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A SDL roguelike in a non-euclidean world.
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.github/workflows Move Makefile.simple to just Makefile. 2021-03-21 17:40:06 -04:00
devmods added the musictable tool 2021-06-01 13:07:56 +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 added new music for Android 2021-06-09 21:39:54 +02:00
music fixed the new music 2021-06-09 05:49:54 +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
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.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 missing improve_score for new treasures 2021-06-03 15:11:05 +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 improved Shadow slaing: SWORD, SWORD_INTO and CRUSH now clear the Shadow history (previously SWORD killed it for 1 turn) 2021-06-03 13:26:10 +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 usingGL on IOS 2021-06-03 13:26:10 +02:00
bigstuff.cpp bigstuff.cpp: fix identation warning 2021-06-09 17:34:38 +03:00
binary-tiling.cpp added missing CAP_COMMANDLINE guards, and other fixes for non-CAP_COMMANDLINE 2021-06-01 13:07:55 +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 added some missing CAP_* guards 2021-06-09 04:33:55 +02:00
changelog.txt version 12.0a 2021-06-06 11:27:52 +02:00
checkmove.cpp fixed a YASC code bug 2021-06-01 13:07:36 +02:00
classes.cpp new lands in lists 2021-06-01 13:07:55 +02:00
colors.cpp added missing EX 2021-03-30 00:04:20 +02:00
commandline.cpp added missing CAP_COMMANDLINE guards, and other fixes for non-CAP_COMMANDLINE 2021-06-01 13:07:55 +02:00
complex2.cpp unused variable removed 2021-06-06 10:13:40 +02:00
complex.cpp Angry Dice are now hot and destroy living walls 2021-06-01 13:07:56 +02:00
config.cpp fixed GL settings in Android 2021-06-03 13:26:10 +02:00
content.cpp Mention the Cursed Canyon in the Shadow's description 2021-06-11 20:35:44 -04:00
control.cpp added lmouseover_distant 2021-06-01 13:07:36 +02:00
COPYING Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
crystal.cpp fixed GP on Crystal 2021-06-01 13:07:55 +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 'plain' button shown in the inventory screen 2021-06-01 13:07:56 +02:00
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 vertex debug improved 2021-06-06 10:13:57 +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 Dice Reserve works in shmup 2021-06-01 13:07:56 +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 XGD: filled circles and start with clearscreen 2021-06-03 13:26:10 +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 added flags for Dice 2021-06-01 13:07:56 +02:00
floorshapes.cpp simplified textures on mobile 2021-06-03 13:26:10 +02:00
FUNDING.yml GitHub sponsor added 2019-11-02 15:45:42 +01:00
game.cpp added some missing CAP_* guards 2021-06-09 04:33:55 +02:00
geom-exp.cpp made ge_land_selection searchable, also fixed the dialog title 2021-06-01 13:07:55 +02:00
geometry2.cpp export brm_structure 2021-04-23 20:13:36 +02:00
geometry.cpp first version of the Land of Dice 2021-05-23 16:00:50 +02:00
glhr.cpp glhr:: more informative messages on shader compile failure with -dgl 2021-06-03 13:26:10 +02:00
goldberg.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
graph.cpp added some missing CAP_* guards 2021-06-09 04:33:55 +02:00
help.cpp added to credits 2021-06-01 13:07:55 +02:00
heptagon.cpp heptagon S3>4 in quotient 2020-11-01 19:57:58 +01:00
history.cpp added some missing CAP_* guards 2021-06-09 04:33:55 +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 corner HUD now displays the active specimodes 2021-06-03 13:26:10 +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 version 12.0a 2021-06-06 11:27:52 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp dice:: shapes for other geometries 2021-06-01 13:07:55 +02:00
hyperrogue-music.txt fixed the new music 2021-06-09 05:49:54 +02:00
hyperweb.cpp rogueviz:: added heatx 2021-04-07 18:15:58 +02:00
hypgraph.cpp fixed some bugs with which_copy -- now should consistently use the View coordinate system 2021-06-01 13:07:56 +02:00
inforder.cpp mixed infinite order 2020-01-19 00:13:54 +01:00
inventory.cpp inv:: the new Orbs displayed and hotkeyed correctly 2021-06-01 13:07:56 +02:00
irregular.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
items.cpp picking up an Orb of Purity with no Cursed Land in sight will grant 5 charges of every curseable orb 2021-05-23 16:42:26 +02:00
kite.cpp redone hrmap::draw() function to keep DRY 2020-07-28 22:06:14 +02:00
landgen.cpp added some missing CAP_* guards 2021-06-09 04:33:55 +02:00
landlock.cpp new lands were not generating 2021-06-03 14:24:17 +02:00
langen.cpp langen:: improved error messages 2021-02-07 22:55:10 +01:00
language-cz.cpp Update the translation files too 2021-06-28 20:21:01 -04:00
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language.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
legacy.cpp added missing CAP_COMMANDLINE guards, and other fixes for non-CAP_COMMANDLINE 2021-06-01 13:07:55 +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 load/save/place dice in the map editor 2021-06-01 13:07:56 +02:00
mapeffects.cpp added some missing CAP_* guards 2021-06-09 04:33:55 +02:00
menus.cpp fixup to default_land_structure 2021-06-03 14:35:46 +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 mobile:: fixed lmouseover_distant 2021-06-03 13:26:10 +02:00
models.cpp fixed model settings without CAP_COMMANDLINE 2021-06-03 13:26:10 +02:00
monstergen.cpp wandering Canyon Hags 2021-06-01 13:07:56 +02:00
monstermove.cpp added some missing CAP_* guards 2021-06-09 04:33:55 +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 Orb of Earth no longer marked useless in CC 2021-06-06 10:20:47 +02:00
orbs.cpp added some missing CAP_* guards 2021-06-09 04:33:55 +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 added some missing CAP_* guards 2021-06-09 04:33:55 +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 added some missing CAP_* guards 2021-06-09 04:33:55 +02:00
polygons.cpp removed debug from shRing 2021-05-23 16:00:50 +02:00
quit.cpp fixup to safety help, and CZ translation 2021-06-03 13:26:10 +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 fixed a bug with the raycaster shader crashing -- (affected Bringris and notknot) 2021-06-09 04:44:04 +02:00
README.md Move Makefile.simple to just Makefile. 2021-03-21 17:40:06 -04:00
reg3.cpp added some missing CAP_* guards 2021-06-09 04:33:55 +02:00
renderbuffer.cpp no readFboId on GLES 2020-12-24 22:58:55 +01:00
rug.cpp more text fixes found while translating 2021-05-24 11:42:46 +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 added missing CAP_COMMANDLINE guards, and other fixes for non-CAP_COMMANDLINE 2021-06-01 13:07:55 +02:00
shaders.cpp Panini/stereo projection now works in the 'single' VR screen (didn't work correctly) but not on the eyes (did work) 2021-06-01 13:07:55 +02:00
shmup.cpp fixed unused capture warnings 2021-06-03 15:11:24 +02:00
shyp-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sky.cpp added ISIOS guards in make_air 2021-06-06 10:49:21 +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 disabled CAP_SOLV and CAP_RAY in mobile due to the limits of GLES 2021-06-03 13:26:10 +02:00
system.cpp added new stuff to savegames 2021-06-01 13:07:56 +02:00
textures.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
tour.cpp fixed translating the tour slides 2021-06-01 13:07:56 +02:00
usershapes.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
util.cpp increased the z-buffer to 10 MB 2021-05-23 16:00:50 +02:00
vr.cpp text fixes 2021-06-01 13:07:56 +02:00
wfcgen.cpp Consistently name every hookset with prefix hooks_. NFC. 2020-04-12 10:49:32 -04:00
yendor.cpp fixed a bug in OoY message 2021-06-01 13:07:55 +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.