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A SDL roguelike in a non-euclidean world.
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Reiner Herrmann 5d16f7aa0a Add language-data.cpp as dependency for autohdr.h
When building in parallel, it could happen that autohdr.h is generated
before language-data.cpp was available and the compilation fails.
2019-10-03 17:34:27 +02:00
devmods devmods:: autoplay added 2019-09-30 01:51:16 +02:00
dll Add cross-compile support 2015-08-22 13:43:16 +02:00
generators generators included 2018-11-24 00:03:37 +01:00
hyperroid android:: fixed a time measurement bug which caused non-smooth camera movement, or sometimes even no camera movement 2019-01-24 14:45:59 +01:00
music added new HyperRogue music 2019-09-13 21:53:53 +02:00
rogueviz RogueViz stuff 2019-09-26 13:23:10 +02:00
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achievement.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
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autogen.sh Pass args from autogen.sh to ./configure 2017-06-20 16:44:36 +02:00
barriers.cpp more adjustments to disabled CAP_* 2019-09-13 03:10:26 +02:00
basegraph.cpp added CAP_VR 2019-09-26 13:23:10 +02:00
bigstuff.cpp replaced product::product_sphere() 2019-09-12 22:50:16 +02:00
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cell.cpp added some missing CAP_SOLV guards 2019-09-13 19:50:12 +02:00
changelog.txt 11.2b 2019-09-30 01:51:44 +02:00
classes.cpp fixed the standard binary tiling 2019-09-27 16:34:24 +02:00
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config.cpp better rendering of Solv into the glitchy region 2019-09-26 13:23:44 +02:00
configure.ac addedd AC_PROG_CC 2019-09-13 18:36:50 +02:00
content.cpp noblow for Friendly Ivy 2019-09-30 03:05:47 +02:00
control.cpp shmup:: no more orb usage after death 2019-09-27 17:06:12 +02:00
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dialogs.cpp dialogs:: itsh(ld) fixed 2019-09-27 18:03:10 +02:00
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 added CAP_VR 2019-09-26 13:23:10 +02:00
earcut.hpp adjustments for older g++ 2019-09-12 22:43:00 +02:00
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game.cpp devmods:: autoplay added 2019-09-30 01:51:16 +02:00
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graph.cpp do not show Reptile Tail 2019-09-28 14:18:23 +02:00
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hprint.cpp racing:: fixed racing to use modecode_t not int 2019-09-27 17:34:42 +02:00
hr-icon.ico Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hud.cpp crosshair option 2019-09-12 22:50:16 +02:00
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hyper-main.cpp mymake, comments moved 2019-09-12 22:50:16 +02:00
hyper.cpp fixup in hyper.cpp 2019-09-12 22:50:16 +02:00
hyper.h 11.2b 2019-09-30 01:51:44 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp added some missing CAP_SOLV guards 2019-09-13 19:50:12 +02:00
hyperrogue-music.txt added new HyperRogue music 2019-09-13 21:53:53 +02:00
hyperweb.cpp Hyperweb is 3D, but RogueViz is 4D 2019-09-13 17:46:07 +02:00
hypgraph.cpp fixed spherity 2019-09-28 16:53:35 +02:00
INSTALL Remove unnecessary autotools files, and add them to .gitignore 2015-08-13 11:31:02 +02:00
inventory.cpp more adjustments to disabled CAP_* 2019-09-13 03:10:26 +02:00
irregular.cpp export everything: modules compiled separately 2019-09-12 22:50:16 +02:00
landgen.cpp replaced product::product_sphere() 2019-09-12 22:50:16 +02:00
landlock.cpp fixed accessing Emerald Mines from Irradiated even though it was not unlocked 2019-09-27 16:47:31 +02:00
langen.cpp fixed incorrect utfsize 2019-09-13 19:36:27 +02:00
language-cz.cpp better rendering of Solv into the glitchy region 2019-09-26 13:23:44 +02:00
language-de.cpp fixed some text errors 2019-09-13 18:13:39 +02:00
language-pl.cpp better rendering of Solv into the glitchy region 2019-09-26 13:23:44 +02:00
language-ptbr.cpp Eliminate directives inside macro expansions, for the benefit of MSVC. 2018-06-27 03:01:56 -07:00
language-ru.cpp fixed some text errors 2019-09-13 18:13:39 +02:00
language-tr.cpp fixed some text errors 2019-09-13 18:13:39 +02:00
language.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
legacy.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
locations.cpp reverse_directions for heptagons 2019-09-26 13:23:44 +02:00
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makeh.cpp one more update for older compilers 2019-09-13 18:33:15 +02:00
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nonisotropic.cpp better rendering of Solv into the glitchy region 2019-09-26 13:23:44 +02:00
orbgen.cpp marked the Orb of Water as useless in Free Fall 2019-09-27 16:47:42 +02:00
orbs.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +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
pattern2.cpp pattern 'k' option 2019-09-13 00:32:05 +02:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
penrose.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
polygons.cpp intester shift was interpreted as zero and did not prevent zeros 2019-09-30 02:59:50 +02:00
quit.cpp renamed Tutorial to Guided tour 2019-09-13 18:01:28 +02:00
quotient.cpp export everything: modules compiled separately 2019-09-12 22:50:16 +02:00
racing.cpp racing in Thurston geometries as a menu option 2019-09-28 16:16:39 +02:00
README.md updated the README.md file 2019-09-12 23:34:44 +02:00
reg3.cpp fixed some } to EX } 2019-09-13 00:31:32 +02:00
renderbuffer.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
rug.cpp disabled CAP_HOLDKEYS in WEB 2019-09-26 13:23:44 +02:00
savemem.cpp fixed GCC46 testing 2019-09-13 19:23:22 +02:00
savepng.cpp Minor fixes for Mac and MinGW. 2018-06-16 23:20:50 -07:00
savepng.h Updated to 8.3j 2016-08-26 11:58:03 +02:00
scores.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
screenshot.cpp export shot_aa 2019-09-12 22:50:16 +02:00
shaders.cpp fixed binocular vision (isotropic only for now) 2019-09-26 13:23:10 +02:00
shmup.cpp fixed a bug with monster placement in shmup 2019-09-30 01:51:28 +02:00
sound.cpp stop disabling music in the mercury river 2019-09-27 16:47:57 +02:00
source-doc.md Doxygen files added 2019-09-12 23:35:04 +02:00
sphere.cpp removed referring to specific map subtypes 2019-09-12 22:50:16 +02:00
surface.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
sysconfig.h fixed GCC46 testing 2019-09-13 19:23:22 +02:00
system.cpp racing in bounded worlds 2019-09-28 14:18:58 +02:00
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tour.cpp renamed Tutorial to Guided tour 2019-09-13 18:01:28 +02:00
usershapes.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
util.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
yendor.cpp separate modecodes for product and rotspace 2019-09-27 18:05:01 +02:00

HyperRogue

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Current version: 12.2

A puzzle roguelike in the hyperbolic plane. See the HyperRogue website for detailed and most up-to-date information.

Released under GNU General Public License, version 2. As such, it comes with 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 configation 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.