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A SDL roguelike in a non-euclidean world.
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celldrawer.cpp fixed fat edges in some H3 honeycombs 2021-12-14 11:19:15 +01:00
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config.cpp fixed some settings incorrectly showing a warning on editing (this also brings back the 'play music when out of focus' option) 2022-02-27 01:15:45 +01:00
content.cpp Fix typo in Orb of Recall description 2021-08-02 13:31:57 -07:00
control.cpp intra:: extra debug 2022-02-27 01:15:45 +01:00
COPYING Initialization with hyperrogue-66 2015-08-08 15:57:52 +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
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hyperpoint.cpp reduced epsilons in hyperpoint 2022-02-27 01:15:45 +01:00
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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 Curse of Repulsion now correctly marked as used 2022-02-28 20:15:51 +01:00
kite.cpp Eliminate -Woverloaded-virtual warnings from Clang. NFCI. 2021-07-12 17:51:39 -04:00
landgen.cpp Lazurite Figurines no longer appear immediately after using an Orb of Safety 2022-02-03 01:07:30 +01:00
landlock.cpp fixed racing official track generation 2022-02-02 03:07:12 +01:00
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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
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mapeffects.cpp gravityLevelDiff is now clamped to [-1,1] 2021-08-08 17:23:17 +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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mobile.cpp mobile:: fixed lmouseover_distant 2021-06-03 13:26:10 +02:00
models.cpp backandfront projection option 2021-09-18 01:39:09 +02:00
monstergen.cpp Merge pull request #273 from jruderman/vsnekcolor 2021-08-04 19:11:26 +02:00
monstermove.cpp Beauty now stuns the Shadows 2022-02-03 01:03:52 +01:00
multi.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
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nonisotropic.cpp ray:: fixed raycaster in 2dim geometries crashing 2021-11-07 10:19:21 +01:00
orbgen.cpp Orb of Chaos is now forbidden in the Dungeon 2022-02-03 01:05:41 +01:00
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passable.cpp Fix crash by disallowing statue-dice swaps 2021-07-10 19:15:16 -07:00
pattern2.cpp patterns:: more distinct colors in 'eight domains' 2022-02-01 17:09:36 +01:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
pcmove.cpp Orb of Slaying now works on big trees 2022-02-12 00:11:10 +01:00
polygons.cpp ray:: now works with Binary4 product 2021-10-10 00:40:22 +02:00
quit.cpp expansion_analyzer is now in cgi 2021-12-11 23:28:05 +01:00
quotient.cpp new geometry gHalfBring 2021-09-30 12:04:26 +02:00
racing.cpp fixed racing official track generation 2022-02-02 03:07:12 +01:00
radar.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
raycaster.cpp ray:: uProjection is now always taken as a 4x4 matrix 2022-02-28 17:34:00 +01:00
README.md README now explains what RogueViz is 2022-03-07 13:25:19 +01:00
reg3.cpp intra:: binary x Z now connects to Solv/H3, fixes to product vertical 2021-10-10 00:40:22 +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:: debug improvements 2022-02-01 16:57:47 +01:00
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
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screenshot.cpp refer to color by HTML name in commandline arguments 2021-10-17 09:18:31 +02:00
shaders.cpp fixed box display which sometimes removed parts of the picture 2021-09-30 13:22:48 +02:00
shmup.cpp fixed drawPlayerEffects arguments changed in shmup 2022-02-01 17:02:00 +01:00
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 Add HYPERFONTPATH to make it easier to package on Fedora. 2021-11-17 10:11:13 -05:00
system.cpp fixed land_structure for princess/racing/heptagonal achievements 2022-02-02 03:01:31 +01:00
textures.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
tour.cpp tour:: slide_action function 2022-02-27 14:51:02 +01:00
usershapes.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
util.cpp Add exception for handling of "Crossroads" in wiki links. 2022-02-12 17:57:34 -05:00
vr.cpp vr:: render should now work even if apply_movement transcends a portal 2022-02-28 17:29:31 +01:00
wfcgen.cpp Consistently name every hookset with prefix hooks_. NFC. 2020-04-12 10:49:32 -04:00
yendor.cpp expansion_analyzer is now in cgi 2021-12-11 23:28:05 +01:00

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).

RogueViz

HyperRogue uses RogueViz, which is our engine for non-Euclidean games, computations and visualizations. This repo includes the source code of RogueViz demos in subdirectory rogueviz, but not the data, which is available on itch.io. RogueViz is funded by the National Science Centre, Poland, grant UMO-2019/35/B/ST6/04456.

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). Most useful parameters include -O3 (optimized build), -rv (include the RogueViz demos), -vr (build the VR version).

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.