A SDL roguelike in a non-euclidean world.
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archimedean.cpp enabling canvas now automatically enables ls::single 2021-04-23 20:09:23 +02:00
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attack.cpp refactored to use isDie if applicable 2021-06-01 13:07:56 +02:00
barriers.cpp fixed a crash trying to generate nowalls e.g. in {3,7} 2021-04-23 20:52:02 +02:00
basegraph.cpp fixup to get_requested_resolution on mobile 2021-06-03 13:26:10 +02:00
bigstuff.cpp fixed the Caribbean Yendor Chalenge 2021-06-01 13:07:56 +02:00
binary-tiling.cpp added missing CAP_COMMANDLINE guards, and other fixes for non-CAP_COMMANDLINE 2021-06-01 13:07:55 +02:00
blizzard.cpp MAJOR CHANGE: replaced (transmatrix,band_shift) pair with shiftmatrix 2020-07-28 22:06:14 +02:00
cell.cpp fixed single-land Camelot 2021-04-23 19:14:37 +02:00
celldrawer.cpp Cursed Canyon uses Cave Floor 2021-06-01 13:07:56 +02:00
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complex2.cpp dice:: CAP_EXTFONT-version of dice numbers 2021-06-01 13:07:56 +02:00
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crystal.cpp fixed GP on Crystal 2021-06-01 13:07:55 +02:00
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geometry.cpp first version of the Land of Dice 2021-05-23 16:00:50 +02:00
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graph.cpp XGD: filled circles and start with clearscreen 2021-06-03 13:26:10 +02:00
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heptagon.cpp heptagon S3>4 in quotient 2020-11-01 19:57:58 +01:00
history.cpp added some missing CAP_SDL and CAP_GL guards 2021-05-23 16:00:49 +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 hprint:: added as_nice_cstring 2021-05-23 16:00:50 +02:00
hr-domina-hunting.ogg new music tracks 2021-06-01 13:07:56 +02:00
hr-domina-mountain.ogg new music tracks 2021-06-01 13:07:56 +02:00
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hyper.cpp added colors.cpp for all color-related functions 2021-03-25 10:56:20 +01:00
hyper.h achievements for 12.0 2021-06-01 13:07:56 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyper_function.h replaced hooks_startmenu and hooks_mainmenu with a general hooks_display_dialog 2019-09-12 22:50:16 +02:00
hyperpoint.cpp dice:: shapes for other geometries 2021-06-01 13:07:55 +02:00
hyperrogue-music.txt new music tracks 2021-06-01 13:07:56 +02:00
hyperweb.cpp rogueviz:: added heatx 2021-04-07 18:15:58 +02:00
hypgraph.cpp fixed some bugs with which_copy -- now should consistently use the View coordinate system 2021-06-01 13:07:56 +02:00
inforder.cpp mixed infinite order 2020-01-19 00:13:54 +01:00
inventory.cpp inv:: the new Orbs displayed and hotkeyed correctly 2021-06-01 13:07:56 +02:00
irregular.cpp XLAT refactor continued 2021-05-23 16:00:50 +02:00
items.cpp picking up an Orb of Purity with no Cursed Land in sight will grant 5 charges of every curseable orb 2021-05-23 16:42:26 +02:00
kite.cpp redone hrmap::draw() function to keep DRY 2020-07-28 22:06:14 +02:00
landgen.cpp dice:: shapes for other geometries 2021-06-01 13:07:55 +02:00
landlock.cpp fixed a possible crash due to validating lands in product without underlying space 2021-06-03 13:26:10 +02:00
langen.cpp langen:: improved error messages 2021-02-07 22:55:10 +01:00
language-cz.cpp fixup to safety help, and CZ translation 2021-06-03 13:26:10 +02:00
language-de.cpp Increased lands_for_hell() to 40 in casual 2021-06-01 13:07:56 +02:00
language-pl.cpp fixup to safety help, and CZ translation 2021-06-03 13:26:10 +02:00
language-ptbr.cpp langen: Handle repeated strings better. 2020-03-31 15:48:03 -04:00
language-ru.cpp Increased lands_for_hell() to 40 in casual 2021-06-01 13:07:56 +02:00
language-tr.cpp Increased lands_for_hell() to 40 in casual 2021-06-01 13:07:56 +02:00
language.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
legacy.cpp added missing CAP_COMMANDLINE guards, and other fixes for non-CAP_COMMANDLINE 2021-06-01 13:07:55 +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
mapeditor.cpp load/save/place dice in the map editor 2021-06-01 13:07:56 +02:00
mapeffects.cpp determinePush now accepts movei instead of c 2021-06-01 13:07:55 +02:00
menus.cpp CAP_SAVE guards for casual 2021-06-03 13:26:10 +02:00
mingw.condition_variable.h fixed the thread locking 2020-01-28 17:58:55 +01:00
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mingw.mutex.h threads in MinGW 2020-01-16 18:11:59 +01:00
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mingw.thread.h threads in MinGW 2020-01-16 18:11:59 +01:00
mobile.cpp mobile:: fixed lmouseover_distant 2021-06-03 13:26:10 +02:00
models.cpp fixed model settings without CAP_COMMANDLINE 2021-06-03 13:26:10 +02:00
monstergen.cpp wandering Canyon Hags 2021-06-01 13:07:56 +02:00
monstermove.cpp refactored to use isDie if applicable 2021-06-01 13:07:56 +02:00
multi.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
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orbgen.cpp Orb of Safety is marked dangerous, and Winter non-useless, in the Cursed Canyon 2021-06-01 13:07:56 +02:00
orbs.cpp fixed invalid error messages on Animated Dice validity tests 2021-06-01 13:07:56 +02:00
papermodeldata-help.txt papermodeldata files added 2019-05-16 09:42:22 +02:00
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passable.cpp refactored to use isDie if applicable 2021-06-01 13:07:56 +02:00
pattern2.cpp improved making sure that edges are not drawn twice 2021-04-23 20:29:41 +02:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
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radar.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
raycaster.cpp more text fixes found while translating 2021-05-24 11:42:46 +02:00
reg3.cpp the Android version is now able to access honeycomb rules via assets 2021-06-03 13:26:10 +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
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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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 shmup:: Canyon Hags work 2021-06-01 13:07:56 +02:00
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
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
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sphere.cpp sphere:: get_where did not memoize 2021-04-07 22:43:23 +02:00
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 CAP_EXTFONT for ISFAKEMOBILE 2021-06-03 13:26:10 +02:00
system.cpp added new stuff to savegames 2021-06-01 13:07:56 +02:00
textures.cpp more XLAT refactoring, and preparation for gentrans.cpp 2021-05-23 16:00:50 +02:00
tour.cpp fixed translating the tour slides 2021-06-01 13:07:56 +02:00
usershapes.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
util.cpp increased the z-buffer to 10 MB 2021-05-23 16:00:50 +02:00
vr.cpp text fixes 2021-06-01 13:07:56 +02:00
wfcgen.cpp Consistently name every hookset with prefix `hooks_`. NFC. 2020-04-12 10:49:32 -04:00
yendor.cpp fixed a bug in OoY message 2021-06-01 13:07:55 +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.