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A SDL roguelike in a non-euclidean world.
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barriers.cpp general_barrier: removed useless at_corner = true 2021-08-04 17:59:09 +02:00
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celldrawer.cpp the main (heptagon) cellshape now also uses subcellshape; removed dirdist and get_vertices and introduced get_cellshape instead 2021-07-12 11:07:22 +02:00
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complex2.cpp Dice hover map now indicates hardness with color 2021-07-28 03:24:30 -07:00
complex.cpp sword:: fixed a possible crash on incomplete maps 2021-07-31 15:13:44 +02:00
config.cpp improved timestamps 2021-07-31 15:12:06 +02:00
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floorshapes.cpp currentmap for generating floorshapes is now of correct class in bt 2021-07-31 20:12:43 +02:00
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help.cpp Show dice type/value on mouseover 2021-07-20 07:00:48 -07:00
heptagon.cpp init_heptagon fixup 2021-07-04 11:27:37 +02:00
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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 improved timestamps 2021-07-31 15:12:06 +02:00
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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 introduced rulegen.cpp which generates strict_tree_rules for arb 2021-07-31 15:13:44 +02:00
hyper.h Replace hr::find_or_null with hr::at_or_null. 2021-07-18 17:43:03 -04:00
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hyperpoint.cpp fix elliptic S3 2021-08-04 15:18:22 +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 flat_model_enabler now sets the default variation, fixes issue #254 2021-08-04 18:23:26 +02:00
inforder.cpp Add explicit and override consistently everywhere else. NFCI. 2021-07-11 18:03:08 -04:00
inventory.cpp Fix HUD kill list in 'items only' mode 2021-07-03 16:12:39 -07:00
irregular.cpp changed names generateAlts to extend_altmap and createAlternateMap to create_altmap 2021-07-31 15:13:44 +02:00
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kite.cpp Eliminate -Woverloaded-virtual warnings from Clang. NFCI. 2021-07-12 17:51:39 -04:00
landgen.cpp disabled surround problemfix in arb 2021-07-31 15:14:31 +02:00
landlock.cpp don't return no_great_walls any longer 2021-07-31 20:30:41 +02:00
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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 fixed a typo in comment 2021-07-31 15:13:44 +02:00
Makefile Enable -Wsuggest-override on Clang. 2021-07-12 17:51:44 -04:00
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makeh.cpp one more update for older compilers 2019-09-13 18:33:15 +02:00
mapeditor.cpp arb:: converted and rulegen status is now saved in save_geometry 2021-07-31 15:14:31 +02:00
mapeffects.cpp items in water no longer burn 2021-07-04 09:54:47 +02:00
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mobile.cpp mobile:: fixed lmouseover_distant 2021-06-03 13:26:10 +02:00
models.cpp refactored shvid_full and wall_offset as virtual functions 2021-07-09 22:32:00 +02:00
monstergen.cpp Wandering rocksnakes no longer appear on hepts 2021-07-03 17:04:15 -07:00
monstermove.cpp Hunting Dogs now notify stragglers of failed ambushes 2021-07-20 00:45:16 -07:00
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 Enable -Wsuggest-override on Clang. 2021-07-12 17:51:44 -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 altmap height now uses an outside parameter 2021-07-31 15:14:31 +02:00
orbgen.cpp Merge pull request #242 from jruderman/slaying_cursed 2021-07-18 18:35:21 +02:00
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papermodeldata.txt papermodeldata files added 2019-05-16 09:42:22 +02:00
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 Copy wparam when copying wall 2021-07-12 22:42:45 -07:00
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 more eqmatrix precision in raycaster 2021-07-13 17:38:59 +02:00
README.md Update README.md 2021-06-26 23:07:01 -07:00
reg3.cpp fixed the raycaster in elliptic S3 2021-08-04 15:28:17 +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 added missing override 2021-08-01 11:28:45 +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 stars now are placed lower in FPP to prevent glitches 2021-07-31 15:14:31 +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 Merge branch 'master' of https://github.com/zenorogue/hyperrogue 2021-07-31 20:38:26 +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 exp_parser:: crash on unknown values starting with capital letters and _ 2021-07-31 15:14:31 +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.