/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // // // g_mem.c // #include "g_local.h" #define POOLSIZE (256 * 1024) static char memoryPool[POOLSIZE]; static int allocPoint; void *G_Alloc( int size ) { char *p; if ( g_debugAlloc.integer ) { G_Printf( "G_Alloc of %i bytes (%i left)\n", size, POOLSIZE - allocPoint - ( ( size + 31 ) & ~31 ) ); } if ( allocPoint + size > POOLSIZE ) { G_Error( "G_Alloc: failed on allocation of %i bytes\n", size ); // bk010103 - was %u, but is signed return NULL; } p = &memoryPool[allocPoint]; allocPoint += ( size + 31 ) & ~31; return p; } void G_InitMemory( void ) { allocPoint = 0; } void Svcmd_GameMem_f( void ) { G_Printf( "Game memory status: %i out of %i bytes allocated\n", allocPoint, POOLSIZE ); }