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A SDL roguelike in a non-euclidean world.
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cell.cpp fixed clearfrom if a heptagon is adjacent to itself 2020-11-01 11:30:03 +01:00
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changelog.txt 11.4a 2020-11-05 18:53:37 +01:00
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classes.cpp Five new projections: Poor Man (hyperbolic only), Panini, retroazimuthal: Craig, Hammer, Littrow (retro-Hammer buggy on sphere) 2020-10-08 18:22:28 +02:00
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configure.ac in configure.ac, used deflate instead of deflateInit (since deflateInit is a macro) 2020-01-29 19:27:20 +01:00
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fake-mobile.cpp adjusted mobile to the new system 2020-04-06 09:13:20 +02:00
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fieldpattern.cpp fixed some bugs when faking Euclidean 2020-05-29 02:43:30 +02:00
flags.cpp Warp Gates are now untouchable 2020-03-08 00:01:40 +01:00
floorshapes.cpp arb:: improved plain floor shapes 2020-11-01 11:30:55 +01:00
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game.cpp improved the checkmove.cpp, also works for golems now 2020-11-05 14:24:01 +01:00
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geometry2.cpp MXDIM, and some extra comments 2020-11-01 17:37:51 +01:00
geometry.cpp fixed cgi_string in product 2020-10-18 14:37:55 +02:00
glhr.cpp Panini projection 2020-11-01 21:20:54 +01:00
goldberg.cpp extra guards 2020-10-15 16:33:52 +02:00
graph.cpp fixed camera-rotated aura for stretch 2020-11-05 18:26:37 +01:00
help.cpp 11.4 2020-11-02 11:47:57 +01:00
heptagon.cpp heptagon S3>4 in quotient 2020-11-01 19:57:58 +01:00
history.cpp MAJOR CHANGE: replaced (transmatrix,band_shift) pair with shiftmatrix 2020-07-28 22:06:14 +02:00
honeycomb-rules-435.dat renamed/documented/improved the rule generators, and the rules now include centers for all fieldvals 2020-01-28 17:58:55 +01:00
honeycomb-rules-534.dat renamed/documented/improved the rule generators, and the rules now include centers for all fieldvals 2020-01-28 17:58:55 +01:00
honeycomb-rules-535.dat renamed/documented/improved the rule generators, and the rules now include centers for all fieldvals 2020-01-28 17:58:55 +01:00
hprint.cpp fixed some warning/errors 2020-08-03 19:49:54 +02:00
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hud.cpp fixed dog drawing in kill list 2020-11-05 15:18:52 +01:00
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 Make hookset<T> a pointer type, just like purehookset. 2020-04-12 10:50:18 -04:00
hyper.cpp fake curvature 2020-05-15 11:46:26 +02:00
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hyperpoint.cpp MXDIM, and some extra comments 2020-11-01 17:37:51 +01:00
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mobile.cpp replace rug::move_forward call 2020-10-15 22:17:00 +03:00
models.cpp Panini projection 2020-11-01 21:20:54 +01:00
monstergen.cpp extra guards 2020-10-15 16:33:52 +02:00
monstermove.cpp friends prefer to attack hedgehog warriors/pikemen, rather than making other moves 2020-11-05 15:07:13 +01:00
multi.cpp change caption for key config 2020-10-26 12:01:33 +01:00
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nofont.cpp mymake now works with Emscripten 2020-10-12 01:28:50 +02:00
nonisotropic.cpp Remove USE_UNORDERED_MAP because it has bit-rotted. 2020-10-19 13:15:29 -04:00
orbgen.cpp Orb of Chaos is now forbidden in the Princess Quest 2020-11-05 15:10:00 +01:00
orbs.cpp improved the checkmove.cpp, also works for golems now 2020-11-05 14:24:01 +01:00
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patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
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racing.cpp MXDIM, and some extra comments 2020-11-01 17:37:51 +01:00
radar.cpp fixed the radar in SL 2020-07-28 22:06:14 +02:00
raycaster.cpp panini: fix shader-primitvie cooperation 2020-11-01 21:39:18 +01:00
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savemem.cpp Eliminate some use of CAP_FOO and ISFOO outside of the preprocessor. 2020-05-03 20:57:34 -04:00
savepng.cpp Eliminate -Wmissing-field-initializers warnings. 2020-03-23 14:38:57 -04:00
savepng.h Updated to 8.3j 2016-08-26 11:58:03 +02:00
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shaders.cpp panini: frustum_culling disabling done nicely 2020-11-01 21:38:45 +01:00
shmup.cpp Remove USE_UNORDERED_MAP because it has bit-rotted. 2020-10-19 13:15:29 -04:00
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source-doc.md Doxygen files added 2019-09-12 23:35:04 +02:00
sphere.cpp extra guards 2020-10-15 16:33:52 +02:00
ssol-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
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system.cpp changed the default texture_step to 4 2020-11-01 21:16:08 +01:00
textures.cpp fixed base_x and base_y 2020-09-16 23:49:17 +02:00
tour.cpp extra guards 2020-10-15 16:33:52 +02:00
usershapes.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
util.cpp parser:: edgelen value 2020-10-15 16:34:07 +02:00
wfcgen.cpp Consistently name every hookset with prefix hooks_. NFC. 2020-04-12 10:49:32 -04:00
yendor.cpp extra guards 2020-10-15 16:33:52 +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 Ubuntu (or similar) 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
autoreconf -vi
./configure
make

There is also a standalone Makefile for Linux, OSX, and MinGW.

git clone https://github.com/zenorogue/hyperrogue.git
cd hyperrogue
make -f Makefile.simple

The mymake program builds HyperRogue in parts. It takes longer than the methods listed 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.