeper, okay?
a13 3
+* Machine player should return after a sane number of levels. 
   (Looking 933 moves ahead means 'I win, bucko.')

a31 2

* Implement ref_*
@


1.27
log
@Minor changes
@
text
@d4 2
@


1.26
log
@updated
@
text
@d4 4
a27 1
+* Decide how background and HTTP refresh will work
a30 2

* If there's only one move, don't search any deeper, okay?
@


1.25
log
@Trimmed
@
text
@a8 2
* Implement messages.

a17 3

* Add info to player making it clear that forfeiting instead of making a move is perfectly reasonable.

a19 1

a21 1

a22 1
* Add help functionality to game
a25 6
* Come up with good RI and AF for data types
* Implement yield and forfeit appropriately

* Make sure cloned boards can't modify game


d31 1
a31 3

* Implement save load, ref_*

@


1.24
log
@Bug fix.
@
text
@a27 1
* Implement loading of files in top_node::new_game();
a30 2
* Design initial game form and incomplete games page
* Design welcome page
d32 1
a32 1
* Decide how background and HTTP refresh will work
a37 1
* In is_legal_move, make sure piece taken is what you are actually taking.
d40 1
d43 2
a44 1
+* If there's only one move, don't search any deeper, okay?
a45 1
* Print move history or some of it.
d49 1
a49 3
*  Add move button to humans who aren't currently having a turn.
* Add save to game.

@


1.23
log
@A slightly more sane suggest_time.
@
text
@d4 1
@


1.22
log
@Fix to be current
@
text
@d5 2
d44 2
@


1.21
log
@Remove several things; add one or two more
@
text
@d10 1
a10 1
* Provide a mechanism for board to influence the background game uses.
a26 3
* Design/implement trees for machine_player
* Extend machine player to do a multi-ply search
* Write main loop and finish build procedure
d31 1
a31 1
*Implement detach stuff for human_player
a35 1
* Return something better than normal_response in get.
a44 2
* Make machine player do depth first

d49 1
@


1.20
log
@Add stuff to TODO.
@
text
@a3 1
* Fix get_time to return the current time
a4 1
* player needs a set_time_left in get.
a9 2


d12 1
a12 1
* Have games keep track and export to the public last time of moves that
d15 1
a15 1
* Add player who made the move info to history.
a16 1
* Make sure only players in the game can make moves.
d23 1
a24 2
* Implement escape_uri; it is a no-op right now

a26 2


d36 1
a36 1
* Consider revamping error_response
d45 1
a45 1
* Avoid game depending on chess_capture_move.
d50 5
@


1.19
log
@Updated TODO
@
text
@d54 4
@


1.18
log
@New machine player.
@
text
@d53 1
@


1.17
log
@Trimmed TODO significantly.

l
@
text
@d4 4
a8 1

@


1.16
log
@Remove resync bug.
@
text
@a8 2
* Have board::valid_moves return a move_generator that also returns
costs along with each move.
a9 1
* Write move_generator. (Can you guess why we don't use it yet?)
a15 3
* Add a method to board to ask if anyone won.  Call it from
game::apply and game::state_changed.

a23 4
* Make it clear that board::evaluate assumes it is player p's turn.

* Change all references in header files to Design Document to mention
specific sections, and use \tex{\ref{}}.
d29 1
a29 1
* Implement parse_query.
d31 1
a31 1
* Implement select squares in board
d48 2
@


1.15
log
@Many piddly things. Read the Changelogs.
@
text
@a5 1
* The resync URL is wrong.
@


1.14
log
@Add global makefile
@
text
@d4 4
@


1.13
log
@added note about debugging move_gnerator
@
text
@d50 5
a54 1
* Implement select changes in chess_display_board as appropriate.
@


1.12
log
@Board selection stuff
@
text
@d4 2
@


1.11
log
@Mark one item done; add several others.
@
text
@d47 2
@


1.10
log
@Update by adding lots of stuff
@
text
@a44 1
* Specify/implement image_base
d46 1
@


1.9
log
@Add cruft to TODO, check
for random in configure.in
@
text
@d34 13
@


1.8
log
@Added comment regarding board
@
text
@a29 1
* Add const force method to board and player.
d31 3
@


1.7
log
@header file comment
@
text
@d29 3
@


1.6
log
@Added test_board.C, and Changelog, Updated TODO.
@
text
@d26 3
@


1.5
log
@Added info to be done regarding board and winning and game history.
@
text
@d25 1
a25 1

@


1.4
log
@*** empty log message ***
@
text
@d12 14
a25 1
  was successfully made.@


1.3
log
@Add move.h and move board::associate as protected
@
text
@d11 2
@


1.2
log
@Fixed some speeling and fill errors, virtualized evaluate, and changed
display routines to use ostreams. (And changed get_info to display)
@
text
@a10 2
* Make game::game a friend of board so it can call board::associate (which
  should become a protected method.
@


1.1
log
@Mention things that need to happen or get written
@
text
@d11 2
a12 1

@
