Problem with console game loop not ending

Hi, in my main function, my while loop doesn't end and return to 0 for some reason. I use a function in a class that returns a pointer for HP and I use it for the entire program and it works fine until I plug it into the while loop in my main function.

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#include <iostream>
#include <ctime>
#include <cstdlib>
using namespace std;

int killcount = 0;

//quick little clearing screen function
void clearScreen(){
    system("pause");
    system("cls");
}








class playerAndEnemyClass{
public:
    int playerHealth = 100;
    int *playerHealthPointer = &playerHealth;
    int playerAttack = 25;
    int *playerAttackPointer = &playerAttack;
    int playerDefence = 10;
    int *playerDefencePointer = &playerDefence;
    int playerGP = 0;
    int *playerGPPointer = &playerGP;
    int playerMAXHealth = 100;
    int *playerMAXHealthPointer = &playerMAXHealth;

    int fighting(){
        srand(time(0));
        int zombieHealth = 5 + rand()%21; //5-25
        int zombieAttack = 10 + rand()%16; //10-25
        int zombieDefence = 5 + rand()%11; //5-15
        int zombieGP = 50 + rand()%151; //50-200

        setStatsForBattle(zombieAttack, zombieDefence);



        int rr = 1+rand()%2;
        bool ItsMyTurn;

        if(rr==1){
            cout << "You go first!\n\n";
            ItsMyTurn = true;
        }else if(rr==2){
            cout << "Zombie goes first!\n\n";
            ItsMyTurn = false;
        }



        while(actuallyGetHP()>0 && zombieHealth>0){
            if(ItsMyTurn==false){
                int rr1 = 1+rand()%6;

                switch(rr1){
                    case 1:
                        cout << "Critical Hit! Enemy did " << zombieAttack + zombieAttack << " damage!" << endl;
                        *playerHealthPointer -= zombieAttack + zombieAttack;
                        ItsMyTurn = true;
                        break;

                    case 2:
                    case 3:
                        cout << "Normal hit. Enemy did " << zombieAttack << " damage!" << endl;
                        *playerHealthPointer -= zombieAttack;
                        ItsMyTurn = true;
                        break;

                    default:
                        cout << "Miss!" << endl;
                        ItsMyTurn = true;


                }//ends switch

                cout << endl;
            }//ends zombie turn





            else if(ItsMyTurn==true){
                int rr1 = 1+rand()%6;

                switch(rr1){
                    case 1:
                        cout << "Critical Hit! You did " << playerAttack + playerAttack << " damage!" << endl;
                        zombieHealth -= playerAttack + playerAttack;
                        ItsMyTurn = false;
                        break;

                    case 2:
                    case 3:
                        cout << "Normal hit. You did " << playerAttack << " damage!" << endl;
                        zombieHealth -= playerAttack;
                        ItsMyTurn = false;
                        break;

                    default:
                        cout << "Miss!" << endl;
                        ItsMyTurn = false;


                }//ends switch

                cout << endl;
            }//ends my turn





            cout << endl;

        }//ends while loop


        if(zombieHealth<=0){
            killcount++;
            *playerGPPointer += zombieGP;
            cout << "You killed the zombie. You earned " << zombieGP << "GP! You have " << *playerHealthPointer << " life left." << endl;
            cout << "Current killcount: " << killcount << endl;
            cout << "Current GP: " << *playerGPPointer << "GP" << endl << endl;

        }else if(actuallyGetHP()<=0){

            cout << "You died nigguh" << endl;
            return 0;
        }



    }//ends fighting

    void setStatsForBattle(int thezombieattack, int thezombiedefence){

        if(thezombieattack<=playerDefence){
            thezombieattack = 0;
        }else{
            thezombieattack -= playerDefence;
        }


        if(playerAttack<=thezombiedefence){
            playerAttack = 0;
        }else{
            playerAttack -= thezombiedefence;
        }




    }

    int getHP(int *x){
        return *x;
    }

    int actuallyGetHP(){
        getHP(playerHealthPointer);
    }

    void healPlayerHealth(){
        *playerHealthPointer = *playerMAXHealthPointer;
    }

    void changePlayerMaxHealth(int x){
        *playerMAXHealthPointer += x;
    }



};

class mapAndMovementClass{
public:
    mapAndMovementClass(){ // constructor
        srand(time(0));

        for(int row=0; row<50; row++){
            for(int col=0; col<25; col++){

                if(row==0 || row==49 || col==0 || col==24){
                    theMap[row][col] = '#';
                }
                else{
                    theMap[row][col] = zombieGeneration();
                }

            }//ends column
        }//ends row



    }//ends constructor

    playerAndEnemyClass po1;
    char theMap[50][25];
    char thePlayer[50][25];
    int pX = 48;
    int *pXpointer = &pX;
    int pY = 1;
    int *pYpointer = &pY;


    void printMap(){



        for(int row=0; row<50; row++){
            for(int col=0; col<25; col++){

                cout << theMap[row][col] << " ";

            }//ends col
            cout << endl;
        }//ends row
        cout << endl;
    }

    char zombieGeneration(){
        int zr = 1+rand()%10;

        if(zr>5){
            return 'z';
        }

        return ' ';

    }

    void playerMovementforthisclassonly(int *x, int *y, char dosmap[50][25], char dosplayer[50][25]){
        dosplayer[*x][*y] = '%';
        dosmap[*x][*y] = dosplayer[*x][*y];
        printMap();
        cout << "Use WASD to move!" << endl << endl;
        cout << "Current Health: " << po1.actuallyGetHP() << endl << endl;

        char input;
        cin >> input;

        if(input == 'w' || input == 'W'){

            if(dosmap[*x-1][*y]=='z'){
                po1.fighting();
            }

            if(dosmap[*x-1][*y]!='#'){
                dosplayer[*x][*y] = ' ';
                dosmap[*x][*y] = dosplayer[*x][*y];
                *x -= 1;

            }

        }//ends W

        if(input == 'a' || input == 'A'){

            if(dosmap[*x][*y-1]=='z'){
                po1.fighting();
            }

            if(dosmap[*x][*y-1]!='#'){
                dosplayer[*x][*y] = ' ';
                dosmap[*x][*y] = dosplayer[*x][*y];
                *y -= 1;

            }

        }//ends A

        if(input == 's' || input == 'S'){


            if(dosmap[*x+1][*y]=='z'){
                po1.fighting();
            }


            if(dosmap[*x+1][*y]!='#'){
                dosplayer[*x][*y] = ' ';
                dosmap[*x][*y] = dosplayer[*x][*y];
                *x += 1;

            }

        }//ends S

        if(input == 'd' || input == 'D'){


            if(dosmap[*x][*y+1]=='z'){
                po1.fighting();
            }


            if(dosmap[*x][*y+1]!='#'){
                dosplayer[*x][*y] = ' ';
                dosmap[*x][*y] = dosplayer[*x][*y];
                *y += 1;

            }

        }//ends D


    }//ends movement

    void actuallyMoveThePlayer(){
        playerMovementforthisclassonly(pXpointer, pYpointer, theMap, thePlayer);
    }


};




int main(){




    playerAndEnemyClass PlayerObject1;
    mapAndMovementClass MapObject1;


    while(PlayerObject1.actuallyGetHP()>0){
        MapObject1.actuallyMoveThePlayer();

        clearScreen();
    }

    return 0;
}


    
    
    

@WheatFieldOnFire yes, 1 chance for a critical hit, 2 chances for a normal hit, and 3 chances for a miss is what I was going for
I figured it out
Last edited on
@WheatFieldOnFire I used to do that too but then I saw someone's code who did it how I did it in this program and I was like wow that actually makes sense haha I try not to rewrite stuff as often as possible
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