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A SDL roguelike in a non-euclidean world.
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hyperroid android:: fixed a time measurement bug which caused non-smooth camera movement, or sometimes even no camera movement 2019-01-24 14:45:59 +01:00
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asonov.cpp in_wallopt(): auto in racing 2019-12-06 11:45:19 +01:00
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basegraph.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
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binary-tiling.cpp cleanup in Euclidean 2019-12-08 10:59:09 +01:00
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cell.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
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classes.cpp optional quotient spaces are no longer prevented from appearing in lists 2019-11-30 18:06:47 +01:00
classes.h optional quotient spaces are no longer prevented from appearing in lists 2019-11-30 18:06:47 +01:00
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euclid.cpp irr torus works only in orientable for now -- disabled for other 2019-12-08 20:07:02 +01:00
expansion.cpp drawcell parameter is now cell, not cellwalker (need to check half-elliptic) 2019-11-30 18:04:54 +01:00
fake-mobile.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
fieldpattern.cpp field:: {3,12} base available 2019-11-30 18:03:00 +01:00
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floorshapes.cpp adjusted wall textures to increased Euc size 2019-11-30 18:06:48 +01:00
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game.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
geom-exp.cpp replaced euclid3:: with euc:: 2019-12-08 11:01:28 +01:00
geometry2.cpp fixed facing in E^3 2019-12-07 11:13:58 +01:00
geometry.cpp rewritten the Euclidean geometry 2019-11-30 18:06:47 +01:00
glhr.cpp glhr:: export current_linewidth for minimizing 2019-11-09 11:20:43 +01:00
goldberg.cpp irr torus works only in orientable for now -- disabled for other 2019-12-08 20:07:02 +01:00
graph.cpp fixed hunting flashes 2019-12-08 20:07:02 +01:00
help.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
heptagon.cpp gp::loc now better 2019-11-30 18:05:23 +01:00
history.cpp viewctr is no more... major reduction of redundancy/complexity 2019-11-14 00:26:50 +01:00
hprint.cpp print hrmap* 2019-12-08 20:07:02 +01:00
hr-icon.ico Initialization with hyperrogue-66 2015-08-08 15:57:52 +02:00
hud.cpp replaced compute_relamatrix and some cases of calc_relativematrix with adj 2019-11-22 14:25:13 +01:00
hyper_function.h replaced hooks_startmenu and hooks_mainmenu with a general hooks_display_dialog 2019-09-12 22:50:16 +02:00
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hyper.h subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp removed fixing hdist0 in elliptic spaces 2019-12-06 13:06:11 +01:00
hyperrogue-music.txt added new HyperRogue music 2019-09-13 21:53:53 +02:00
hyperweb.cpp Hyperweb is 3D, but RogueViz is 4D 2019-09-13 17:46:07 +02:00
hypgraph.cpp invalid_matrix in product spaces now allows very small values 2019-12-06 13:06:32 +01:00
inforder.cpp inforder basics 2019-10-10 13:08:06 +02:00
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landlock.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
langen.cpp fixed incorrect utfsize 2019-09-13 19:36:27 +02:00
language-cz.cpp better rendering of Solv into the glitchy region 2019-09-26 13:23:44 +02:00
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language-ptbr.cpp Eliminate directives inside macro expansions, for the benefit of MSVC. 2018-06-27 03:01:56 -07:00
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Makefile.am Merge pull request #83 from reinerh/make_dependency 2019-10-03 20:19:06 +02:00
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mapeditor.cpp cleanup in Euclidean 2019-12-08 10:59:09 +01:00
mapeffects.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
menus.cpp Hyperstone-optional lands are now clearly marked in the Overview, and the Hunting Grounds and Galapagos are now optional in Euclidean 2019-11-30 18:06:47 +01:00
mobile.cpp viewctr is no more... major reduction of redundancy/complexity 2019-11-14 00:26:50 +01:00
models.cpp euc:: further cleanup 2019-12-08 11:25:14 +01:00
monstergen.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
monstermove.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
multi.cpp export everything: modules compiled separately 2019-09-12 22:50:16 +02:00
multigame.cpp relative_matrix and adj changed 2019-11-30 18:05:23 +01:00
mymake.cpp fixed mymake with -DCAP_DAILY=1 2019-11-30 18:06:48 +01:00
netgen.cpp refactored map functions: ddspin, iddspin, spacedist, spin_angle, virtualRebase[simple], adj 2019-11-14 16:51:50 +01:00
nofont.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
nonisotropic.cpp fixed celldistance in sl2 2019-12-06 12:14:03 +01:00
orbgen.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
orbs.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
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pattern2.cpp replaced euclid3:: with euc:: 2019-12-08 11:01:28 +01:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
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penrose.cpp fixed Archimedean and Penrose 2019-11-30 18:06:48 +01:00
polygons.cpp replaced euclid3:: with euc:: 2019-12-08 11:01:28 +01:00
quit.cpp renamed Tutorial to Guided tour 2019-09-13 18:01:28 +02:00
quotient.cpp quotient:: refactored to allow easier building of new quotient spaces 2019-11-22 16:30:57 +01:00
racing.cpp replaced euclid3:: with euc:: 2019-12-08 11:01:28 +01:00
radar.cpp drawcell parameter is now cell, not cellwalker (need to check half-elliptic) 2019-11-30 18:04:54 +01:00
raycaster.cpp subtler default out-of-range color in raycasting 2019-12-06 14:14:27 +01:00
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rug.cpp cleanup in Euclidean 2019-12-08 10:59:09 +01:00
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savepng.cpp Minor fixes for Mac and MinGW. 2018-06-16 23:20:50 -07:00
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scores.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
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shaders.cpp fixed renderer problem 2019-12-06 14:45:35 +01:00
shmup.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
shyp-geodesics.dat added ssol and shyp geodesic files to repo; removed hiding from ge_select_tiling 2019-10-05 18:55:11 +02:00
sky.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
sound.cpp viewctr is no more... major reduction of redundancy/complexity 2019-11-14 00:26:50 +01:00
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sysconfig.h added <unordered_set> 2019-12-06 14:03:12 +01:00
system.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
textures.cpp parser/texture:: txp function 2019-11-15 13:50:23 +01:00
tour.cpp renamed Tutorial to Guided tour 2019-09-13 18:01:28 +02:00
usershapes.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
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yendor.cpp rewritten the Euclidean geometry 2019-11-30 18:06:47 +01:00

HyperRogue

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Current version: 12.2

A puzzle roguelike in the hyperbolic plane. See the HyperRogue website for detailed and most up-to-date information.

Released under GNU General Public License, version 2. As such, it comes with 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 configation 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 Ubuntu (or similar) 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
autoreconf -vi
./configure
make

There is also a standalone Makefile for Linux, OSX, and MinGW.

git clone https://github.com/zenorogue/hyperrogue.git
cd hyperrogue
make -f Makefile.simple

The mymake program builds HyperRogue in parts. It takes longer than the methods listed 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.