A SDL roguelike in a non-euclidean world.
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Zeno Rogue 78dbf6824d sound credits updated 2020-07-08 16:09:28 +02:00
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arbitrile.cpp arb:: undo in connection debugger 2020-07-08 12:42:10 +02:00
archimedean.cpp arcm:: more efficient when actually regular 2020-07-03 15:40:26 +02:00
asonov.cpp in_wallopt(): auto in racing 2019-12-06 11:45:19 +01:00
attack.cpp new sound effects 2020-07-07 21:24:56 +02:00
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bigstuff.cpp Make hookset<T> a pointer type, just like purehookset. 2020-04-12 10:50:18 -04:00
binary-tiling.cpp Fix some unguarded bits of CAP_BT and CAP_CRYSTAL. 2020-05-03 21:21:46 -04:00
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cell.cpp fake:: support Archimedean pure 2020-05-31 16:18:44 +02:00
celldrawer.cpp debug_cellnames option 2020-07-07 21:25:27 +02:00
changelog.txt 11.3p 2020-06-06 19:19:31 +02:00
checkmove.cpp fixed Orb of Safety in multiplayer 2020-05-16 02:38:13 +02:00
classes.cpp randpat mode for Zebra, Wet and Frog 2020-05-29 02:55:44 +02:00
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content.cpp monster list in Snake Nest 2020-05-29 02:43:04 +02:00
control.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
crystal.cpp crystal:: restricted view_coordinates 2020-07-08 16:00:33 +02:00
debug.cpp debug_cellnames option 2020-07-07 21:25:27 +02:00
dialogs.cpp colordialog now has reaction_final (called when selected or cancelled) 2020-05-31 17:11:59 +02:00
direntx.h Add "inline" to silence GCC's -Wunused-function warnings in direntx.h. 2018-06-29 16:26:20 -07:00
dpgen.cpp rewritten the o-key functionality to let the user choose from several applicable options 2020-05-15 15:53:29 +02:00
drawing.cpp perfect linewidth option (sometimes does not work correctly -- need to check) 2020-07-03 15:39:52 +02:00
earcut.hpp adjustments for older g++ 2019-09-12 22:43:00 +02:00
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environment.cpp added CAP_COMPLEX2 guards 2020-05-22 16:52:30 +02:00
euclid.cpp euc:: Hantzsche-Wendt manifold 2020-06-16 01:31:41 +02:00
expansion.cpp removed debug in expansion 2020-07-08 16:06:24 +02:00
fake-mobile.cpp adjusted mobile to the new system 2020-04-06 09:13:20 +02:00
fake.cpp fake in rhombic 2020-07-03 15:39:52 +02:00
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 arcm:: more efficient when actually regular 2020-07-03 15:40:26 +02:00
game.cpp option -WT to teleport to a land, but without safety generation 2020-06-03 11:45:52 +02:00
geom-exp.cpp the -to-fq option allows specifying prime 2020-07-07 22:25:09 +02:00
geometry.cpp more guards cont. 2020-07-03 14:48:36 +02:00
geometry2.cpp arb:: sliders 2020-06-02 02:29:31 +02:00
glhr.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
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heptagon.cpp fixed celldistAlt in bitruncated {4,x} 2020-04-20 03:50:13 +02:00
history.cpp Merge branch 'master' into hooks-naming 2020-04-19 13:39:07 +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 fixup to cellname debug 2020-07-07 22:31:31 +02:00
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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
hyper.h fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +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
hyperpoint.cpp small bug fix in inverse_exp 2020-07-03 14:42:56 +02:00
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hyperweb.cpp CAP_COMPLEX2 in rv 2020-05-22 20:38:02 +02:00
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inventory.cpp Move all defaulting-of-`CAP_FOO` to sysconfig.h. 2020-05-03 15:12:12 -04:00
irregular.cpp Add a helper function `voidp` to silence GCC warnings about `%p`. 2020-03-23 14:39:28 -04:00
items.cpp new sound effects 2020-07-07 21:24:56 +02:00
kite.cpp added some more useful math constants to hyperpoint.cpp 2020-03-31 19:02:25 +02:00
landgen.cpp in canvas land, walls are generated if GDIM==3, not only if WDIM==3 2020-06-03 15:45:25 +02:00
landlock.cpp arb:: disable some lands 2020-06-03 11:46:16 +02:00
langen.cpp langen: Handle repeated strings better. 2020-03-31 15:48:03 -04:00
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language-ptbr.cpp langen: Handle repeated strings better. 2020-03-31 15:48:03 -04:00
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language.cpp dnameof now returns string 2020-03-07 04:47:11 +01:00
legacy.cpp moved all projection-related parameters to a special struct; another copy of that struct created for rug 2020-04-17 00:53:58 +02:00
locations.cpp fixed cellcount 2020-04-06 09:26:59 +02:00
makeh.cpp one more update for older compilers 2019-09-13 18:33:15 +02:00
mapeditor.cpp fixed unused variables in mapeditor 2020-07-04 13:33:14 +02:00
mapeffects.cpp fixed the boat protection given by Orb of Winter 2020-07-08 12:42:33 +02:00
menus.cpp fixed guards 2020-05-31 18:04:43 +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
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mobile.cpp Move all defaulting-of-`CAP_FOO` to sysconfig.h. 2020-05-03 15:12:12 -04:00
models.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
monstergen.cpp fixed the Slime cheese in the Wetland 2020-03-21 10:37:00 +01:00
monstermove.cpp added CAP_COMPLEX2 guards 2020-05-22 16:52:30 +02:00
multi.cpp fixed Orb of Safety in multiplayer 2020-05-16 02:38:13 +02:00
multigame.cpp Make hookset<T> a pointer type, just like purehookset. 2020-04-12 10:50:18 -04:00
mymake.cpp in mymake, changed tests to use isalnum 2020-05-19 17:44:38 +02:00
netgen.cpp fixup to guards 2020-07-03 15:39:24 +02:00
nofont.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
nonisotropic.cpp raycasting in 2D 2020-06-03 15:11:20 +02:00
orbgen.cpp Wetland rebalanced 2020-04-06 09:13:20 +02:00
orbs.cpp fixed revolvers 2020-03-11 10:27:33 +01:00
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papermodeldata.txt papermodeldata files added 2019-05-16 09:42:22 +02:00
passable.cpp giant frogs are now allowed to jump 1 cell 2020-03-07 04:47:10 +01:00
pattern2.cpp random pattern: if rwalls > 100, player also is on wall 2020-07-03 15:39:52 +02:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
pcmove.cpp added CAP_COMPLEX2 guards 2020-05-22 16:52:30 +02:00
polygons.cpp fixed the graphical sizes of wolves and orbs 2020-07-03 15:39:52 +02:00
quit.cpp Move all defaulting-of-`CAP_FOO` to sysconfig.h. 2020-05-03 15:12:12 -04:00
quotient.cpp fixed a crash bug with Zebra quotient 2020-04-01 11:27:13 +02:00
racing.cpp rewritten the o-key functionality to let the user choose from several applicable options 2020-05-15 15:53:29 +02:00
radar.cpp fix radar_grid in fake::split() 2020-06-03 12:22:50 +02:00
raycaster.cpp ray:: volumetric improvements 2020-07-08 12:43:30 +02:00
reg3.cpp in_rule() with MAXMDIM==3 2020-07-05 14:02:28 +02:00
renderbuffer.cpp adjusted mobile to the new system 2020-04-06 09:13:20 +02:00
rug.cpp fixed disable_texture in rug 2020-07-08 15:48:01 +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 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
scores.cpp fixup system -> scores 2020-03-27 20:24:01 +01:00
screenshot.cpp anim:: rotation distance from center 2020-07-08 15:49:29 +02:00
shaders.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
shmup.cpp cleaned up findbaseAround 2020-06-03 11:54:28 +02:00
shyp-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sky.cpp more guards cont. 2020-07-03 14:48:36 +02:00
solv-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sound.cpp new sound effects 2020-07-07 21:24:56 +02:00
source-doc.md Doxygen files added 2019-09-12 23:35:04 +02:00
sphere.cpp fake:: fixed some bugs with patterns working incorrectly 2020-06-03 11:46:50 +02:00
ssol-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
surface.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
sysconfig.h expansion analyzer now can use libgmp for better analysis 2020-07-05 00:55:56 +02:00
system.cpp auto-increase texture step in 2D ideal 2020-05-29 10:47:18 +02:00
textures.cpp fake:: fixed some bugs with patterns working incorrectly 2020-06-03 11:46:50 +02:00
tour.cpp 'special' geometry change 2020-04-29 15:14:36 +02:00
usershapes.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
util.cpp expansion analyzer now can use libgmp for better analysis 2020-07-05 00:55:56 +02:00
wfcgen.cpp Consistently name every hookset with prefix `hooks_`. NFC. 2020-04-12 10:49:32 -04:00
yendor.cpp Consistently name every hookset with prefix `hooks_`. NFC. 2020-04-12 10:49:32 -04:00

README.md

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.