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A SDL roguelike in a non-euclidean world.
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blizzard.cpp used cyclefix and raddif in more places; (c)spin90, (c)spin180 and spin180 functions; rephrased M_PI in terms of TAU and x._deg when applicable 2022-11-13 16:22:55 +01:00
cell.cpp in adj_minefield_cells_full, change forCellIdEx to forCellIdCM 2023-07-11 17:35:54 +02:00
celldrawer.cpp also fixed the use normalize_flat in celldrawer 2023-08-16 09:35:38 +02:00
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colors.cpp fixed rainbow_color for hue == 6 2023-03-28 14:35:22 +02:00
commandline.cpp commandline:: replaced legacy rotation with -sview 2023-08-09 14:35:18 +02:00
complex2.cpp fixed dice for MDIM==3 2023-04-15 01:13:05 +02:00
complex.cpp aperiodic hat tiling 2023-03-23 01:37:52 +01:00
config.cpp fixed a crash when changing sight range while in rug 2023-08-15 20:29:09 +02:00
content.cpp Give the Plane of Fire a redder floor than CR4. 2022-11-28 19:10:42 -08:00
control.cpp matrix dialog now used for models::rotation 2023-08-14 17:02:34 +02:00
COPYING Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
crystal.cpp more OOP-style standard dialogs 2023-08-09 14:01:24 +02:00
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direntx.h Add "inline" to silence GCC's -Wunused-function warnings in direntx.h. 2018-06-29 16:26:20 -07:00
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drawing.cpp fixed sides in Euclidean hemisphere 2023-08-15 15:20:29 +02:00
earcut.hpp Remove extra semis in struct defs 2021-06-28 22:33:08 -07:00
embeddings.cpp fixed normalize_flat in emb_none -- this fixes centering in multiplayer 2023-08-16 09:33:25 +02:00
embuild.sh emscripten uses ZLIB 2020-03-07 04:47:10 +01:00
environment.cpp fixed Princess using boat 2023-01-08 15:59:28 +01:00
euclid.cpp more OOP-style standard dialogs 2023-08-09 14:01:24 +02:00
expansion.cpp more OOP-style standard dialogs 2023-08-09 14:01:24 +02:00
fake-mobile.cpp savefile selection / an option to use no savefile 2022-09-15 12:38:39 +02:00
fake.cpp more OOP-style standard dialogs 2023-08-09 14:01:24 +02:00
fieldpattern.cpp Big change: spatial_embedding option 2022-12-09 02:33:15 +01:00
flags.cpp added flags for Dice 2021-06-01 13:07:56 +02:00
floorshapes.cpp camera_angle now uses matrix dialog 2023-08-14 18:08:28 +02:00
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game.cpp Orb of Choice now works with Orb of Safety 2022-10-06 12:32:06 +02:00
geom-exp.cpp more OOP-style standard dialogs 2023-08-09 14:01:24 +02:00
geometry2.cpp fixed some crashes on out_of_bounds 2023-04-27 22:48:36 +02:00
geometry.cpp camera_angle now uses matrix dialog 2023-08-14 18:08:28 +02:00
glhr.cpp vnear_default and vfar_default are now changeable 2023-05-15 02:50:41 +02:00
goldberg.cpp gp:: fixed wrong gp_adj on embedded 2023-05-01 15:46:42 +02:00
graph.cpp fixed camera angle: aura and shader projection 2023-08-15 16:01:38 +02:00
help.cpp fractal geometry 2023-03-28 22:54:46 +02:00
heptagon.cpp fixed an error computing distances in bitruncated {5,4} causing crashes 2023-02-21 18:47:43 +01:00
history.cpp matrix dialog now used for models::rotation 2023-08-14 17:02:34 +02:00
hprint.cpp param_matrix 2023-08-08 17:20:39 +02:00
hr-icon.ico Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hud.cpp fixed context help getting stuck in corner stats mode 2023-01-08 15:59:28 +01:00
hyper_function.h dialog:: more fixes 2023-08-09 14:22:32 +02:00
hyper-main.cpp savefile selection / an option to use no savefile 2022-09-15 12:38:39 +02:00
hyper.cpp aperiodic hat tiling 2023-03-23 01:37:52 +01:00
hyper.h moved the constructor of projection_configuration to models 2023-08-14 13:49:07 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp fixed multiply transmatrix * trans23 2023-08-15 15:20:46 +02:00
hyperrogue-music.txt fixed the new music 2021-06-09 05:49:54 +02:00
hyperweb.cpp fixed get_value to be exported by hyperweb 2023-04-15 01:29:59 +02:00
hypgraph.cpp fixed bandshift to work with mori correctly 2023-08-15 15:49:10 +02:00
inforder.cpp Add explicit and override consistently everywhere else. NFCI. 2021-07-11 18:03:08 -04:00
intra.cpp introduced new CAP, CAP_PORTALS 2023-04-15 01:30:05 +02:00
inventory.cpp inventory:: added missing outlines 2022-12-04 15:35:58 +01:00
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items.cpp Grammar fix to Alt-to-highlight message. 2022-10-05 20:26:17 -07:00
kite.cpp rewritten the embeddings more nicely 2023-01-27 00:27:10 +01:00
landgen.cpp fractal geometry 2023-03-28 22:54:46 +02:00
landlock.cpp fractal geometry 2023-03-28 22:54:46 +02:00
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legacy.cpp camera_angle now uses matrix dialog 2023-08-14 18:08:28 +02:00
locations.cpp increased the value of special-move constants to >100 so that the limit on sides is indeed 120 2022-04-24 22:57:35 +02:00
Makefile Merge pull request #300 from dulsi/master 2023-05-15 19:16:18 +02:00
Makefile.rv French language translation by @3raven 2022-07-01 14:11:14 -04:00
makeh.cpp one more update for older compilers 2019-09-13 18:33:15 +02:00
mapeditor.cpp save_geometry now saves disksize and diskshape 2023-08-14 21:10:44 +02:00
mapeffects.cpp hat:: arrow trap graphical lines shown 2023-03-28 12:46:50 +02:00
menus.cpp camera_angle now uses matrix dialog 2023-08-14 18:08:28 +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 updated mobile for menu changes 2022-07-12 14:46:31 +02:00
models.cpp fixed models::rotation parameter name 2023-08-15 15:45:54 +02:00
monstergen.cpp fixed crashes in Zebra in Hat and some other geometries 2023-03-28 23:09:11 +02:00
monstermove.cpp shmup:: fixed Gadflies appearing forever 2022-11-04 23:15:00 +01:00
multi.cpp multi:: can now use separate key configurations for separate games in collection 2023-08-06 11:48:48 +02:00
multigame.cpp Big change: spatial_embedding option 2022-12-09 02:33:15 +01:00
mymake.cpp mymake:: improved the web compilation 2023-04-15 01:29:59 +02:00
netgen.cpp used cyclefix and raddif in more places; (c)spin90, (c)spin180 and spin180 functions; rephrased M_PI in terms of TAU and x._deg when applicable 2022-11-13 16:22:55 +01:00
nofont.cpp fixes to nofont.cpp 2023-04-11 18:13:38 +02:00
nonisotropic.cpp fixed a bug which caused the screen to disappear on switch-to-fpp 2023-08-15 15:19:50 +02:00
orbgen.cpp Orb of Earth no longer marked useless in Wetland 2022-09-17 11:23:13 +02:00
orbs.cpp hat:: Orb of Vaulting now works correctly 2023-03-28 12:47:03 +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 fixed Princess using boat 2023-01-08 15:59:28 +01:00
pattern2.cpp dual_angle now also matrix 2023-08-14 18:11:48 +02:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
pcmove.cpp fixed some crashes on out_of_bounds 2023-04-27 22:48:36 +02:00
polygons.cpp chasmifyPoly now uses logical coordinates 2023-01-29 17:03:25 +01:00
quit.cpp matrix dialog now used for models::rotation 2023-08-14 17:02:34 +02:00
quotient.cpp new geometry gHalfBring 2021-09-30 12:04:26 +02:00
racing.cpp camera_angle now uses matrix dialog 2023-08-14 18:08:28 +02:00
radar.cpp embeddings:: fixed product embedding 2023-02-04 12:29:55 +01:00
raycaster.cpp more OOP-style standard dialogs 2023-08-09 14:01:24 +02:00
README.md docs: drop version from README 2022-08-28 16:23:05 +02:00
reg3.cpp Berger sphere should now work correctly in subdivided 2023-05-30 18:44:03 +02:00
renderbuffer.cpp fixed renderbuffer from SDL 2022-04-26 16:19:02 +02:00
rug.cpp more OOP-style standard dialogs 2023-08-09 14:01:24 +02:00
rulegen3.cpp more guards added 2023-04-11 17:10:04 +02:00
rulegen.cpp more guards added 2023-04-11 17:10:04 +02:00
savemem.cpp more OOP-style standard dialogs 2023-08-09 14:01:24 +02:00
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 dialog:: improvements to list dialogs 2022-10-27 16:06:39 +02:00
screenshot.cpp animation rug angle fixes 2023-08-15 20:35:29 +02:00
shaders.cpp fixed camera angle: aura and shader projection 2023-08-15 16:01:38 +02:00
shmup.cpp racing:: fixed death in racing mode 2023-02-18 12:54:16 +01:00
shyp-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sky.cpp camera_angle now uses matrix dialog 2023-08-14 18:08:28 +02:00
solv-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sound.cpp find_file to find files in HYPERPATH 2022-08-26 12:23:58 +02:00
source-doc.md Doxygen files added 2019-09-12 23:35:04 +02:00
sphere.cpp gp:: fixed wrong gp_adj on embedded 2023-05-01 15:46:42 +02:00
ssol-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
surface.cpp more OOP-style standard dialogs 2023-08-09 14:01:24 +02:00
sysconfig.h introduced new CAP, CAP_PORTALS 2023-04-15 01:30:05 +02:00
system.cpp hat:: special welcome message 2023-03-28 23:09:23 +02:00
textures.cpp camera_angle now uses matrix dialog 2023-08-14 18:08:28 +02:00
tour.cpp matrix dialog now used for models::rotation 2023-08-14 17:02:34 +02:00
usershapes.cpp used cyclefix and raddif in more places; (c)spin90, (c)spin180 and spin180 functions; rephrased M_PI in terms of TAU and x._deg when applicable 2022-11-13 16:22:55 +01:00
util.cpp improved matrix parser 2023-08-09 14:35:47 +02:00
vr.cpp vr:: fixed apply_movement to be geodesic-based not embedded-based in H2.5; also added new eHeadset holonomy_z 2023-02-21 18:50:36 +01:00
wfcgen.cpp made background screen darkening consistent and optional 2022-07-05 11:51:06 +02:00
yendor.cpp tactic:: fixed page buttons 2022-11-04 23:15:00 +01:00

HyperRogue

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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).

RogueViz

HyperRogue uses RogueViz, which is our engine for non-Euclidean games, computations and visualizations. This repo includes the source code of RogueViz demos in subdirectory rogueviz, but not the data, which is available on itch.io. RogueViz is funded by the National Science Centre, Poland, grant UMO-2019/35/B/ST6/04456.

Development

Build prerequisites

On Linux with apt-get:

sudo apt-get install make g++ libsdl1.2-dev libsdl-ttf2.0-dev libsdl-gfx1.2-dev libsdl-mixer1.2-dev libglew-dev

On macOS with Homebrew:

brew install sdl sdl_ttf sdl_gfx sdl_mixer glew

macOS users might also have to edit /usr/local/include/SDL/SDL_gfxPrimitives.h at line 38 to use quote include.

Building HyperRogue from source

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 it uses significantly less memory during compilation, and 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). Most useful parameters include -O3 (optimized build), -rv (include the RogueViz demos), -vr (build the VR version). Compiler flags like -Werror (treat warnings as errors) and -march=native work too.

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.