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A SDL roguelike in a non-euclidean world.
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2021-05-23 16:00:50 +02:00
.github/workflows Move Makefile.simple to just Makefile. 2021-03-21 17:40:06 -04:00
devmods devmod/gentrans.cpp: an utility for automatically finding non-translated text 2021-05-23 16:00:50 +02:00
dll Add cross-compile support 2015-08-22 13:43:16 +02:00
generators removed BUILDZEBRA from drawcell 2019-10-25 09:22:19 +02:00
hyperroid Move Makefile.simple to just Makefile. 2021-03-21 17:40:06 -04:00
music fixed music 2019-10-03 20:08:07 +02:00
rogueviz rogueviz::objmodel:: load faces with more than 3 vertices 2021-04-23 21:00:49 +02:00
sounds sound credits updated 2020-07-08 16:09:28 +02:00
tessellations new tessellation samples 2020-06-06 01:10:03 +02:00
.gitignore Eliminate autotools/automake/configure. 2021-03-21 17:19:41 -04:00
.travis.yml Move Makefile.simple to just Makefile. 2021-03-21 17:40:06 -04:00
3d-models.cpp shadows supported in Euclidean 3D 2020-09-11 11:03:42 +02:00
achievement.cpp choice of the land structure 2021-04-11 22:15:40 +02:00
arbitrile.cpp enabling canvas now automatically enables ls::single 2021-04-23 20:09:23 +02:00
archimedean.cpp enabling canvas now automatically enables ls::single 2021-04-23 20:09:23 +02:00
asonov.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
attack.cpp Curse of Weakness allows to push stunned monsters as originally designed 2021-05-23 16:00:49 +02:00
barriers.cpp fixed a crash trying to generate nowalls e.g. in {3,7} 2021-04-23 20:52:02 +02:00
basegraph.cpp added some missing CAP_SDL and CAP_GL guards 2021-05-23 16:00:49 +02:00
bigstuff.cpp untrapped Prairie in no_walls 2021-05-01 14:14:28 +02:00
binary-tiling.cpp choice of the land structure 2021-04-11 22:15:40 +02:00
blizzard.cpp MAJOR CHANGE: replaced (transmatrix,band_shift) pair with shiftmatrix 2020-07-28 22:06:14 +02:00
cell.cpp fixed single-land Camelot 2021-04-23 19:14:37 +02:00
celldrawer.cpp improvements to ASCII items & monsters: PC movement animated on radar; movement is animated; available in 3D graphical modes 2021-04-15 15:26:32 +02:00
changelog.txt 11.4k 2021-05-01 14:14:28 +02:00
checkmove.cpp improved the checkmove.cpp, also works for golems now 2020-11-05 14:24:01 +01:00
classes.cpp implemented curses 2021-05-02 15:16:29 +02:00
colors.cpp added missing EX 2021-03-30 00:04:20 +02:00
commandline.cpp shift_argi and shift_args <- add this before! 2021-04-07 18:13:45 +02:00
complex2.cpp in ls single, fixed Brown Islands 2021-04-23 20:02:20 +02:00
complex.cpp clearing in gBinaryTiling 2021-04-25 11:10:09 +02:00
config.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
content.cpp implemented Orb of the Woods 2021-05-23 16:00:49 +02:00
control.cpp improvements to ASCII items & monsters: PC movement animated on radar; movement is animated; available in 3D graphical modes 2021-04-15 15:26:32 +02:00
COPYING Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
crystal.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
debug.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
DejaVuSans-Bold.ttf Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
dialogs.cpp Rationalize some std::exception stuff. 2021-03-21 17:57:09 -04:00
direntx.h Add "inline" to silence GCC's -Wunused-function warnings in direntx.h. 2018-06-29 16:26:20 -07:00
Doxyfile Doxygen files added 2019-09-12 23:35:04 +02:00
dpgen.cpp enabling canvas now automatically enables ls::single 2021-04-23 20:09:23 +02:00
drawing.cpp added some missing CAP_SDL and CAP_GL guards 2021-05-23 16:00:49 +02:00
earcut.hpp adjustments for older g++ 2019-09-12 22:43:00 +02:00
embuild.sh emscripten uses ZLIB 2020-03-07 04:47:10 +01:00
environment.cpp choice of the land structure 2021-04-11 22:15:40 +02:00
euclid.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
expansion.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
fake-mobile.cpp adjusted mobile to the new system 2020-04-06 09:13:20 +02:00
fake.cpp another cellshape fix 2021-03-25 12:47:52 +01:00
fieldpattern.cpp space436 now loads faster 2021-05-23 16:00:49 +02:00
flags.cpp Orb of Luck improved 2021-05-23 16:00:49 +02:00
floorshapes.cpp arg:: used the new add::arg in some contexts 2021-04-07 18:13:45 +02:00
FUNDING.yml GitHub sponsor added 2019-11-02 15:45:42 +01:00
game.cpp implemented curses 2021-05-02 15:16:29 +02:00
geom-exp.cpp fieldpattern:: -fwrite displays the hash 2021-05-23 16:00:50 +02:00
geometry2.cpp export brm_structure 2021-04-23 20:13:36 +02:00
geometry.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
glhr.cpp disk model in Euclidean and hyperbolic 2020-12-31 19:11:13 +01:00
goldberg.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
graph.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
help.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
heptagon.cpp heptagon S3>4 in quotient 2020-11-01 19:57:58 +01:00
history.cpp added some missing CAP_SDL and CAP_GL guards 2021-05-23 16:00:49 +02:00
honeycomb-rules-344.dat reg3:: included tree rules for most hyperbolic honeycombs 2021-05-23 16:00:49 +02:00
honeycomb-rules-353.dat optimized the honeycomb rules by using the 'quotient' fieldpatterns 2021-05-23 16:00:49 +02:00
honeycomb-rules-354.dat reg3:: included tree rules for most hyperbolic honeycombs 2021-05-23 16:00:49 +02:00
honeycomb-rules-355.dat reg3:: included tree rules for most hyperbolic honeycombs 2021-05-23 16:00:49 +02:00
honeycomb-rules-435.dat optimized the honeycomb rules by using the 'quotient' fieldpatterns 2021-05-23 16:00:49 +02:00
honeycomb-rules-436.dat reg3:: included tree rules for most hyperbolic honeycombs 2021-05-23 16:00:49 +02:00
honeycomb-rules-534.dat optimized the honeycomb rules by using the 'quotient' fieldpatterns 2021-05-23 16:00:49 +02:00
honeycomb-rules-535.dat optimized the honeycomb rules by using the 'quotient' fieldpatterns 2021-05-23 16:00:49 +02:00
honeycomb-rules-536.dat reg3:: included tree rules for most hyperbolic honeycombs 2021-05-23 16:00:49 +02:00
hprint.cpp hprint:: added as_nice_cstring 2021-05-23 16:00:50 +02:00
hr-icon.ico Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hud.cpp implemented curses 2021-05-02 15:16:29 +02:00
hyper_function.h replaced hooks_startmenu and hooks_mainmenu with a general hooks_display_dialog 2019-09-12 22:50:16 +02:00
hyper-main.cpp removed obsolete profiling 2021-03-09 10:45:44 +01:00
hyper.cpp added colors.cpp for all color-related functions 2021-03-25 10:56:20 +01:00
hyper.h implemented curses 2021-05-02 15:16:29 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp hyperpoint:: added dot_d function 2021-05-17 14:22:19 +02:00
hyperrogue-music.txt music added 2020-03-11 09:40:44 +01:00
hyperweb.cpp rogueviz:: added heatx 2021-04-07 18:15:58 +02:00
hypgraph.cpp in set_view, trust rightward 2021-05-23 16:00:50 +02:00
inforder.cpp mixed infinite order 2020-01-19 00:13:54 +01:00
inventory.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
irregular.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
items.cpp Curse of Repulsion now activates plates and other effects 2021-05-23 16:00:49 +02:00
kite.cpp redone hrmap::draw() function to keep DRY 2020-07-28 22:06:14 +02:00
landgen.cpp included fires in Cursed to make the Curse of Water have a positive aspect 2021-05-23 16:00:49 +02:00
landlock.cpp Crossroads II and V are no longer generated in nowalls mode 2021-05-01 14:14:28 +02:00
langen.cpp langen:: improved error messages 2021-02-07 22:55:10 +01:00
language-cz.cpp another junk line removed 2021-02-07 22:55:10 +01:00
language-de.cpp English grammar fix 2021-02-07 22:55:10 +01:00
language-pl.cpp added missing line in language-PL 2021-02-07 22:55:10 +01:00
language-ptbr.cpp langen: Handle repeated strings better. 2020-03-31 15:48:03 -04:00
language-ru.cpp another junk line removed 2021-02-07 22:55:10 +01:00
language-tr.cpp Home no longer recenters 2020-04-19 15:30:45 +02:00
language.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
legacy.cpp fixed modecodes for yendor and tactic despite the ls change 2021-04-15 19:08:10 +02:00
locations.cpp movei::dir_force function 2021-05-17 14:23:20 +02:00
Makefile added colors.cpp for all color-related functions 2021-03-25 10:56:20 +01:00
Makefile.rv fixed arg shifting 2019-09-12 22:43:00 +02:00
makeh.cpp one more update for older compilers 2019-09-13 18:33:15 +02:00
mapeditor.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
mapeffects.cpp implemented curses 2021-05-02 15:16:29 +02:00
menus.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
mingw.condition_variable.h fixed the thread locking 2020-01-28 17:58:55 +01:00
mingw.invoke.h threads in MinGW 2020-01-16 18:11:59 +01:00
mingw.mutex.h threads in MinGW 2020-01-16 18:11:59 +01:00
mingw.shared_mutex.h fixed the thread locking 2020-01-28 17:58:55 +01:00
mingw.thread.h threads in MinGW 2020-01-16 18:11:59 +01:00
mobile.cpp zoom_or_fov takes panini limits into account 2020-11-08 12:43:07 +01:00
models.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
monstergen.cpp lovasz completed 2021-04-15 18:21:05 +02:00
monstermove.cpp shadow now triggers other stuff, not only mines 2021-05-23 16:00:49 +02:00
multi.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
multigame.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
mymake.cpp Move Makefile.simple to just Makefile. 2021-03-21 17:40:06 -04:00
netgen.cpp netgen:: now works correctly with sdl2 2021-03-07 14:25:10 +01:00
nofont.cpp mymake now works with Emscripten 2020-10-12 01:28:50 +02:00
nonisotropic.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
orbgen.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
orbs.cpp added itOrbWinter as a secondary reverse for itCurseWater, and also made some reverses cancel each other 2021-05-23 16:00:49 +02:00
papermodeldata-help.txt papermodeldata files added 2019-05-16 09:42:22 +02:00
papermodeldata.txt papermodeldata files added 2019-05-16 09:42:22 +02:00
passable.cpp Curse of Water now protects from fire 2021-05-23 16:00:49 +02:00
pattern2.cpp improved making sure that edges are not drawn twice 2021-04-23 20:29:41 +02:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
pcmove.cpp refactored some XLAT calls for automated analysis, fixing some bugs on the way 2021-05-23 16:00:50 +02:00
polygons.cpp new shape shTinyArrow 2021-05-09 02:25:17 +02:00
quit.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
quotient.cpp export symmask 2020-11-01 11:33:25 +01:00
racing.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
radar.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
raycaster.cpp ray:: fixed crashes when the raycaster is reset while rendering 2021-05-17 14:21:29 +02:00
README.md Move Makefile.simple to just Makefile. 2021-03-21 17:40:06 -04:00
reg3.cpp reg3 rules:: correct possible_states size 2021-05-23 16:00:49 +02:00
renderbuffer.cpp no readFboId on GLES 2020-12-24 22:58:55 +01:00
rug.cpp removed invert_depth 2021-04-07 18:15:58 +02:00
savemem.cpp Eliminate some use of CAP_FOO and ISFOO outside of the preprocessor. 2020-05-03 20:57:34 -04:00
savepng.cpp fixup to mymake/savepng 2021-03-07 14:06:11 +01:00
savepng.h Updated to 8.3j 2016-08-26 11:58:03 +02:00
scores.cpp choice of the land structure 2021-04-11 22:15:40 +02:00
screenshot.cpp animations: added movement angle 2 2021-05-17 14:28:19 +02:00
shaders.cpp fixed missing discard 2021-04-15 19:08:35 +02:00
shmup.cpp refactored some XLAT calls for automated analysis, fixing some bugs on the way 2021-05-23 16:00:50 +02:00
shyp-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sky.cpp fixed the mirrors in FPP 2021-04-15 18:13:53 +02:00
solv-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sound.cpp missing guards in menuitem_*_volume, also no change of music volume when no music_available 2020-11-06 16:11:19 +01:00
source-doc.md Doxygen files added 2019-09-12 23:35:04 +02:00
sphere.cpp sphere:: get_where did not memoize 2021-04-07 22:43:23 +02:00
ssol-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
surface.cpp fix hyperroid builds 2020-10-05 21:48:56 +03:00
sysconfig.h rogueviz:: added heatx 2021-04-07 18:15:58 +02:00
system.cpp fixed the index order for shpos 2021-05-23 16:00:49 +02:00
textures.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
tour.cpp refactored some XLAT calls for automated analysis, fixing some bugs on the way 2021-05-23 16:00:50 +02:00
usershapes.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
util.cpp added ignore to prevent warnings 2021-04-07 20:00:49 +02:00
vr.cpp vr:: added missing XLAT 2021-05-23 16:00:50 +02:00
wfcgen.cpp Consistently name every hookset with prefix hooks_. NFC. 2020-04-12 10:49:32 -04:00
yendor.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00

HyperRogue

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Current version: 11.3f

A puzzle roguelike in the hyperbolic plane. See the HyperRogue website for detailed and most up-to-date information. Compiled executables can be downloaded from itch.io and from the HyperRogue website.

Released under GNU General Public License, version 2. As such, it comes without any warranty.

If you would like to thank me for HyperRogue, you can support the development by buying paid versions (with more up-to-date content and some social and competitive features), or in other ways. You can contact me at zeno@attnam.com, or at my blog, or via Twitter.

The game

You are a lone outsider in a strange, non-Euclidean world. You can move with the numpad, vi keys (hjklyubn), or mouse. You can also skip turns by pressing ".".

As a Rogue, your goal is to collect as many treasures as possible. However, collecting treasures attracts dangerous monsters (on the other hand, killing the monsters allows more treasures to be generated).

You can kill most monsters by moving into them. Similarly, if the monster was next to you at the end of your turn, it would kill you. The game protects you from getting yourself killed accidentally by ignoring moves which lead to instant death (similar to the check rule from Chess).

Ultimately, you will probably run into a situation where monsters surround you. That means that your adventure is over, and you will have to teleport back to the Euclidean world to survive by pressing Escape (quit).

Collecting enough treasure also allows you to find rare magical orbs, which grant you one-time or time-limited special abilities.

The world is a combination of over 60 types of lands. Each land type has specific style (monsters, treasure, magical orbs, terrain features). Collecting treasures only attracts more monsters in lands of the same type, so you can try to collect lots of treasure in several different lands!

Some of these lands are available from the beginning, others can be found only if you have proven yourself (press ESC to know what you should do to access more lands). Ultimately, you will be able to access Hell, and look for the fabulous Orbs of Yendor which are hidden there. Get at least one of them to prove that you are a true winner! Only the best players will be able to face the challenges of Hell, but both the monsters and the challenges associated with the Orbs of Yendor are different than in the rest of the game, so it should be worth it.

You can see tooltips by placing the mouse over stuff. You can also right click to get more information about game objects.

Press v to configure the game. You can also rotate the world by pressing arrow keys, PageUp and PageDn (not numpad). You can center on the PC by pressing Home.

Your scores and other stats about your games are recorded to file hyperrogue.log (in Linux, ~/.hyperrogue.log). You can save your configuration to file hyperrogue.ini (in Linux, ~/.hyperrogue.ini).

The surface the game is played on is called a hyperbolic plane. It seems there is just a very small amount of games and other works of art which use hyperbolic geometry (the most well known are some works of M.C. Escher).

The game dynamically generates new parts of the world as you move. Due to nature of the hyperbolic plane, the chances that you get back to a place where you have been before are very low (unless you go back exactly the same way). See more information about the geometry used on the blog.

You can aim for the Orb of Yendor, or you can simply aim for as high score as possible.

Modifications

OK, now lots of the above can be changed. You can change the geometry and topology (to Euclidean, spherical, or even to nonisotropic 3D geometries). You can play challenges based on various in-game quests, and even try some other game genres in non-Euclidean spaces (roguelite aka shmup, racing, peaceful puzzles). Or use the engine for non-Euclidean computations and visualizations (see RogueViz). Have fun!

Technical information

You should be able to compile on Linux, OSX, or MinGW with something like this (you need SDL, SDL_ttf, and SDL_gfx):

sudo apt-get install gcc libsdl1.2-dev libsdl-ttf2.0-dev libsdl-gfx1.2-dev
git clone https://github.com/zenorogue/hyperrogue.git hyperrogue
cd hyperrogue
make

The mymake program builds HyperRogue in parts. It takes longer than the method shown above, but when you change something, mymake will only recompile the changed file. Additionally, it can be easily configured, e.g., to produce an optimized build, or to include addons (see mymake.cpp for some example invocations, and devmods for some example addons).

make mymake && ./mymake

The source code is not documented very well. You can see the current state of the documentation, as generated by Doxygen, here.