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A SDL roguelike in a non-euclidean world.
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content.cpp stone gargoyles and statues are now non-blocking for missiles 2024-05-09 10:44:37 +02:00
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debug.cpp save_cheats option, also fixed buffer overflow 2024-03-27 23:52:22 +01:00
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euclid.cpp using an exception in euclid 2024-06-02 17:17:34 +02:00
expansion.cpp mapfontscale setting 2024-03-21 18:44:19 +01:00
fake-mobile.cpp fixed the font file name, also fixed the problem in rawdisplaystr 2024-05-28 13:41:30 +02:00
fake.cpp fake twisted Archimedean Euclidean should work 2024-06-29 13:04:32 +02:00
fieldpattern.cpp Change static const to static constexpr wherever possible 2023-08-23 09:47:28 -08:00
flags.cpp crossbow:: graves and Round Table are non-blocking, thruVine is blocking 2023-10-28 23:33:38 +02:00
floorshapes.cpp special fake implementation for 1,1 unrectified 2024-06-28 00:37:30 +02:00
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heptagon.cpp fixed an error computing distances in bitruncated {5,4} causing crashes 2023-02-21 18:47:43 +01:00
history.cpp removed some parameter conflicts 2024-06-30 16:06:29 +02:00
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hud.cpp do not crash inventory into radar 2024-06-21 17:15:42 +02:00
hyper_function.h Consistently apply override (and not virtual) to overriding virtuals 2023-08-21 10:23:48 -07:00
hyper-main.cpp savefile selection / an option to use no savefile 2022-09-15 12:38:39 +02:00
hyper.cpp Removed references to private/daily.cpp and private/hypersteam.cpp. Also removed HAVE_ACHIEVEMENTS as it was redundant to CAP_ACHIEVE 2024-05-16 21:21:13 +02:00
hyper.h v13.0r 2024-06-30 00:03:33 +02:00
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hyperweb.cpp hyperweb:: use XLAT1 not XLAT 2023-12-03 14:29:26 +01:00
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intra.cpp refactored the parameter (saver/setting) system 2024-05-26 20:22:29 +02:00
inventory.cpp Change static const to static constexpr wherever possible 2023-08-23 09:47:28 -08:00
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items.cpp do not updateHi prematurely as it creates a modecode 2024-06-22 02:04:09 +02:00
kite.cpp rewritten the embeddings more nicely 2023-01-27 00:27:10 +01:00
landgen.cpp Wax walls in Canvas now not only in 3D 2024-05-27 14:20:53 +02:00
landlock.cpp custom land list mode now can configure PTM runs/multipliers 2024-07-09 21:30:19 +02:00
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language-tr.cpp adjusted the translations to the Editor changes 2024-06-29 10:03:42 +02:00
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legacy.cpp renamed gRotSpace to gTwistedProduct, and similar 2024-06-16 17:46:56 +02:00
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menus.cpp do not generate modecodes without need 2024-06-22 02:04:34 +02:00
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models.cpp fixup to small_hyp gener 2024-06-28 14:01:26 +02:00
monstergen.cpp in the Princess challenge, do not generate wandering monsters too close to the Princess's cell 2024-06-28 10:52:20 +02:00
monstermove.cpp achievement eligibility display 2023-12-15 11:00:41 +01:00
multi.cpp refactored the parameter (saver/setting) system 2024-05-26 20:22:29 +02:00
multigame.cpp hopefully fixed yet another C++20 bug 2024-05-16 21:21:13 +02:00
mymake.cpp mymake:: improved the web compilation 2023-04-15 01:29:59 +02:00
netgen.cpp Eliminate calls to sprintf 2023-08-21 10:18:44 -07:00
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nonisotropic.cpp fixes to fake twisted products 2024-06-29 12:41:39 +02:00
orbgen.cpp Change static const to static constexpr wherever possible 2023-08-23 09:47:28 -08:00
orbs.cpp fixed Orb of Speed in multiplayer 2024-06-30 00:01:51 +02:00
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passable.cpp boats now erase rose waves when moved 2024-06-06 15:26:01 +02:00
pattern2.cpp removed ccolor::data jmap from pattern2, moved to rogueviz/noniso-honeycombs 2024-06-16 16:58:54 +02:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
pcmove.cpp illegal moves into dice now become kills if you have an Orb of Slaying 2024-06-06 15:20:57 +02:00
polygons.cpp twisted ray now takes angle_of_zero into account 2024-06-21 13:46:31 +02:00
quit.cpp gametime available in formulas 2024-05-28 15:09:18 +02:00
quotient.cpp new geometry gHalfBring 2021-09-30 12:04:26 +02:00
racing.cpp renamed gRotSpace to gTwistedProduct, and similar 2024-06-16 17:46:56 +02:00
radar.cpp fixed the radar circle being not full 2024-06-21 17:17:02 +02:00
raycaster.cpp twisted ray now takes angle_of_zero into account 2024-06-21 13:46:31 +02:00
README.md added the Discord link to README 2024-04-28 02:34:39 +02:00
reg3.cpp fixed a bug in celldistance_534 2024-05-09 10:44:37 +02:00
renderbuffer.cpp fixed renderbuffer from SDL 2022-04-26 16:19:02 +02:00
rug.cpp rug mouseover:: fix incorrect points in perspective; fix points behind eye in perspective; fix reverse Z in non-perspective (VR presumed fine) 2023-12-02 12:27:04 +01:00
rulegen3.cpp rulegen:: optimize in 2D, also debug information during optimize is toggleable 2024-03-19 18:53:09 +01:00
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savemem.cpp fixed constant name 2024-01-11 17:22:20 +01:00
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 when watching score from custom modes, show only the current custom mode 2024-06-02 18:30:57 +02:00
screenshot.cpp removed some parameter conflicts 2024-06-30 16:06:29 +02:00
shaders.cpp implemented the correct wall shapes in the rotspace raytracer 2024-06-11 00:10:39 +02:00
shmup.cpp auto-pause game when it loses focus 2024-04-08 00:45:20 +02:00
shyp-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sky.cpp fixed two-eye rendering in stereo modes which should not cause that 2024-01-07 09:07:54 +01:00
solv-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sound.cpp cleaned up paths for MUSIC, SOUND, and other 2024-07-10 00:05:30 +02:00
source-doc.md updated documentation about how to make pics 2024-06-29 23:49:16 +02:00
sphere.cpp fixed a crash with irregular spherical maps 2024-05-05 15:11:07 +02:00
ssol-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
surface.cpp more OOP-style standard dialogs 2023-08-09 14:01:24 +02:00
sysconfig.h cleaned up paths for MUSIC, SOUND, and other 2024-07-10 00:05:30 +02:00
system.cpp do not generate modecodes without need 2024-06-22 02:04:34 +02:00
textures.cpp texture:: removed useless drawscreen() from txcl 2024-06-16 13:51:07 +02:00
tour.cpp colortable single brace 2024-06-22 11:27:30 +02:00
usershapes.cpp Qualify calls to format 2023-08-21 10:18:44 -07:00
util.cpp cleaned up paths for MUSIC, SOUND, and other 2024-07-10 00:05:30 +02:00
vr.cpp fixed parameters in VR 2024-05-28 18:55:22 +02:00
wfcgen.cpp made background screen darkening consistent and optional 2022-07-05 11:51:06 +02:00
yendor.cpp custom land list mode now can configure PTM runs/multipliers 2024-07-09 21:30:19 +02:00

HyperRogue

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 libpng

Building HyperRogue from source

git clone https://github.com/zenorogue/hyperrogue.git hyperrogue
cd hyperrogue
HYPERROGUE_USE_GLEW=1 HYPERROGUE_USE_PNG=1 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). Compiler flags like -Werror (treat warnings as errors) and -march=native work too.

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.

Discussion

The best place to discuss HyperRogue is our [Discord server|https://discord.com/invite/8G44XkR].