/*
===========================================================================
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"game_pch.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];
	
	memset(p,0,size);

	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 );
}
