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A SDL roguelike in a non-euclidean world.
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complex2.cpp added CAP_GL guards 2021-09-04 21:54:42 +02:00
complex.cpp refactored whirlline loop detection 2021-08-08 19:13:09 +02:00
config.cpp fixed -r option and made it more powerful: -f1 -r 0, -f1 -r XxYxF, -f0 -r .9x.9, -f0 -r 1000x1000 2021-09-18 01:55:55 +02:00
content.cpp Fix typo in Orb of Recall description 2021-08-02 13:31:57 -07:00
control.cpp fixed PAGEDOWN rotating in the same direction as PAGEUP 2021-09-16 21:31:36 +02:00
COPYING Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
crystal.cpp crystal:: fixed a crash bug 2021-09-30 11:14:31 +02:00
debug.cpp Starting in a non-basic land with -W now enables cheat mode 2021-07-14 17:47:32 -07:00
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expansion.cpp an option to enable strict tree maps from the expansion menu 2021-07-31 16:02:30 +02:00
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geometry2.cpp generate_random_path fixed in 3D 2021-07-31 20:29:11 +02:00
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goldberg.cpp gp:: replaced draw_li with current_li which is computed when needed 2021-07-31 15:12:06 +02:00
graph.cpp fixup to intra editing (point_direction was missing) 2021-09-18 01:39:30 +02:00
help.cpp Fix terra statue interactions with Chaos+Icy, BSoC swap, Alch dup 2021-08-03 17:15:53 -07:00
heptagon.cpp init_heptagon fixup 2021-07-04 11:27:37 +02:00
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 index_pointer now produces better sequences of chars 2021-08-04 18:25:52 +02:00
hr-icon.ico Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hud.cpp Fix HUD kill list in 'items only' mode 2021-07-03 16:12:39 -07:00
hyper_function.h Add explicit and override consistently everywhere else. NFCI. 2021-07-11 18:03:08 -04:00
hyper-main.cpp removed obsolete profiling 2021-03-09 10:45:44 +01:00
hyper.cpp intra:: first version 2021-09-16 21:30:26 +02:00
hyper.h updated to 12.0f 2021-08-05 13:30:32 +02:00
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hyperpoint.cpp better handling of precision errors in arcm and arb 2021-08-22 23:41:38 +02:00
hyperrogue-music.txt fixed the new music 2021-06-09 05:49:54 +02:00
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inforder.cpp Add explicit and override consistently everywhere else. NFCI. 2021-07-11 18:03:08 -04:00
intra.cpp fixup to save field 3d fix 2021-09-17 13:49:31 +02:00
inventory.cpp cleaned up where summoned creature appears for Orb of Life and Orb of Friendship 2021-08-08 19:04:58 +02:00
irregular.cpp changed names generateAlts to extend_altmap and createAlternateMap to create_altmap 2021-07-31 15:13:44 +02:00
items.cpp cleaned up where summoned creature appears for Orb of Life and Orb of Friendship 2021-08-08 19:04:58 +02:00
kite.cpp Eliminate -Woverloaded-virtual warnings from Clang. NFCI. 2021-07-12 17:51:39 -04:00
landgen.cpp don't set landparam for hunting dogs outside of laHunting 2021-08-08 22:12:32 +02:00
landlock.cpp some Euclidean lands are now available only in single land mode 2021-08-08 18:23:38 +02:00
langen.cpp langen:: improved error messages 2021-02-07 22:55:10 +01:00
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legacy.cpp added missing CAP_COMMANDLINE guards, and other fixes for non-CAP_COMMANDLINE 2021-06-01 13:07:55 +02:00
locations.cpp walker::peek() is now const 2021-08-22 23:34:19 +02:00
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makeh.cpp one more update for older compilers 2019-09-13 18:33:15 +02:00
mapeditor.cpp mapeditor:: loading maps now sets the default settings like pmodel for 3D 2021-09-17 12:20:15 +02:00
mapeffects.cpp gravityLevelDiff is now clamped to [-1,1] 2021-08-08 17:23:17 +02:00
menus.cpp Filtering the Overview now hides page buttons reliably 2021-07-08 01:32:11 -07:00
mingw.condition_variable.h fixed the thread locking 2020-01-28 17:58:55 +01:00
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models.cpp backandfront projection option 2021-09-18 01:39:09 +02:00
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monstermove.cpp added missing pathdata structure creation 2021-08-09 00:48:11 +02:00
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passable.cpp Fix crash by disallowing statue-dice swaps 2021-07-10 19:15:16 -07:00
pattern2.cpp shvid-pattern ('A') is now universally available 2021-07-31 15:14:31 +02:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
pcmove.cpp warning protection no longer evokes Flash/Lightning 2021-08-08 19:33:26 +02:00
polygons.cpp set walloffsets 2021-07-13 01:07:56 +02:00
quit.cpp fixup to safety help, and CZ translation 2021-06-03 13:26:10 +02:00
quotient.cpp changed names generateAlts to extend_altmap and createAlternateMap to create_altmap 2021-07-31 15:13:44 +02:00
racing.cpp factored generate_random_path from yendor out 2021-07-31 15:14:31 +02:00
radar.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
raycaster.cpp ray:: fixed mirrors in intra::in 2021-09-16 22:14:30 +02:00
README.md Update README.md 2021-06-26 23:07:01 -07:00
reg3.cpp fixed the interesting dodecahedral quotient spaces (535c, 535s, 533s) 2021-08-07 11:32:54 +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
rulegen.cpp rulegen:: minor fixes 2021-08-25 12:58:02 +02:00
savemem.cpp Eliminate some use of CAP_FOO and ISFOO outside of the preprocessor. 2020-05-03 20:57:34 -04:00
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shmup.cpp cleaned up where summoned creature appears for Orb of Life and Orb of Friendship 2021-08-08 19:04:58 +02:00
shyp-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sky.cpp moved draw_sky out of #if 2021-09-04 21:58:45 +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 Eliminate -Woverloaded-virtual warnings from Clang. NFCI. 2021-07-12 17:51:39 -04:00
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 mapeditor:: loading maps now sets the default settings like pmodel for 3D 2021-09-17 12:20:15 +02:00
textures.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
tour.cpp Merge pull request #144 from josephcsible/patch-1 2021-06-28 21:12:21 +02:00
usershapes.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
util.cpp fake_edgelength constant in parser 2021-08-08 18:29:49 +02:00
vr.cpp Fix some low-hanging translation bugs. 2021-06-29 06:26:40 -04:00
wfcgen.cpp Consistently name every hookset with prefix hooks_. NFC. 2020-04-12 10:49:32 -04:00
yendor.cpp factored generate_random_path from yendor out 2021-07-31 15:14:31 +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!

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).

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.