I'm having an issue with a program I'm working on. Occasionally, it will just freeze. No errors or anything.
The game is a multiplayer game where you fly a ship around. Pictures of other players and powerups move in and out of view depending on your location. For the most part, it works great, but under certain circumstances, it locks up.
I've tracked it down to when it BLITs one surface onto another. (SDL_BlitSurface).
If I comment out the single line of code where it blits (SDL_BlitSurface), and replace the graphic with a simple circle, it'll never freeze under any circumstances. But, comment out the circle and replace it with blitting the graphic again, and it'll randomly freeze. The frustrating part is, sometimes it will, sometimes it won't. Sometimes the graphic will sit on screen for a few moments and then freeze, sometimes it'll freeze the moment it shows up. Sometimes, it won't freeze at all. I simply cannot track it down to anything in particular.
I have ample amount of code that checks for NULL surfaces and it doesn't seem to stop it. I also have it set up to output information about all the graphics to a file (such as width, height, location in memory, x, y, etc) and nothing seems out of the ordinary.
My main questions are, what about surfaces can cause SDL_BlitSurface to freeze? And what other checks can I add for surfaces to make sure it doesn't try to blit bad surfaces?
The code is too long to list, but here is how it works:
class Player
{
Player();
int x;
int y;
int xvel;
int yvel;
SDL_Surface *DrawScreen;
SDL_Surface *ShipPic;
void check_player_dist();
void check_powerup_dist();
void update();
};
class PowerUp
{
int x;
int y;
int type;
SDL_Surface *Powerup_Pic;
};
Player::Player()
{
Apply_Surface(0, 0, PlayerShipPics, ShipPic);
}
Player::Update(Player p[], PowerUp pu[])
{
x += xvel;
y += yvel;
for (int i = 0; i < Num_Players; i++)
{
if (check_on_screen(p[i].x, p[i].y) == true)
{
Apply_Surface(x - p[i].x, y - p[i].y, p[i].ShipPic, DrawScreen);
}
}
for (int i = 0; i < Num_PowerUps; i++)
{
if (check_on_screen(pu[i].x, pu[i].y) == true)
{
Apply_Surface(x - pu[i].x, y - pu[i].y, pu[i].Pic, DrawScreen);
}
}
}
int main()
{
SDL_Surface *Screen;
Player players[4];
PowerUp powerups[200];
Num_Players = 4;
Num_PowerUps = 200;
while (quit == false)
{
for (int i = 0; i < Num_Players; i++)
{
players[i].update(players, powerups);
switch (i)
{
case 0: ScreenX = 0; ScreenY = 0; break;
case 1: ScreenX = ScreenWid / 2; ScreenY = 0; break;
case 2: ScreenX = 0; ScreenY = ScreenHigh / 2; break;
case 3: ScreenX = ScreenWid / 2; ScreenY = ScreenHigh / 2; break;
}
Apply_Surface (ScreenX, ScreenY, players[i].DrawScreen, Screen);
}
if (SDL_Flip(Screen) == -1)
{
return -1;
}
}
}
void Apply_Surface (int x, int y, SDL_Surface* Source, SDL_Surface* Destination, SDL_Rect* Clip)
{
SDL_Rect Offset;
Offset.x = x;
Offset.y = y;
if ((Source != NULL) && (Destination != NULL))
{
SDL_BlitSurface (Source, Clip, Destination, &Offset );
}
}
I've noticed it generally freezes when two or more players are near each other and it tries to draw the same power-up on both of their screens. But again...not always!