A SDL roguelike in a non-euclidean world.
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celldrawer.cpp improvements to ASCII items & monsters: PC movement animated on radar; movement is animated; available in 3D graphical modes 2021-04-15 15:26:32 +02:00
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expansion.cpp an option to disable label coloring 2021-05-12 20:15:06 +02:00
fake-mobile.cpp adjusted mobile to the new system 2020-04-06 09:13:20 +02:00
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floorshapes.cpp arg:: used the new add::arg in some contexts 2021-04-07 18:13:45 +02:00
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geom-exp.cpp fixed switching to 2d field quotient after 3d field quotient, and refactored 2021-04-23 20:10:06 +02:00
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glhr.cpp disk model in Euclidean and hyperbolic 2020-12-31 19:11:13 +01:00
goldberg.cpp gp:: do_adjm is now set for sphere for performance 2021-04-07 22:41:44 +02:00
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honeycomb-rules-353.dat optimized the honeycomb rules by using the 'quotient' fieldpatterns 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-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
hprint.cpp fixed some warning/errors 2020-08-03 19:49:54 +02:00
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hyper.h implemented curses 2021-05-02 15:16:29 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
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landlock.cpp Crossroads II and V are no longer generated in nowalls mode 2021-05-01 14:14:28 +02:00
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legacy.cpp fixed modecodes for yendor and tactic despite the ls change 2021-04-15 19:08:10 +02:00
locations.cpp movei::dir_force function 2021-05-17 14:23:20 +02:00
makeh.cpp one more update for older compilers 2019-09-13 18:33:15 +02:00
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mingw.condition_variable.h fixed the thread locking 2020-01-28 17:58:55 +01:00
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mingw.thread.h threads in MinGW 2020-01-16 18:11:59 +01:00
mobile.cpp zoom_or_fov takes panini limits into account 2020-11-08 12:43:07 +01:00
models.cpp stereographic projection added 2021-03-21 12:51:50 +01:00
monstergen.cpp lovasz completed 2021-04-15 18:21:05 +02:00
monstermove.cpp first approach to Cursed Land 2021-05-17 14:20:02 +02:00
multi.cpp HyperRogue ported to SDL2 (in mymake do -sdl2) 2021-03-06 14:53:25 +01:00
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patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
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raycaster.cpp ray:: fixed crashes when the raycaster is reset while rendering 2021-05-17 14:21:29 +02:00
reg3.cpp optimized the honeycomb rules by using the 'quotient' fieldpatterns 2021-05-23 16:00:49 +02:00
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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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shyp-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sky.cpp fixed the mirrors in FPP 2021-04-15 18:13:53 +02:00
solv-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
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sphere.cpp sphere:: get_where did not memoize 2021-04-07 22:43:23 +02:00
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sysconfig.h rogueviz:: added heatx 2021-04-07 18:15:58 +02:00
system.cpp horocycle refactor/bugfix 2021-04-25 11:30:10 +02:00
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tour.cpp enabling canvas now automatically enables ls::single 2021-04-23 20:09:23 +02:00
usershapes.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
util.cpp added ignore to prevent warnings 2021-04-07 20:00:49 +02:00
vr.cpp frustum culling in VR 2021-03-09 16:04:53 +01:00
wfcgen.cpp Consistently name every hookset with prefix `hooks_`. NFC. 2020-04-12 10:49:32 -04:00
yendor.cpp fixed modecodes for yendor and tactic despite the ls change 2021-04-15 19:08:10 +02:00

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 Linux, OSX, or MinGW 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
make

The mymake program builds HyperRogue in parts. It takes longer than the method shown 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.