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User & Date: lexi 2019-04-28 03:40:46
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2019-04-28
04:17
fix readme check-in: 48d289b8b2 user: lexi tags: trunk
03:40
initial commit ← git check-in: 75008c4bb6 user: lexi tags: trunk
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	sample  story "example/example.n"  and its  html translation
	"example/example.html"  ("Bone Heresy")  are copyright  2014
	alexis hale, all rights reserved.

	sample  story   "example/spectrum.n"  is   the  intellectual
	property of @sigfig@twitter.com

	the  nitasema  source code  (all  files  in this  repository
	outside the "example" directory) is released under the terms
	of the Affero General Public License; full text below


                    GNU AFFERO GENERAL PUBLIC LICENSE

                       Version 3, 19 November 2007

 Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
 Everyone is permitted to copy and distribute verbatim copies
 of this license document, but changing it is not allowed.

                            Preamble

  The GNU Affero General Public License is a free, copyleft license for
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Added README.md.

































































































































































































































































































































































































































































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# nitasema
nitasema strives to be a versatile interactive fiction generator. it takes a script file and produces a self-contained html file that can be played in a web brower. nitasema has minimal dependencies and is fast. the name is Swahili and means "I will speak."

## dependencies
* a C++11 compiler (default is `clang++`)
* libc
* libstdc++

## building
to build, run `./make.sh` from the root directory.

## file format
the nitasema *.n file format is based on simplified s-exps. it is designed primarily as an intermediate format for a forthcoming GUI editor but in the meantime it's perfectly intelligible to humans to and only slightly verbose.

lines can be commented out with the `;` character. there are currently no multiline comments.

whitespace is used to delimit values and is otherwise insignificant.

the data types are atoms, strings, and lists. strings are delimited by single-quotes (`'`) and can span any number of lines. lists are delimited by `[` and `]`. atoms may contain any character in the ascii range '-' ~ 'z' | 'A' ~ 'Z' and any unicode character outside the ascii range. backslash (`\`) can escape single quotes in a string.

the first term in the *.n file must be a string naming the story. it may be followed by atoms to mark various flags.

### flags
* `by`: sets the author. takes a string argument. currently has no effect on output. (`by 'alexis hale'`)
* `flags`: declares booleans. must be followed by a list of booleans. (`flags [bloodsoaked screaming bleeding]`)
* `vars`: declares variables. must be followed by a list of variables. (`vars [health sanity terror]`)
* `no-select`: disables text selection to make the story seem more app-like.
* `start`: indicates the starting passage. takes an atom argument. required. (`start the-beginning-of-the-end`)

### passages
a [passage name (stylesheet) ...] declaration creates a passage. the first term must be the id of the passage as an atom. optionally a stylesheet name may follow. all following terms must be nodes.

```
[passage the-beginning-of-the-end doom-passage]
```

creates a passage with the id `the-beginning-of-the-end` with stylesheet `doom-passage`. ids are used only in the front end of the compiler and do not appear in the compiled html.

```
[passage the-beginning-of-the-end
	'doom had at long last come to Las Vegas.'
]
```

creates a passage with the id `the-beginning-of-the-end` and adds a text node. all macro nodes regardless of position are evaluated before the passage renders, though macros in conditionals will only be evaluated if the conditional evaluates correctly.

```
[passage the-beginning-of-the-end
	[p 'doom had at long last come to Las Vegas.']
	[p 'soon the mushrooms clouds of thermonuclear armageddon would envelop the globe.']
]
```

instead of creating text nodes, this example creates paragraph nodes. paragraph nodes are a better way to organize text.

to link to another passage, use the `[link id 'title']` node.

```
[passage the-beginning-of-the-end
	[p 'doom had at long last come to Las Vegas.']
	[p 'soon the mushroom clouds of ' [link doooom 'thermonuclear armageddon'] ' would envelop the globe.']
]
```

to create a link to another passage that can only be clicked once (and will afterwards disappear forever), use `action`

```
[passage the-beginning-of-the-end
	[p 'doom had at long last come to Las Vegas.']
	[p 'soon the mushrooms clouds of thermonuclear armageddon would envelop the globe.']
	[p [action make-tea 'make tea.']]
]
```

to set a flag, use the `[set flag]` and `[clear flag]`.

```
[passage doooom
	[set world-destroyed]
	[clear hankering-for-brunch]
	[p 'welp looks like everyone\'s dead now. i hope you learned a'
	   'valuable lesson on the futility of existence.']
]
```

to test a flag, use the `[flag? flag [#t-pred] ([#f-pred])]` node. #f-preds (else clauses) are optional.

```
[passage tea-with-aunt-holly
	[flag? world-destroyed [
		[p 'unfortunately, the world where both all tea in the universe and'
		   'aunt holly were located has been destroyed in thermonuclear'
		   'armageddon.']
		[p 'better luck next time, sport!']
	][
		[clear hankering-for-brunch]
		[p 'you enjoy a lovely evening sipping tea with aunt holly.']
		[p 'you have been cured of <b>HANKERING FOR BRUNCH</b>!']
	]]
]
```
a link can invoke a passage as a subroutine.
```
[passage bed
	[p 'you are in bed.']
	[sub inventory 'inventory']]
[passage bridge
	[p 'you are on the bridge of the Unrelenting Fist of Endless Imperial Wrath.']
	[p 'crew bustle about, trying to make a good impression for your inspection.']
	[sub inventory 'inventory']]
[passage inventory
	[p 'you have <b>HALF-EATEN FISH HEAD</b>, <b>HORRIFIC STENCH</b>, and <b>REGRETS</b>.']
	[p [ret 'back']]]
```
an action can also invoke a subroutine, with the `sub-action` node. its syntax is identical to `action`.

to make nodes appear only once, and not on subsequent views, use `once`
```
[passage start
	[once [[p 'you wake up and immediately wish you hadn\'t, wish you\'d never wake up again.']]]
	[p 'you are in your office.']
	[p 'the papers that need grading are still here.']
	[once [
		[p 'you pick one up, wondering if they could possibly be as bad as you remembered.']
		[p 'they\'re not. they\'re worse.']
	]]
]
```
to create an event that will interrupt the story only on the first click of a link, use `gate`.

```
[passage home
	[p 'you are home with a nice cup of tea.']
	[p [gate fight-monster outside 'go outside.']]
]
[passage outside
	[p 'you admire the splendour of the great outdoors.']
]
[passage fight-monster
	[p 'a dreadful beast covered in the intestines of its victims bursts from the sewers!']
	[p [ret 'kill monster with umbrella.']]
]
```

`once` takes two lists of nodes, the second optional. the second will be displayed on any subsequent visits.
```
[passage offal-gardens
	[once [
		[p 'it is said the offal gardens of betelgeuse must be seen to be believed.']
		[p 'well, they\'re not wrong.']
	][
		[p 'the offal gardens stretch away into the distance. you wish they didn\'t.']
	]]
]
```
## colors

colors may be set by the "colors" declaration. this overrides the default stylesheet.

```
colors [
	bg '#121212'
]
```

the colors that may be changed are `bg`, `fg`, `shadow`, `link`, `hover`, and `shadow-hover`. any valid CSS color specification may be used. `url()` can also be used to set a background image:

```
colors [
	bg 'url(bg.png)'
]
```

## stylesheets

the default stylesheet is set by the `colors` declaration. different passages may have different stylesheets. stylesheets are declared as follows:

```
[style name
	[global-rule 'expression']
	[.link
		[local-rule 'expression']
	]
]
```

"rules" are simply css rules. `[rule 'expression']` is translated to `rule: expression;` at compile time.

anything in the global scope affects the entire passage. to set the background to slowly turn black on passages tagged "doom":

```
[style doom
	[background 'black']
	[transition '10s']
]
```

to style links, use the `.link` selector. to style text, use the `.text` selector.

to suppress the default stylesheet completely, use the `no-style` declaration.

## invocation
```
./nitasema input-file.n > output-file.html
```

the html file can be opened by any browser.

## issues
* code needs major refactoring
* i wrote the entire thing in a 12-hour bout of insanity and was up until 8am working on it, so there's bound to be lots wrong.

## todo
* fully implement all node types
* implement other types of variable assignment besides =
* show line number & context on compile errors, not just parse errors
* add multiline comments
* change colors, stylesheet
* tags
* title screens
* gui??
* enable determining whether a passage was invoked as a subroutine

nitasema is developed by alexis summer hale and released under the GPLv3 license.

Added compile.cc.

























































































































































































































































































































































































































































































































































































































































































































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namespace compile {
	struct ecompile : public err {
		void print() override {
			std::cerr<<"\e[31;1mcompile error:\e[0m ";
		};
	};
	struct etype : public ecompile {
		enum parser::node::kind expected, got;
		const char* ref;
		etype(enum parser::node::kind e, enum parser::node::kind g, const char* r) {
			expected = e; got = g; ref = r;
		}
		void print() override {
			ecompile::print();
			const static char* types[] = {"null","atom","text","list"};
			std::cerr<<"invalid type: expected \e[1m"<<types[(size_t)expected]<<"\e[0m, got \e[1m"<<types[(size_t)got]<<"\e[0m for "<<ref<<"\n";
		}
	};
	struct einvalid : public ecompile {
		const char* thing, *lit;
		einvalid(const char* t, const char* l) { thing = t; lit = l; }
		void print() override {
			ecompile::print();
			std::cerr<<"invalid "<<thing<<" \""<<lit<<"\"\n";
		}
	};
	struct emissing : public ecompile {
		const char* thing;
		emissing(const char* t) { thing = t; }
		void print() override {
			ecompile::print();
			std::cerr<<"missing \e[1m"<<thing<<"\e[0m\n";
		}
	};
	struct eunrec : public ecompile {
		const char* term;
		eunrec(const char* t) { term = t; }
		void print() override {
			ecompile::print();
			std::cerr<<"unrecognized keyword \""<<term<<"\"\n";
		}
	};
	char* astext(const parser::cons* c, const char* ref = "") {
		if (c->car.kind == parser::node::text) {
			return (char*)c->car.v;
		} else {
			throw etype(parser::node::text,c->car.kind, ref);
		}
	}
	char* asatom(const parser::cons* c, const char* ref = "") {
		if (c->car.kind == parser::node::atom) {
			return (char*)c->car.v;
		} else {
			throw etype(parser::node::atom, c->car.kind, ref);
		}
	}
	parser::cons* aslist(const parser::cons* c, const char* ref = "") {
		if (c->car.kind == parser::node::list) {
			return (parser::cons*)c->car.v;
		} else {
			throw etype(parser::node::list,c->car.kind, ref);
		}
	}
	bool eq(const parser::cons* c, const char* test) {
		return strcmp((char*)c->car.v, test) == 0;
	}
	bool atomeq(const parser::cons* c, const char* test, const char* ref) {
		char* t = asatom(c, ref);
		return strcmp(t,test)==0;
	}
	typedef list<node::node*>* nodelist;

	idt find_id(list<char*>& list, const char* title) {
		idt i = 0;
		for(auto& p : list) {
			if (strcmp(p,title)==0) return i;
			++i;
		}; //else
		throw einvalid("ID", title);
	}

	void pnode(nodelist n, parser::cons* data);
	void linknode(nodelist n, parser::cons* data, bool push, bool action = false);
	void gatenode(nodelist n, parser::cons* data);
	void retnode(nodelist n, parser::cons* data);
	void setnode(nodelist n, parser::cons* data, bool value);
	void flagp(nodelist n, parser::cons* data);
	void oncep(nodelist n, parser::cons* data);
	void container_dispatch(nodelist n, parser::cons* data) {
		for(parser::cons* c = data; c->car.kind != parser::node::null; c=c->cdr) {
			if (c->car.kind == parser::node::text) { //special syntax for text node
				auto& t = n->ref(new node::text);
				t.str = (char*)c->car.v;
			} else if (c->car.kind == parser::node::list) {
				parser::cons* node = aslist(c, "node");
				const char* kind = asatom(node, "node type");
				if (strcmp(kind,"p")==0)			pnode		(n, node->cdr);
				else if (strcmp(kind,"link")==0)	linknode	(n, node->cdr,false);
				else if (strcmp(kind,"action")==0)	linknode	(n, node->cdr,false,true);
				else if (strcmp(kind,"sub-action")==0)	linknode	(n, node->cdr,true,true);
				else if (strcmp(kind,"sub")==0)		linknode	(n, node->cdr,true);
				else if (strcmp(kind,"gate")==0)		gatenode	(n, node->cdr);
				else if (strcmp(kind,"ret")==0)		retnode		(n, node->cdr);
				else if (strcmp(kind,"flag?")==0)	flagp		(n, node->cdr);
				else if (strcmp(kind,"once")==0)	oncep		(n, node->cdr);
				else if (strcmp(kind,"set")==0)		setnode		(n, node->cdr, true);
				else if (strcmp(kind,"clear")==0)	setnode		(n, node->cdr, false);
				

				else if (strcmp(kind,"=")==0)		setnode		(n, node->cdr, false);
				else if (strcmp(kind,"+")==0)		setnode		(n, node->cdr, false);
				else if (strcmp(kind,"-")==0)		setnode		(n, node->cdr, false);
				/*
				else if (strcmp(kind,"=?")==0)	setnode		(n, node->cdr, false);
				else if (strcmp(kind,">=?")==0)	setnode		(n, node->cdr, false);
				else if (strcmp(kind,"<=?")==0)	setnode		(n, node->cdr, false);
				else if (strcmp(kind,">?")==0)	setnode		(n, node->cdr, false);
				else if (strcmp(kind,"<?")==0)	setnode		(n, node->cdr, false);*/
				else {
					throw einvalid("node type",(char*)node->car.v);
				}
			} else {
				throw etype(parser::node::list,c->car.kind,"passage nodes");
			}
		}
	}
	void pnode(nodelist n, parser::cons* data) {
		auto& p = n->ref(new node::par);
		container_dispatch(&p.nodes, data);
	}
	void setnode(nodelist n, parser::cons* data, bool value) {
		auto& p = n->ref(new node::setflag);
		p.flag = find_id(global_story.flags, asatom(data,"flag ID"));
		p.value = value;
		if (data->cdr->car.kind != parser::node::null)
			throw etype(parser::node::null, data->cdr->car.kind, "set nodelist");
	}
	void flagp(nodelist n, parser::cons* data) {
		auto& c = n->ref(new node::test);
		cond::flag* cf = new cond::flag;
		c.condition=cf;
		cf -> flag=find_id(global_story.flags, asatom(data,"flag ID"));
		data=data->cdr;
		container_dispatch(&c.t, aslist(data,"list for #t"));
		data=data->cdr;
		if (data->car.kind != parser::node::null)
			container_dispatch(&c.f, aslist(data,"list for #f"));
	}
	void oncep(nodelist n, parser::cons* data) {
		auto& c = n->ref(new node::once);
		container_dispatch(&c.nodes, aslist(data,"list for #t in once clause"));
		data=data->cdr;
		if (data->car.kind != parser::node::null)
			container_dispatch(&c.after, aslist(data,"list for #f in once clause"));
	}
	struct pref { const char* title; const char* style; parser::cons* data; };
	list<pref> prefs;
	idt find_pref(const char* title) {
		idt i = 0;
		for(auto& p : prefs) {
			if (strcmp(p.title,title)==0) return i;
			++i;
		}; //else
		throw einvalid("passage ID", title);
	}

	// im bad
	struct style { const char* name; parser::cons* data; };
	list<style> styles;
	idt find_style(const char* name) {
		idt i = 0;
		for(auto& s : styles) {
			if(strcmp(s.name, name) == 0) return i;
			++i;
		};
		throw einvalid("style ID", name);
	}

	void linknode(nodelist n, parser::cons* data, bool push, bool action) {
		auto& l = n->ref(new node::link);
		l.push=push;
		l.to=find_pref(asatom(data,"page ID"));
		l.action=action;
		container_dispatch(&l.nodes, data->cdr);
	}
	void gatenode(nodelist n, parser::cons* data) {
		auto& l = n->ref(new node::gate);
		l.gate=find_pref(asatom(data,"gate"));
		l.to=find_pref(asatom(data->cdr,"page ID"));
		container_dispatch(&l.nodes, data->cdr->cdr); // :(
	}
	void retnode(nodelist n, parser::cons* data) {
		auto& l = n->ref(new node::retlink);
		container_dispatch(&l.nodes, data);
	}

	// naively outputs css, definitely want to do more processing here in the future
	// effectful functions are alien and new what happened to me i used to be normal
	string gen_css(style s) {

		string css;
		string global; // ugh
		const char* style_name = s.name;

		//how do i fold in c????
		//its for right? you can iterate with for?
		for(parser::cons* cur = s.data; cur->car.kind != parser::node::null; cur = cur->cdr) {
			parser::cons* slot = (parser::cons*)cur->car.v;
			
			if (slot->cdr->car.kind == parser::node::list) { //global
				const char* slot_name = asatom(slot, "style slot identifier");
				css += string(".") + style_name + " " + slot_name + "{"; //"\n";
				
				for(parser::cons* l = slot->cdr; l->car.kind != parser::node::null; l = l->cdr) {
					parser::cons* elem = (parser::cons*)l->car.v;
					const char* rule = asatom(elem, "css rule");
					const char* expr = astext(elem->cdr, "css expression");
					css += /* "\t" + */ string(rule) + ":" + expr + ";"; // "\n";
				}

				css += "}";
			} else {
				// this is so cheating
				const char* rule = asatom(slot, "css rule");
				const char* expr = astext(slot->cdr, "css expression");
				global += /* "\t" + */ string(rule) + ":" + expr + ";"; // "\n";
			}
		}
		if (!global.empty()) { //ewwww
			css += string(".") + style_name + "{"; //"\n";
			css += global;
			css += "}";
		}
		return css;
	}

	void compile(story& st, parser::cons* root) {
		st.title = astext(root, "title"); //title is always first element
		char* start_at = nullptr;
		for (parser::cons* cur = root->cdr;cur->car.kind!=parser::node::null;cur=cur->cdr) {
			switch (cur->car.kind) {
				case parser::node::atom:
					if (eq(cur,"by")) {
						cur=cur->cdr;
						st.author = astext(cur, "author");
						continue;
					} else if (eq(cur,"default-style")) {
						cur=cur->cdr;
						st.style = asatom(cur, "style");
						continue;
					} else if (eq(cur,"start")) {
						cur=cur->cdr;
						start_at = asatom(cur, "starting passage");
						continue;
					} else if (eq(cur,"flags")) {
						cur=cur->cdr;
						for (parser::cons* lflags = aslist(cur,"flag list");
						lflags->car.kind != parser::node::null; lflags = lflags->cdr) {
							char*& f = ++st.flags;
							f = asatom(lflags, "flag ID");
						}
						continue;
					} else if (eq(cur,"vars")) {
						cur=cur->cdr;
						for (parser::cons* lvars = aslist(cur,"variable list");
						lvars->car.kind != parser::node::null; lvars = lvars->cdr) {
							char*& v = ++st.vars;
							v = asatom(lvars, "variable ID");
						}
						continue;
					} else if (eq(cur,"no-select")) {
						st.noselect=true;
						continue;
					} else if (eq(cur,"colors")) {
						cur=cur->cdr;
						for (parser::cons* lsty = aslist(cur,"default stylesheet");
						lsty->car.kind != parser::node::null; lsty = lsty->cdr) {
							const char* f = asatom(lsty, "element");
							lsty = lsty->cdr;
							if (lsty->car.kind == parser::node::null) {
								throw einvalid("color spec", "(null)");
							}
							if (strcmp(f, "bg")==0) {
								st.colors.bg = astext(lsty, "background color spec");
							} else if (strcmp(f, "fg")==0) {
								st.colors.fg = astext(lsty, "foreground color spec");
							} else if (strcmp(f, "shadow")==0) {
								st.colors.shadow = astext(lsty, "shadow color spec");
							} else if (strcmp(f, "link")==0) {
								st.colors.link = astext(lsty, "link color spec");
							} else if (strcmp(f, "hover")==0) {
								st.colors.hover = astext(lsty, "hover color spec");
							} else if (strcmp(f, "shadow-hover")==0) {
								st.colors.shadowhover = astext(lsty, "shadow hover color spec");
							} else {
								throw einvalid("element", f);
							}
						}
						continue;
					}
					throw eunrec((char*)cur->car.v);
				break;
				case parser::node::list:{
					parser::cons* l = (parser::cons*)cur->car.v;
					if(atomeq(l,"passage","list tag")
					or atomeq(l,"scene",  "list tag")) {
						l=(parser::cons*)l->cdr;
						pref& p = ++prefs;
						p.title=asatom(l,"passage title");
						l=(parser::cons*)l->cdr; //traverse one more, probably a better way to do this?
						/////
						if (l->car.kind == parser::node::atom) {
							p.style=asatom(l,"passage style");
							p.data=l->cdr;
						} else {
							p.style=nullptr;
							p.data=l;
						}
						continue;
					} else if(atomeq(l,"style","list tag")) {
						l=(parser::cons*)l->cdr;
						style& s = ++styles;
						s.name=asatom(l,"style name");
						s.data=l->cdr;
					} else {
						throw einvalid("list tag",(char*)l->car.v);
					}}
				break;
				default:;
			}
		}
		idt i=0;
		if (start_at == nullptr) throw emissing("start passage");
		st.start = find_pref(start_at);

		for (style& s : styles) {
			st.usercss += gen_css(s);
		}

		for (pref& pr : prefs) {
			passage& p = ++st.passages;
			p.id=i;
			p.style=pr.style;
			container_dispatch(&p.nodes, pr.data);
			++i;
		}
	}
}

Added cond.cc.





























































































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struct var {
	enum class type {flag, num} type;
	idt id;
	string label;
};
struct value {
	enum class kind { lit, tvar, ptr } kind;
	union {
		signed long lit;
		idt var;
	};
	string js() const {
		stringstream s;
		switch (kind) {
			case kind::lit: s << lit; break;
			case kind::tvar: s << "vars["<<var<<"]"; break;
			case kind::ptr: s << "vars[vars["<<var<<"]]"; break;
		}
		return s.str();
	}
};
namespace cond {
	struct cond {
		virtual string js() const = 0;
	};
	struct flag : public cond {
		idt flag;
		string js() const override {
			stringstream s;
			s << "flags["<<flag<<"] === true";
			return s.str();
		}
	};
	struct var : public cond {
		enum class comp { eq, gt, lt, gte, lte, neq } comp;
		value against;
		idt lhs;

		string js() const override {
			const static char* ops[] = {"===",">","<",">=","<=","!=="};
			stringstream s;
			s << "vars["<<lhs<<"]" << ops[(size_t)comp] << against.js();
			return s.str();
		}
	};
}

Added constants.cc.











































































































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namespace constants {
	const char* runtime =
		"var onEnter=[];"
		"function $(elem) {"
		    "return document.getElementById(\"p\" + elem);"
		"}"
		"function in_arr(elem, arr) {"
		    "for (var i = 0; i < arr.length; ++i) {"
		        "if (arr[i] === elem) return true;"
		    "}"
		    "return false;"
		"}"
		"var stack = [];"
		"var once = [];"
		"var styled = [];"
		"var gates = [];"
		"var pos = null;"
		"function show(e) {"
			"$(e).style.display=\"initial\";"
		"}"
		"function hide(e) {"
			"$(e).style.display=\"none\";"
		"}"
		"function gate(id, to, g) {"
			"if (in_arr(id,gates))"
				"goto(to);"
			"else {"
				"stack.push(to);"
				"gates.push(id);"
				"goto(g);"
			"}"
		"}"
		"function goto(div) {"
		    "hide(pos);"
		    "pos = div;"
		    "$(pos).style.display = \"block\";"
		    "if (div in onEnter) {"
		        "onEnter[div]();"
		    "}"
		    "if (div in styled) {"
		    	"document.body.className=styled[div];"
		    "} else {"
		    	"document.body.className=defstyle;"
		    "}"
		"}"
		"function gosub(div) {"
		    "stack.push(pos);"
		    "goto(div);"
		"}"
		"function ret() {"
		    "goto(stack.pop());"
		"}";
}

Added containers.cc.

























































































































































































































































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#include <cassert>
template <typename T> struct stack {
	struct node {
		T val;
		node* last;
	};
	node* top;
	stack() {
		top = nullptr;
	}
	T& operator++() {
		node* newnode = new node;
		newnode->last = top;
		top = newnode;
		return newnode->val;
	}
	T operator--() {
		T v = top->val;
		node* t = top;
		top = top->last;
		delete t;
		return v;
	}
	T& operator*() {
		return top->val;
	}
	void _delnode(node* n) {
		node* next = n->last;
		delete n;
		if (next!=nullptr) _delnode(next);
	}
	~stack() {
		if (top!=nullptr) _delnode(top);
	}
	bool empty() {return top==nullptr;}
};
template <typename T> struct list {
	struct node {
		T val;
		node* next;
	};
	node* front;
	node* back;
	size_t size;
	list() {
		front = nullptr;
		// back = nullptr;
		size = 0;
	}
	template <typename D> D& ref(D* downcast) {
		T& upcast = ++*this;
		upcast = downcast;
		return *downcast;
	}
	T& operator++() {
		node* newnode = new node;
		if (front==nullptr) {
			front=newnode;
			back=newnode;
		} else {
			back->next = newnode;
			back = newnode;
		}
		newnode->next = nullptr;
		size++;
		return newnode->val;
	}
	void operator<<(T elem) {
		auto i = ++*this;
		i=elem;
	}
	struct iterator {
		node* cur;
		void operator++()
			{ cur=cur->next; }
		bool operator!=(iterator i) const
			{ return i.cur != cur; }
		T& operator*() const
			{ return cur->val; }
	};
	iterator operator-=(iterator i) {
		if (front == i.cur) {
			node* saved=front->next;
			delete front;
			front=saved;
			iterator newi = {saved};
			return newi;
		}
		for(node* n = front;n!=nullptr;n=n->next) {
			if (n->next == i.cur) {
				node* saved;

				if (n->next!=nullptr) saved = n->next->next;
				else saved = nullptr;
				--size;
				delete n->next;
				n->next=saved;
				iterator newi = {saved};
				return newi;
			}
		}
		assert(false);
		return i;
	}
	iterator begin() const {
		iterator i = {front};
		return i;
	}
	iterator end() const {
		iterator i = {nullptr};
		return i;
	}
	void _delnode(node* n) {
		node* next = n->next;
		delete n;
		if (next != nullptr)
			_delnode(next);
	}
	~list() {
		if (front!=nullptr)
			_delnode(front);
	}
	bool empty() const { return front==nullptr; }
};

Added example/example.html.



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<html><head><meta charset="UTF-8"><style type="text/css">body {cursor: default;background: #29000e;}::selection {background-color: rgba(217, 165, 189, 0.17);}.passage {max-width: 40em;margin: auto;margin-top: 5em;}.text {color: #ff8ab3;text-shadow: 0px 0px 1em #eb0052;font-size: 18pt;font-family: GaramondNo8, serif;font-weight: 100;}.link {color: #ffc2d7;font-weight: bold;cursor: pointer;transition: .2s;}.link:hover {transition: 0s;color: #fff0f5;text-shadow: 0px 0px 1em #ff6198;}* { -webkit-touch-callout: none;-webkit-user-select: none;-khtml-user-select: none;-moz-user-select: none;-ms-user-select: none;user-select: none; } .advanced-styling{background:#29000e;transition:2s;}.memory{background:black;transition:5s;}.dark-memory .text{color:#ff3030;transition:1s;}.dark-memory{background:#100000;transition:1s;}</style><script type="text/javascript">var flags=[];for (var i=0;i<4;++i)flags[i]=false;window.onload=function(){pos=0;goto(0)};var onEnter=[];function $(elem) {return document.getElementById("p" + elem);}function in_arr(elem, arr) {for (var i = 0; i < arr.length; ++i) {if (arr[i] === elem) return true;}return false;}var stack = [];var once = [];var styled = [];var pos = null;function show(e) {$(e).style.display="initial";}function hide(e) {$(e).style.display="none";}function goto(div) {hide(pos);pos = div;$(pos).style.display = "block";if (div in onEnter) {onEnter[div]();}if (div in styled) {document.body.className=styled[div];} else {document.body.className="";}}function gosub(div) {stack.push(pos);goto(div);}function ret() {goto(stack.pop());}onEnter[0] = function(){flags[0] = true;flags[1] = true;};onEnter[1] = function(){if (flags[3] === true) {show("1-cond-0x186f610-t");hide("1-cond-0x186f610-f"); } else {hide("1-cond-0x186f610-t");show("1-cond-0x186f610-f");}if (flags[2] === true) {show("1-cond-0x186fe70-t"); } else {hide("1-cond-0x186fe70-t");}};onEnter[3] = function(){if (flags[2] === true) {show("3-cond-0x1870690-t");hide("3-cond-0x1870690-f"); } else {hide("3-cond-0x1870690-t");show("3-cond-0x1870690-f");}};onEnter[4] = function(){flags[2] = true;};styled[7] = "memory";styled[8] = "memory";styled[9] = "memory";styled[10] = "memory";styled[11] = "memory";styled[12] = "memory";styled[13] = "memory";styled[14] = "dark-memory";styled[15] = "memory";</script><title>Bone Heresy</title></head><body class="advanced-styling"><div class="passage"id="p0"><p class="text">You awake, your head pounding.</p><p class="text">It is dark.</p><p class="text">You remember nothing.</p><p class="text"><span class="link" onclick="goto(3)">Listen</span> to your surroundings</p></div><div class="passage"style="display:none;" id="p1"><p class="text"><span style="display:none;" id="p1-cond-0x186f610-t">You are dressed in dark robes.</span><span style="display:none;" id="p1-cond-0x186f610-f">You are wearing a tank top and a miniskirt.</span></p><p class="text"><span style="display:none;" id="p1-cond-0x186fe70-t">You are spattered with blood.</span></p><span class="link" onclick="ret()">Back</span></div><div class="passage"style="display:none;" id="p2"><p class="text">It is still dark.</p><p class="text">You <span class="link" onclick="goto(6)">remember</span> very little.</p><p class="text"><span class="link" onclick="gosub(1)">You</span> are very cold.</p><p class="text"><span class="link" onclick="goto(3)">Listen</span> to your surroundings</p></div><div class="passage"style="display:none;" id="p3"><span style="display:none;" id="p3-cond-0x1870690-t"><p class="text">Blood drips from pipes far overhead into a bucket.</p></span><span style="display:none;" id="p3-cond-0x1870690-f"><p class="text">You hear a fluid dripping nearby.</p><p class="text">It splashes like it's falling into some sort of <span class="link" onclick="goto(4)">bucket</span> or tank.</p></span><p class="text">You realize you are incredibly hungry and thirsty.</p><p class="text"><span class="link" onclick="goto(5)">Check your pockets</span>.</p></div><div class="passage"style="display:none;" id="p4"><p class="text">You grope for a bucket. Maybe there's water&mdash;</p><p class="text">Your shaking hand finds the bucket and it spills violently. You feel a thick liquid splash against your skin. You smell&mdash;</p><p class="text">Blood.</p><p class="text">Your clothes and skin and splattered with blood.</p><p class="text">You <span class="link" onclick="goto(3)">stumble backwards</span></p></div><div class="passage"style="display:none;" id="p5"><p class="text">You fumble for your pockets. You prod at unyielding fabric for a moment before realizing you're still wearing your miniskirt with the fake pocke&mdash;</p><p class="text">&mdash;still&mdash;</p><p class="text">You begin to <span class="link" onclick="goto(6)">remember</span>.</p></div><div class="passage"style="display:none;" id="p6"><p class="text">It's difficult, like the memories don't want to come back. When they do, they come in flashes. They don't feel like yours.</p><p class="text"><span class="link" onclick="goto(12)">A party.</span></p><p class="text"><span class="link" onclick="goto(10)">A jet-black sky.</span></p><p class="text"><span class="link" onclick="goto(7)">Snarling.</span></p><p class="text">Focus on <span class="link" onclick="goto(2)">what's around you</span></p></div><div class="passage"style="display:none;" id="p7"><p class="text">It was a police raid.</p><p class="text">A press of bodies, huddled against the wall. A roar as the packs filled the street like an endless tide of teeth and claws.</p><p class="text">The relief.</p><p class="text"><span class="link" onclick="goto(8)">They didn't want you</span>.</p></div><div class="passage"style="display:none;" id="p8"><p class="text">A few unlucky people who had stepped out for a smoke were taken. A few neighbors, out staring at the sky, ignoring the warnings bleating out from the radio. Some children, out past curfew. Their blood streaked the streets.</p><p class="text">The police are never clean, but they've been especially vicious since the mating season started.</p><p class="text">But they weren't here for <span class="link" onclick="goto(12)">the party</span>. They were after <span class="link" onclick="goto(9)">someone else</span>.</p></div><div class="passage"style="display:none;" id="p9"><p class="text">Who?</p><p class="text">Nothing.</p><p class="text">You know you knew once. Your memories point at it, the links are all still there, but the thing they're pointing at isn't. Like there's a hole in the middle of your memory, a hole as dark and wrong as the <span class="link" onclick="goto(10)">jet-black sky</span>.</p><p class="text">It feels like something was ripped out of your head.</p><p class="text">Messily.</p><p class="text">Your heart begins racing.</p><p class="text"><span class="link" onclick="goto(6)">You don't want to think about this anymore.</span></p></div><div class="passage"style="display:none;" id="p10"><p class="text">"Do not look at the sky."</p><p class="text">Somewhere a radio was tuned to Approved News 6. For two hours it broadcast the same advisory. "Do not look at the sky." The ever-shifting voice of the announcer had taken on unusual tones of urgency. "Loyal citizens are urgently advised to <em>avoid observing the sky</em>."</p><p class="text"><span class="link" onclick="goto(11)">You looked.</span></p></div><div class="passage"style="display:none;" id="p11"><p class="text">There were no stars. There was no moon. There was only emptiness&mdash;</p><p class="text">No.</p><p class="text">There was something else.</p><p class="text">You can hear your heart thumping in your chest.</p><p class="text"><span class="link" onclick="goto(6)">You don't want to keep thinking about this.</span></p></div><div class="passage"style="display:none;" id="p12"><p class="text">People shouting, laughing, dancing, kissing. A cute girl you laid your eyes on longingly, <span class="link" onclick="goto(15)">but turned away because...</span></p><p class="text">Nothing.</p><p class="text">There was music.</p><p class="text"><span class="link" onclick="goto(13)">It was someone's house.</span></p></div><div class="passage"style="display:none;" id="p13"><p class="text">It was small. The walls were tan.</p><p class="text">Could have been any house.</p><p class="text">Except for that <span class="link" onclick="goto(14)"><em>thing</em></span>.</p></div><div class="passage"style="display:none;" id="p14"><p class="text">The thought is physically painful. You struggle not to vomit.</p><p class="text">There wasn't anything right about <span class="link" onclick="goto(12)">that party</span>, not with that <em>thing</em> and <span class="link" onclick="goto(10)">that sky</span>.</p></div><div class="passage"style="display:none;" id="p15"><p class="text">Who was she?</p><p class="text">You remember her face, her body. Freckled, slim, sexy, <em>ruthless&mdash;</em></p><p class="text">The way she danced was almost inhuman.</p><p class="text"><em>she knew she knew <span class="link" onclick="goto(16)">SHE KNEW</span></em></p></div><div class="passage"style="display:none;" id="p16"><p class="text">...nothing.</p><p class="text"><span class="link" onclick="goto(6)">The spark of memory fades quicker than it flared.</span></p></div></body></html>

Added example/example.n.















































































































































































































































































































































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'Bone Heresy'
by 'Summer Hale'

start it-is-dark
no-select

colors [
	bg '#29000e'
	fg '#ff8ab3'
	shadow '#eb0052'
	link '#ffc2d7'
	hover '#fff0f5'
	shadow-hover '#ff6198'
]

[style advanced-styling
	[background '#29000e']
	[transition '2s']
]

default-style advanced-styling

flags [
	hungry
	thirsty
	bloodsoaked
	dressed
]

[style memory
	[background 'black']
	[transition '5s']]

[style dark-memory
	[background '#100000']
	[transition '1s']
	[.text
		[color '#ff3030']
		[transition '1s']]
	]

[passage it-is-dark
	[set hungry]
	[set thirsty]
	[p 'You awake, your head pounding.']
	[p 'It is dark.']
	[p 'You remember nothing.']
	[p [link corridor/listen 'Listen'] ' to your surroundings']
]

[passage you
	[p [flag? dressed [
		'You are dressed in dark robes.'
	][
		'You are wearing a tank top and a miniskirt.'
	]]]

	[p [flag? bloodsoaked
		['You are spattered with blood.']
	]]

	[ret 'Back']
]

[passage corridor
	[p 'It is still dark.']
	[p 'You '[link remember/1 'remember'] ' very little.']
	[p [sub you 'You'] ' are very cold.']
	[p [link corridor/listen 'Listen'] ' to your surroundings']
]
[passage corridor/listen
	[flag? bloodsoaked [
		[p 'Blood drips from pipes far overhead into a bucket.']
	][
		[p 'You hear a fluid dripping nearby.']
		[p 'It splashes like it\'s falling into some sort of ' [link bucket 'bucket'] ' or tank.']
	]]
	[p 'You realize you are incredibly hungry and thirsty.']
	[p [link pocket 'Check your pockets'] '.']
]

[passage bucket
	[p 'You grope for a bucket. Maybe there\'s water&mdash;']
	[p 'Your shaking hand finds the bucket and it spills violently. You feel a thick liquid splash against your skin. You smell&mdash;']
	[p 'Blood.']
	[p 'Your clothes and skin and splattered with blood.']
	[set bloodsoaked]
	[p 'You ' [link corridor/listen 'stumble backwards']]
]

[passage pocket
	[p 'You fumble for your pockets. You prod at unyielding fabric for a moment before realizing you\'re still wearing your miniskirt with the fake pocke&mdash;']
	[p '&mdash;still&mdash;']
	[p 'You begin to ' [link remember/1 'remember'] '.']
]

[passage remember/1
	[p 'It\'s difficult, like the memories don\'t want to come back. When they do, they come in flashes. They don\'t feel like yours.']

	[p [link remember/party 'A party.']]

	[p [link remember/sky 'A jet-black sky.']]

	[p [link remember/snarling 'Snarling.']]

	[p 'Focus on '[link corridor 'what\'s around you']]
]

[passage remember/snarling memory
	[p 'It was a police raid.']
	[p 'A press of bodies, huddled against the wall. A roar as the packs filled the street like an endless tide of teeth and claws.']
	[p 'The relief.']
	[p [link remember/snarling/not-you 'They didn\'t want you'] '.']
]

[passage remember/snarling/not-you memory
	[p 'A few unlucky people who had stepped out for a smoke were taken. A few neighbors, out staring at the sky, ignoring the warnings bleating out from the radio. Some children, out past curfew. Their blood streaked the streets.']
	[p 'The police are never clean, but they\'ve been especially vicious since the mating season started.']
	[p 'But they weren\'t here for ' [link remember/party 'the party']'. They were after ' [link remember/snarling/someone-else 'someone else'] '.']
]

[passage remember/snarling/someone-else memory
	[p 'Who?']
	[p 'Nothing.']
	[p 'You know you knew once. Your memories point at it, the links are all still there, but the thing they\'re pointing at isn\'t. Like there\'s a hole in the middle of your memory, a hole as dark and wrong as the ' [link remember/sky 'jet-black sky'] '.']
	[p 'It feels like something was ripped out of your head.']
	[p 'Messily.']
	[p 'Your heart begins racing.']
	[p [link remember/1 'You don\'t want to think about this anymore.']]
]
[passage remember/sky memory
	[p '"Do not look at the sky."']
	[p 'Somewhere a radio was tuned to Approved News 6. For two hours it broadcast the same advisory. "Do not look at the sky." The ever-shifting voice of the announcer had taken on unusual tones of urgency. "Loyal citizens are urgently advised to <em>avoid observing the sky</em>."']
	[p [link remember/sky/look 'You looked.']]
]
[passage remember/sky/look memory
	[p 'There were no stars. There was no moon. There was only emptiness&mdash;']
	[p 'No.']
	[p 'There was something else.']
	[p 'You can hear your heart thumping in your chest.']
	[p [link remember/1 'You don\'t want to keep thinking about this.']]
]
[passage remember/party memory
	[p 'People shouting, laughing, dancing, kissing. A cute girl you laid your eyes on longingly, ' [link remember/cute-girl 'but turned away because...']]
	[p 'Nothing.']
	[p 'There was music.']
	[p [link remember/house 'It was someone\'s house.']]
]
[passage remember/house memory
	[p 'It was small. The walls were tan.']
	[p 'Could have been any house.']
	[p 'Except for that ' [link remember/thing '<em>thing</em>'] '.']
]
[passage remember/thing dark-memory
	[p 'The thought is physically painful. You struggle not to vomit.']
	[p 'There wasn\'t anything right about '[link remember/party 'that party'] ', not with that <em>thing</em> and ' [link remember/sky 'that sky'] '.']
]
[passage remember/cute-girl memory
	[p 'Who was she?']
	[p 'You remember her face, her body. Freckled, slim, sexy, <em>ruthless&mdash;</em>']
	[p 'The way she danced was almost inhuman.']
	[p '<em>she knew she knew '[link remember/cute-girl/nothing 'SHE KNEW'] '</em>']
]
[passage remember/cute-girl/nothing
	[p '...nothing.']
	[p [link remember/1 'The spark of memory fades quicker than it flared.']]
]

Added example/spectrum.n.











































































































































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'spectrum'
by 'sigfig'

start opening
no-select

colors [
	bg '#141414'
	fg '#bebebe'
	shadow 'rgb(150, 150, 150)'
	link 'rgb(255, 255, 255)'
	shadow-hover 'rgb(30, 170, 250)'
]

[passage opening
	[p 'the polycarbonate sheet that separates you from the void seems awfully thin now']
	[p 'a small emergency light weakly illuminates your controls']
	[p 'fuck, where\'s that ' [link opening/buttons 'button']]]

[passage opening/buttons
	[p 'you brush your fingers over a panel of manual controls']
	[p [link opening/power 'there it is']]]

[passage opening/power
	[p 'you toggle the aux power on']
	[p 'the generators make a faint whirring noise']
	[p 'the lights above the buttons are dancing']
	[p 'alright, ' [link opening/engine 'main engine']]]

[passage opening/engine
	[p 'the engine rumbles to life and delivers a swift kick to your lower back']
	[p 'you\'re moving forwards now, but the view outside doesn\'t believe it']
	[p 'the ' [link computer/boot 'computers'] ' are booting up']]

[passage computer/boot crt-boot
	[p [link computer/main 'ALTUS CONTROL SYSTEMS']]]

[passage computer/main crt
	[p 'todo']]

[style opening-style
	[background 'rgb(20, 20, 20)']
	[.text
		[font-family 'sans-serif']
		[color 'rgb(190, 190, 190)']
		[text-shadow '0px 0px 0.5em rgb(150, 150, 150)']]
	[.link
		[font-family 'sans-serif']
		[color 'rgb(255, 255, 255)']]
	[.link:hover
		[text-shadow '0px 0px 1em rgb(30, 170, 250)']]]

[style crt-boot
	[background-color '#8cc2ff']
	[.link
		[display 'block']
		[text-align 'center']
		[font-family 'sans-serif']
		[color '#fff']
		[font-size '72pt']
		[text-shadow '0px 0px 2em #fff']]
	[.link:hover
		[text-shadow '0px 0px 2em #fff']]]

[style crt
	[background-color 'rgb(0, 0, 0)']
	[.link
		[display 'block']]
]

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#!/usr/bin/env bash

c++ -g -std=c++11 nitasema.cc -o nitasema

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CFLAGS=-std=c++11
CXX=c++ $(CFLAGS)
rel:
	$(CXX) nitasema.cc -o nitasema
dbg:
	$(CXX) -g nitasema.cc -o nitasema

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#include <iostream>
#include <sstream>
#include <string.h>
#include <fstream>

using std::string;
using std::stringstream;
typedef unsigned int idt;
struct err {
	virtual void print() = 0;
};
bool verbose;
#define log(exp) if(verbose)std::cerr<<"\e[33;1mdebug:\e[0m " exp "\n"

#include "constants.cc"
#include "containers.cc"
#include "cond.cc"
#include "passage.cc"
#include "nodes.cc"
#include "story.cc"
story global_story; ///haaaaack

#include "parser.cc"
#include "compile.cc"

int main(int argc, char** argv) {
	if (argc != 2 && !(argc == 3 && strcmp(argv[2],"--verbose") == 0)) {
		std::cerr << "usage: "<<argv[0]<<" storyfile [--verbose]\n";
		return 1;
	}
	verbose = argc == 3;
	try {
		char* input;
		/* read file */ {	
			std::ifstream t;
			log("opening file "<<argv[1]<<" for reading");
			t.open(argv[1]);
			if (t.is_open()) {
				t.seekg(0,std::ios::end);
				size_t size = t.tellg();
				t.seekg(0,std::iostream::beg);

				input = new char[size+1];
				log("reading file");
				t.read(input, size);
				input[size]=0;

				log("closing file");
				t.close();
			} else {
				std::cerr << "cannot open story file for reading";
				return 2;
			}
		};
		parser::cons root;
		log("parsing input");
		parser::parse(&root, input);
		delete[] input;
		if (verbose) {
			log("successfully parsed file; parser dump");
			root.dump();
		}
		compile::compile(global_story, &root);
		std::cout<<global_story.write()<<'\n';
	} catch (err& e) {
		e.print();
		return 1;
	}

	//std::cout << j.write() << '\n';
}

Added nodes.cc.































































































































































































































































































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namespace node {
	struct container_node : public container, public node {
		virtual string html(const passage& p) const override {
			string h;
			for (auto& n : nodes) h += n->html(p);
			return h;
		}
		virtual string js(const passage& p) const override {
			string j;
			for (auto& n : nodes) j += n->js(p);
			return j;
		}
	};
	struct par : public container_node {
		string html(const passage& p) const override {
			string h="<p class=\"text\">";
			h+=container_node::html(p) + "</p>";
			return h;
		}
	};
	struct text : public node {
		string str;
		string html(const passage&) const override {
			return str;
		}
	};
	struct setflag : public node {
		idt flag;
		bool value;
		string js(const passage&) const override {
			stringstream s;
			s<<"flags["<<flag<<"] = "<<(value?"true":"false")<<";";
			return s.str();
		}
	};
	struct assign : public node {
		value lhs, rhs;
		string js(const passage&) const override {
			return lhs.js() + " = " + rhs.js() + ";"; // TODO add other kinds of assignment
		}
	};
	struct once : public node {
		list<node*> nodes, after;
		string html(const passage& p) const override {
			stringstream h;
			h << "<span id=\"p"<<p.id<<"-once-"<<id<<"\">";
			for (auto& n : nodes) h << n->html(p);
			h << "</span>";
			if (!after.empty()) {
				h << "<span style=\"display:none;\" id=\"p"<<p.id<<"-once-"<<id<<"-after\">";
				for (auto& n : after) h<<n->html(p);
				h << "</span>";
			}
			return h.str();
		}
		string js(const passage& p) const override {
			stringstream j;
			j << "if (in_arr("<<id<<",once)) {"
					"hide(\""<<p.id<<"-once-"<<id<<"\");";
					if (!after.empty())
						j<<"show(\""<<p.id<<"-once-"<<id<<"-after\");";
				for (auto& n : after) j<<n->js(p);
			j<<	"} else {"
					"once.push(\""<<id<<"\");"
					"show(\""<<p.id<<"-once-"<<id<<"\");";
					if (!after.empty())
						j<<"hide(\""<<p.id<<"-once-"<<id<<"-after\");";
				for (auto& n : nodes) j<<n->js(p);
			j << "}";
			return j.str();
		};
	};
	struct test : public node {
		list<node*> t;
		list<node*> f;
		cond::cond* condition;
		string html(const passage& p) const override {
			stringstream h;
			h << "<span style=\"display:none;\" id=\"p"<<p.id<<"-cond-"<<id<<"-t\">";
			for (auto& n : t) h << n->html(p);
			h << "</span>";
			if (!f.empty()) {
				h << "<span style=\"display:none;\" id=\"p"<<p.id<<"-cond-"<<id<<"-f\">";
				for (auto& n : f) h<<n->html(p);
				h << "</span>";
			}
			return h.str();
		}
		string js(const passage& p) const override {
			stringstream j;
			j << "if ("<<condition->js()<<") {"
					"show(\""<<p.id<<"-cond-"<<id<<"-t\");";
					if (!f.empty())
						j << "hide(\""<<p.id<<"-cond-"<<id<<"-f\");";
					for (auto& n : t) j<<n->js(p);
			j << " } else {"
					"hide(\""<<p.id<<"-cond-"<<id<<"-t\");";
					if (!f.empty())
						j << "show(\""<<p.id<<"-cond-"<<id<<"-f\");";
					for (auto& n : f) j<<n->js(p);
			j << "}";
			return j.str();
		};
	};
	struct gate : public container_node {
		idt to;
		idt gate;
		string html(const passage& p) const override {
			stringstream s;
			s << "<span class=\"link\" onclick=\"gate("<<id<<","<<to<<","<<gate<<")\">";
			s << container_node::html(p)+"</span>";
			return s.str();
		}
	};
	struct link : public container_node {
		idt to;
		bool push;
		bool action;
		string html(const passage& p) const override {
			stringstream s;
			s << "<span ";
			if (action) s << "id=\"pa"<<id<<"\" ";
			s << "class=\"link\" onclick=\"";
			if (action)
				s << "hide('a"<<id<<"');";
			if (push) {
				s << "gosub("<<to<<")";
			} else {
				s << "goto("<<to<<")";
			}
			s << "\">" << container_node::html(p)+"</span>";
			return s.str();
		}
	};
	struct retlink : public container_node {
		string html(const passage& p) const override {
			string s;
			s += "<span class=\"link\" onclick=\"ret()\">";
			s += container_node::html(p)+"</span>";
			return s;
		}
	};
}

Added parser.cc.

























































































































































































































































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namespace parser {
	bool idcp(char c) {
		return (c >= '-' && c <= 'Z') || (c>='a' && c<='z') || c>127 || c<0; // unicode hack
	}
	bool wsp(char c) {
		return c==' ' || c=='\n' || c=='\t';
	}

	struct eparse : public err {
		const char* pos;
		const char* input;
		enum kind {bad_id_char, unexpected_eof, unrecognized_char} kind;
		eparse(const char* _pos, const char* _input, enum kind _kind) {
			pos=_pos; input=_input; kind=_kind;
		}
		const char* linestart() {
			const char* i;
			for (i = pos; *i != '\n' && i > input; --i);
			if (*i=='\n') return i+1;
			return i;
		}
		size_t linenum() {
			size_t l = 1;
			for (const char *i = input; i<pos; ++i) if (*i=='\n') ++l;
			return l;
		}
		void print() override {
			static const char* err[] = {"invalid character in id", "unexpected end of input",
			"unrecognized character"};
			std::cerr<<"\e[31;1mparse error:\e[0;1m "<<err[(size_t)kind]<<" "<<*pos<<"\e[0m\n";
			std::cerr<<"         \e[1m"<<linenum()<<" : \e[0m";
			const char* ls = linestart();
			for (const char* i = ls; *i!='\n' && *i!=0; ++i) {
				if (i==pos) std::cerr<<"\e[31;1;7m";
				std::cerr<<*i;
				if (i==pos) std::cerr<<"\e[0m";
			}
		}
	};

	struct node {
			enum kind { null = 0, atom, text, list } kind;
			void* v;
	};
	struct cons { node car; cons* cdr;
		void dump() {
			std::cerr << "(";
			if (car.kind == node::null) {
				std::cerr << ")"; return;	
			} else if (car.kind == node::list) {
				std::cerr << "[";
				((cons*)car.v)->dump();
				std::cerr << "]";
			} else if (car.kind == node::text) {
				std::cerr << "\"" << ((char*)car.v) << "\"";
			} else {
				std::cerr << (char*)car.v;;
			}
			std::cerr << " . ";
			cdr->dump();
			std::cerr << ")";
		}
	};

	void parse(cons* root, const char* input) {
		cons* cursor = root;
		string buffer = "";
		stack<cons*> pstack;
		for(const char* i = input;;++i) {
			if (*i==';') //line comment
				while (*i!='\n' && *i!=0) ++i;
			if (wsp(*i)) continue;
			if (idcp(*i)) {
				do {
					if (!idcp(*i)) throw eparse(i,input,eparse::bad_id_char);
					buffer += *i;
				} while(!wsp(i[1]) && i[1]!=']' && i[1]!=0 && i++); // this is it, the evilest thing i've ever done
				cursor->car.kind=node::atom;
				cursor->car.v=new char[buffer.size()+1];
				strcpy((char*)cursor->car.v, buffer.c_str());
				buffer="";
				cursor->cdr = new cons;
				cursor=cursor->cdr;
				continue;
			}
			if (*i==0) {
				cursor->car.kind=node::null;
				if (!pstack.empty()) {
					throw eparse(i,input,eparse::unexpected_eof);
				}
				break;
			}
			if (*i == '[') {
				++pstack = cursor;
				cursor->car.kind = node::list;
				cursor->car.v = new cons;
				cursor = (cons*)cursor->car.v;
				continue;
			}
			if (*i == '\'') {
				++i; while (*i!='\'') {
					if (*i == 0) throw eparse(i,input,eparse::unexpected_eof);
					buffer += *i++;
					if (*i == '\\' ) { buffer+=*++i; ++i; }
				}
				cursor->car.kind = node::text;
				cursor->car.v = new char[buffer.size()+1];
				strcpy((char*)cursor->car.v, buffer.c_str());
				buffer = "";
				cursor->cdr = new cons;
				cursor=cursor->cdr;
				continue;
			}
			if (*i == ']') {
				cursor->car.kind=node::null;
				cursor = --pstack;
				cursor->cdr = new cons;
				cursor = cursor->cdr;
				continue;
			}
			throw eparse(i,input,eparse::unrecognized_char);
		}
	}
}

Added passage.cc.











































































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struct passage;
namespace node {
	struct node {
		virtual string html(const passage&) const {return "";}
		virtual string js(const passage&) const {return "";}
		static size_t makeid() {
			static size_t init = 0;
			return init++;
		}
		size_t id = makeid();
	};
	struct container {
		list<node*> nodes;
	};
}
struct passage : public node::container {
	idt id;
	const char* style;
	string html(bool visible) const {
		stringstream html;
		html << "<div class=\"passage\"";
		if(!visible) html << "style=\"display:none;\" ";
		html << "id=\"p" << id << "\">";
		for (auto& n : nodes) {
			html << n->html(*this);
		}
		html << "</div>";
		return html.str();
	}
	string js() const {
		string j = "";
		for(auto& n : nodes) {
			j += n->js(*this);
		}
		return j;
	}
};

Added story.cc.







































































































































































































































































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struct story {
	list<char*> flags;
	list<char*> vars;
	list<passage> passages;
	idt start;
	bool noselect;
	bool nostyle;
	const char* style;
	struct {
		string bg, fg, shadow, link, hover, shadowhover;
	} colors;
	story() {
		nostyle = noselect = false;
		style = nullptr;
		// default stylesheet
		colors.bg = "black";
		colors.fg = "#f0f0f0";
		colors.shadow = "#adadad";
		colors.link = "white";
		colors.hover = "#f0ffff";
		colors.shadowhover = "#addede";
	}
	char* title, *author;
	string html() {
		stringstream h;
		idt i = 0; //haaack
		for (passage& p : passages) {
			h << p.html(i==start);
			++i;
		}
		return h.str();
	}
	string js() {
		stringstream j;
		for (passage& p : passages) {
			string jsc = p.js();
			if (p.style != nullptr) {
				j << "styled["<<p.id<<"] = \""<<p.style<<"\";";
			}
			if (jsc != "") {
				j << "onEnter[" << p.id << "] = function(){";
				j << jsc;
				j << "};";
			}
		}
		return j.str();
	}
	string wscript() {
		stringstream j;
		if (!flags.empty()) {
			j << "var flags=[];"
			"for(var i=0;i<"<<flags.size<<";++i)flags[i]=false;";
		}
		if (!vars.empty()) {
			j << "var vars=[];"
			"for(var i=0;i<"<<vars.size<<";++i)vars[i]=0;";
		}
		j << "window.onload=function(){pos="<<start<<";goto("<<start<<")};"; //haaaaaaaaaack
		if (style==nullptr)
			j << "var defstyle = \"\";";
		else
			j << "var defstyle = \"" << style << "\";";
		/* runtime */
		// this is an abjectly shitty way of doing this; in the long term i'd
		// like to add an option that allows storing the runtime separately
		// (i.e. so libraries of games don't duplicate the runtime over & over)
		// but for now this is the best way to do it.
		j << constants::runtime;
		/* end runtime */
		j << js();
		return j.str();
	};

	string usercss;
	string wstyle() {
		string css;
		if (!nostyle) {
			css+="body {"
		    	"cursor: default;"
		   		"background: "+colors.bg+";"
			"}"
			"::selection {"
			    "background-color: rgba(217, 165, 189, 0.17);"
			"}"
			".passage {"
			    "max-width: 40em;"
			    "margin: auto;"
			    "margin-top: 5em;"
			"}"
			".text {"
			    "color: "+colors.fg+";"
			    "text-shadow: 0px 0px 1em "+colors.shadow+";"
			    "font-size: 18pt;"
			    "font-family: GaramondNo8, serif;"
			    "font-weight: 100;"
			"}"
			".link {"
			    "color: "+colors.link+";"
			    "font-weight: bold;"
			    "cursor: pointer;"
			    "transition: .2s;"
			"}"
			".link:hover {"
			    "transition: 0s;"
			    "color: "+colors.hover+";"
			    "text-shadow: 0px 0px 1em "+colors.shadowhover+";"
			"}";
		}
		if (noselect) {
			css+="* { -webkit-touch-callout: none;-webkit-user-select: none;"
			"-khtml-user-select: none;-moz-user-select: none;-ms-user-select: none;"
			"user-select: none; } ";
		}
		css+=usercss;
		return css;
	}
	string write() {
		string h;
		try {
			h += std::string("<html><head><meta charset=\"UTF-8\"><style type=\"text/css\">") + wstyle() + "</style>"
			"<script type=\"text/javascript\">" + wscript() + "</script>"
			+ "<title>" + title + "</title></head><body";
			if (style != nullptr)
				h+=string(" class=\"")+style+"\"";
			h += ">" + html() + "</body></html>";
		} catch (const char* n) {
			exit(1);
		}
		return h;
	}
};