/* =========================================================================== 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); }