Problem in AI development?

hello i have a problem to set more than 3 image SDL surfaces into the screen.i make 4 objects in this :

SDL_Surface *foo = NULL;//as main player
SDL_Surface *dot = NULL;//as enemy artificial intelligence
SDL_Surface *background = NULL;//as game background
SDL_Surface *screen = NULL;//white screen

this is the code :

#include "SDL.h"
#include "SDL_image.h"
#include <string>

//Screen attributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;

//The frames per second
const int FRAMES_PER_SECOND = 5;

//The dimenstions of the stick figure
const int FOO_WIDTH = 80;
const int FOO_HEIGHT = 160;

const int DOT_WIDTH = 20;
const int DOT_HEIGHT = 20;

const int LEVEL_WIDTH = 1900;
const int LEVEL_HEIGHT = 960;

//The direction status of the stick figure
const int FOO_RIGHT = 0;
const int FOO_LEFT = 1;
const int FOO_FRONT = 2;
const int FOO_BACK = 3;

//The surfaces
SDL_Surface *foo = NULL;
SDL_Surface *dot = NULL;
SDL_Surface *background = NULL;
SDL_Surface *screen = NULL;

//The event structure
SDL_Event event;

//The areas of the sprite sheet
SDL_Rect clipsRight[ 2 ];
SDL_Rect clipsLeft[ 2 ];
SDL_Rect clipsFront[ 2 ];
SDL_Rect clipsBack[ 2 ];

SDL_Rect camera = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
SDL_Rect wall;
SDL_Rect tree;
SDL_Rect treef;
SDL_Rect treeb;

//The stick figure
class Foo
{
    private:
    //The offset
    SDL_Rect box;

    //Its rate of movement
    int xVel, yVel;

    //Its current frame
    int frame;

    //Its animation status
    int status;

    public:
    //Initializes the variables
    Foo();

    //Handles input
    void handle_events();

    //Moves the stick figure
    void move();

    //Shows the stick figure
    void show();

	void set_camera();
};

//The timer
class Timer
{
    private:
    //The clock time when the timer started
    int startTicks;

    //The ticks stored when the timer was paused
    int pausedTicks;

    //The timer status
    bool paused;
    bool started;

    public:
    //Initializes variables
    Timer();

    //The various clock actions
    void start();
    void stop();
    void pause();
    void unpause();

    //Gets the timer's time
    int get_ticks();

    //Checks the status of the timer
    bool is_started();
    bool is_paused();
};

SDL_Surface *load_image( std::string filename )
{
    //The image that's loaded
    SDL_Surface* loadedImage = NULL;

    //The optimized surface that will be used
    SDL_Surface* optimizedImage = NULL;

    //Load the image
    loadedImage = IMG_Load( filename.c_str() );

    //If the image loaded
    if( loadedImage != NULL )
    {
        //Create an optimized surface
        optimizedImage = SDL_DisplayFormat( loadedImage );

        //Free the old surface
        SDL_FreeSurface( loadedImage );

        //If the surface was optimized
        if( optimizedImage != NULL )
        {
           Uint32 colorkey = SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF );

            //Color key surface
           SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
        }
    }

    //Return the optimized surface
    return optimizedImage;
}

void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
    //Holds offsets
    SDL_Rect offset;

    //Get offsets
    offset.x = x;
    offset.y = y;

    //Blit
    SDL_BlitSurface( source, clip, destination, &offset );
}

void set_clips()
{
    //Clip the sprites
    clipsRight[ 0 ].x = 0;
    clipsRight[ 0 ].y = 480;
    clipsRight[ 0 ].w = FOO_WIDTH;
    clipsRight[ 0 ].h = FOO_HEIGHT;

    clipsRight[ 1 ].x = FOO_WIDTH;
    clipsRight[ 1 ].y = 480;
    clipsRight[ 1 ].w = FOO_WIDTH;
    clipsRight[ 1 ].h = FOO_HEIGHT;

    clipsLeft[ 0 ].x = 0;
    clipsLeft[ 0 ].y = 320;
    clipsLeft[ 0 ].w = FOO_WIDTH;
    clipsLeft[ 0 ].h = FOO_HEIGHT;

    clipsLeft[ 1 ].x = FOO_WIDTH;
    clipsLeft[ 1 ].y = 320;
    clipsLeft[ 1 ].w = FOO_WIDTH;
    clipsLeft[ 1 ].h = FOO_HEIGHT;

    clipsBack[ 0 ].x = 0;
    clipsBack[ 0 ].y = 160;
    clipsBack[ 0 ].w = FOO_WIDTH;
    clipsBack[ 0 ].h = FOO_HEIGHT;

    clipsBack[ 1 ].x = FOO_WIDTH;
    clipsBack[ 1 ].y = 160;
    clipsBack[ 1 ].w = FOO_WIDTH;
    clipsBack[ 1 ].h = FOO_HEIGHT;

    clipsFront[ 0 ].x = 0;
    clipsFront[ 0 ].y = 0;
    clipsFront[ 0 ].w = FOO_WIDTH;
    clipsFront[ 0 ].h = FOO_HEIGHT;

    clipsFront[ 1 ].x = FOO_WIDTH;
    clipsFront[ 1 ].y = 0;
    clipsFront[ 1 ].w = FOO_WIDTH;
    clipsFront[ 1 ].h = FOO_HEIGHT;
}

bool check_collision( SDL_Rect A, SDL_Rect B )
{
    //The sides of the rectangles
    int leftA, leftB;
    int rightA, rightB;
    int topA, topB;
    int bottomA, bottomB;

    //Calculate the sides of rect A
    leftA = A.x;
    rightA = A.x + A.w;
    topA = A.y;
    bottomA = A.y + A.h;

    //Calculate the sides of rect B
    leftB = B.x;
    rightB = B.x + B.w;
    topB = B.y;
    bottomB = B.y + B.h;

    //If any of the sides from A are outside of B
    if( bottomA <= topB )
    {
        return false;
    }

    if( topA >= bottomB ) 
    {
        return false;
    }

    if( rightA <= leftB ) 
    {
        return false;
    }

    if( leftA >= rightB ) 
    {
        return false;
    }

    //If none of the sides from A are outside B
    return true;
}


bool init()
{
    //Initialize all SDL subsystems
    if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
    {
        return false;
    }

    //Set up the screen
    screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );

    //If there was an error in setting up the screen
    if( screen == NULL )
    {
        return false;
    }

    //Set the window caption
    SDL_WM_SetCaption( "Animation Test", NULL );

    //If everything initialized fine
    return true;
}

bool load_files()
{
    //Load the sprite sheet
    foo = load_image( "player.png" );

    //If there was a problem in loading the sprite
    if( foo == NULL )
    {
        return false;
    }

	dot = load_image( "garden.bmp" );

	if( dot = NULL )
	{
		return false;
	}

	background = load_image( "ground.png" );

	if( background == NULL )
	{
		return false;
	}

    //If everything loaded fine
    return true;
}

void clean_up()
{
    //Free the surface
    SDL_FreeSurface( background );
    SDL_FreeSurface( dot );
	SDL_FreeSurface( foo );

    //Quit SDL
    SDL_Quit();
}

Foo::Foo()
{
    //Initialize movement variables
    box.x = 0;
    box.y = 250;
	box.w = FOO_WIDTH;
	box.h = FOO_HEIGHT;

    xVel = 0;
	yVel = 0;

    //Initialize animation variables
    frame = 0;
    status = FOO_RIGHT;
}

void Foo::handle_events()
{
    //If a key was pressed
    if( event.type == SDL_KEYDOWN )
    {
        //Set the velocity
        switch( event.key.keysym.sym )
        {
            case SDLK_RIGHT: xVel += FOO_WIDTH / 2; break;
            case SDLK_LEFT: xVel -= FOO_WIDTH / 2; break;
            case SDLK_UP: yVel -= FOO_HEIGHT / 2; break;
            case SDLK_DOWN: yVel += FOO_HEIGHT / 2; break;
        }
    }
    //If a key was released
    else if( event.type == SDL_KEYUP )
    {
        //Set the velocity
        switch( event.key.keysym.sym )
        {
            case SDLK_RIGHT: xVel -= FOO_WIDTH / 2; break;
            case SDLK_LEFT: xVel += FOO_WIDTH / 2; break;
            case SDLK_UP: yVel += FOO_HEIGHT / 2; break;
            case SDLK_DOWN: yVel -= FOO_HEIGHT / 2; break;
        }
    }
}

void Foo::move()
{
    //Move
    box.x += xVel;

    //Keep the stick figure in bounds
    if( ( box.x < 0 ) || ( box.x + FOO_WIDTH > LEVEL_WIDTH ) || ( check_collision( box, wall ) ) || ( check_collision( box, tree ) ) || ( check_collision( box, treef ) ) || ( check_collision( box, treeb ) ) )
    {
        box.x -= xVel;
    }

	box.y += yVel; 

	if( ( box.y < 0 ) || ( box.y + FOO_HEIGHT > LEVEL_HEIGHT ) || ( check_collision( box, wall ) ) || ( check_collision( box, tree ) ) || ( check_collision( box, treef ) ) || ( check_collision( box, treeb ) ) )
    {
        box.y -= yVel;
    }
}

void Foo::show()
{
    //If Foo is moving left
    if( xVel < 0 )
    {
        //Set the animation to left
        status = FOO_LEFT;

        //Move to the next frame in the animation
        frame++;
    }
    //If Foo is moving right
    else if( xVel > 0 )
    {
        //Set the animation to right
        status = FOO_RIGHT;

        //Move to the next frame in the animation
        frame++;
    }

	else if(yVel > 0)
	{
		status = FOO_FRONT;

		frame++;
	}

	else if(yVel < 0)
	{
		status = FOO_BACK;

		frame++;
	}
    //If Foo standing
    else
    {
        //Restart the animation
        frame = 0;
    }

    //Loop the animation
    if( frame >= 2 )
    {
        frame = 0;
    }

    //Show the stick figure
    if( status == FOO_RIGHT )
    {
        apply_surface( box.x - camera.x, box.y - camera.y, foo, screen, &clipsRight[ frame ] );
    }
    else if( status == FOO_LEFT )
    {
        apply_surface( box.x - camera.x, box.y - camera.y, foo, screen, &clipsLeft[ frame ] );
    }
    else if( status == FOO_FRONT )
    {
        apply_surface( box.x - camera.x, box.y - camera.y, foo, screen, &clipsFront[ frame ] );
    }
    else if( status == FOO_BACK )
    {
        apply_surface( box.x - camera.x, box.y - camera.y, foo, screen, &clipsBack[ frame ] );
    }
}

void Foo::set_camera()
{
	camera.x = (box.x + FOO_WIDTH/2) - SCREEN_WIDTH/2;
	camera.y = (box.y + FOO_HEIGHT/2) - SCREEN_HEIGHT/2;

    //Keep the camera in bounds. 
	if( camera.x < 0 ) 
	{ 
		camera.x = 0; 
	} 
	if( camera.y < 0 ) 
	{ 
		camera.y = 0; 
	} 
	if( camera.x > LEVEL_WIDTH - camera.w ) 
	{
		camera.x = LEVEL_WIDTH - camera.w; 
	} 
	if( camera.y > LEVEL_HEIGHT - camera.h ) 
	{ 
		camera.y = LEVEL_HEIGHT - camera.h; 
	} 
} 

Timer::Timer()
{
    //Initialize the variables
    startTicks = 0;
    pausedTicks = 0;
    paused = false;
    started = false;
}

void Timer::start()
{
    //Start the timer
    started = true;

    //Unpause the timer
    paused = false;

    //Get the current clock time
    startTicks = SDL_GetTicks();
}

void Timer::stop()
{
    //Stop the timer
    started = false;

    //Unpause the timer
    paused = false;
}

void Timer::pause()
{
    //If the timer is running and isn't already paused
    if( ( started == true ) && ( paused == false ) )
    {
        //Pause the timer
        paused = true;

        //Calculate the paused ticks
        pausedTicks = SDL_GetTicks() - startTicks;
    }
}

void Timer::unpause()
{
    //If the timer is paused
    if( paused == true )
    {
        //Unpause the timer
        paused = false;

        //Reset the starting ticks
        startTicks = SDL_GetTicks() - pausedTicks;

        //Reset the paused ticks
        pausedTicks = 0;
    }
}

int Timer::get_ticks()
{
    //If the timer is running
    if( started == true )
    {
        //If the timer is paused
        if( paused == true )
        {
            //Return the number of ticks when the timer was paused
            return pausedTicks;
        }
        else
        {
            //Return the current time minus the start time
            return SDL_GetTicks() - startTicks;
        }
    }

    //If the timer isn't running
    return 0;
}

bool Timer::is_started()
{
    return started;
}

bool Timer::is_paused()
{
    return paused;
}

int main( int argc, char* args[] )
{
    //Quit flag
    bool quit = false;

    //Initialize
    if( init() == false )
    {
        return 1;
    }

    //Load the files
    if( load_files() == false )
    {
        return 1;
    }

	wall.x = 800;
	wall.y = 30;
	wall.w = 60;
	wall.h = 200;

    tree.x = 400;
	tree.y = 50;
	tree.w = 60;
	tree.h = 200;

    treef.x = 1400;
	treef.y = 200;
	treef.w = 120;
	treef.h = 500;

    treeb.x = 1500;
	treeb.y = 500;
	treeb.w = 400;
	treeb.h = 150;

    //Clip the sprite sheet
    set_clips();

    //The frame rate regulator
    Timer fps;

    //The stick figure
    Foo walk;

    //While the user hasn't quit
    while( quit == false )
    {
        //Start the frame timer
        fps.start();

        //While there's events to handle
        while( SDL_PollEvent( &event ) )
        {
            //Handle events for the stick figure
            walk.handle_events();

            //If the user has Xed out the window
            if( event.type == SDL_QUIT )
            {
                //Quit the program
                quit = true;
            }
        }


        //Move the stick figure
		walk.move();

        walk.set_camera();

        //Fill the screen white
        SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );

        //Show the stick figure on the screen
        apply_surface( 0, 0, background, screen, &camera );
        
        walk.show();
        apply_surface( 0, 0, dot, screen );//HERE I CAN'T APPLY DOT SURFACE

        //Update the screen
        if( SDL_Flip( screen ) == -1 )
        {
            return 1;
        }

        //Cap the frame rate
        if( fps.get_ticks() < 500 / FRAMES_PER_SECOND )
        {
            SDL_Delay( ( 700 / FRAMES_PER_SECOND ) - fps.get_ticks() );
        }
    }

    //Clean up
    clean_up();

    return 0;
}

look on the main entry : i can’t apply dot surface on my background.the output didn’t display dot object as my third sprite.why i can’t apply more than 3 images/sprites in SDL?

Try this:

// This is for controlling it's position. Put this outside of the game loop
int dot_x = 0;
int dot_y = 0;

// Just replace the code that doesn't seem to work with this. (Exactly where you had it before)
apply_surface( dot_x - camera.x, dot_y - camera.y, dot, screen, &camera );

If that doesn’t work, remove “&camera”.