/*
===========================================================================

Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).  

RTCW SP 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 3 of the License, or
(at your option) any later version.

RTCW SP 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 RTCW SP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

/*
 * name:		g_save.c
 *
 */

#include "g_local.h"
#include "../qcommon/q_shared.h"
#include "../botlib/botlib.h"      //bot lib interface
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/botai.h"          //bot ai interface

#include "ai_cast.h"

/*
Wolf savegame system.

Using the "checkpoint" system, we only need to save at specific locations, but various entities
may have changed behind us, so therefore we need to save as much as possible, but without going
overboard.

For now, everything is saved from the entity, client and cast_state structures, except the fields
defined in the ignoreField structures below. Any pointer fields need to be specified in the
saveField structures below.

!! NOTE: when working on Wolf patches, make sure you only add fields to the very end of the three
  main structures saved here (entity, client, cast_state). If any fields are inserted in the middle
  of these structures, savegames will become corrupted, and there is no way of checking for this,
  so it'll just crash.

NOTE TTimo: see show_bug.cgi?id=434 for v17 -> v18 savegames
*/


vmCvar_t musicCvar;
char musicString[MAX_STRING_CHARS];

static int ver;

typedef enum {
	F_NONE,
	F_STRING,
	F_ENTITY,           // index on disk, pointer in memory
	F_ITEM,             // index on disk, pointer in memory
	F_CLIENT,           // index on disk, pointer in memory
	F_FUNCTION
} saveFieldtype_t;

typedef struct {
	size_t ofs;
	saveFieldtype_t type;
} saveField_t;

//.......................................................................................
// these are the fields that cannot be saved directly, so they need to be converted
static saveField_t gentityFields_17[] = {
	{FOFS( client ),      F_CLIENT},
	{FOFS( classname ),   F_STRING},
	{FOFS( model ),       F_STRING},
	{FOFS( model2 ),      F_STRING},
	{FOFS( parent ),      F_ENTITY},
	{FOFS( nextTrain ),   F_ENTITY},
	{FOFS( prevTrain ),   F_ENTITY},
	{FOFS( message ),     F_STRING},
	{FOFS( target ),      F_STRING},
	{FOFS( targetname ),  F_STRING},
	{FOFS( team ),        F_STRING},
	{FOFS( target_ent ),  F_ENTITY},
	{FOFS( think ),       F_FUNCTION},
	{FOFS( reached ),     F_FUNCTION},
	{FOFS( blocked ),     F_FUNCTION},
	{FOFS( touch ),       F_FUNCTION},
	{FOFS( use ),         F_FUNCTION},
	{FOFS( pain ),        F_FUNCTION},
	{FOFS( die ),         F_FUNCTION},
	{FOFS( chain ),       F_ENTITY},
	{FOFS( enemy ),       F_ENTITY},
	{FOFS( activator ),   F_ENTITY},
	{FOFS( teamchain ),   F_ENTITY},
	{FOFS( teammaster ),  F_ENTITY},
	{FOFS( item ),        F_ITEM},
	{FOFS( aiAttributes ),F_STRING},
	{FOFS( aiName ),      F_STRING},
	{FOFS( AIScript_AlertEntity ), F_FUNCTION},
	{FOFS( aiSkin ),      F_STRING},
	{FOFS( aihSkin ),     F_STRING},
	{FOFS( dl_stylestring ),  F_STRING},
	{FOFS( dl_shader ),   F_STRING},
	{FOFS( melee ),       F_ENTITY},
	{FOFS( spawnitem ),   F_STRING},
	{FOFS( track ),       F_STRING},
	{FOFS( scriptName ),  F_STRING},
	{FOFS( scriptStatus.animatingParams ),    F_STRING},
	{FOFS( tagName ),     F_STRING},
	{FOFS( tagParent ),   F_ENTITY},

	{0, 0}
};

// TTimo
// show_bug.cgi?id=434
// new field for v18 saved games
// not in gentityField to keep backward compatibility loading v17
static saveField_t gentityFields_18[] = {
	{FOFS( targetdeath ), F_STRING},
	{0, 0}
};


static saveField_t gclientFields[] = {
	{CFOFS( hook ),       F_ENTITY},

	{0, 0}
};

static saveField_t castStateFields[] = {
	{CSFOFS( aifunc ),    F_FUNCTION},
	{CSFOFS( oldAifunc ), F_FUNCTION},
	{CSFOFS( painfunc ),  F_FUNCTION},
	{CSFOFS( deathfunc ), F_FUNCTION},
	{CSFOFS( sightfunc ), F_FUNCTION},
	{CSFOFS( sightEnemy ),    F_FUNCTION},
	{CSFOFS( sightFriend ),   F_FUNCTION},
	{CSFOFS( activate ),  F_FUNCTION},
	{CSFOFS( aifuncAttack1 ), F_FUNCTION},
	{CSFOFS( aifuncAttack2 ), F_FUNCTION},
	{CSFOFS( aifuncAttack3 ), F_FUNCTION},

	{0, 0}
};

//.......................................................................................
// this is where we define fields or sections of structures that we should totally ignore
typedef struct {
	size_t ofs;
	int len;
} ignoreField_t;

static ignoreField_t gentityIgnoreFields[] = {
	// don't process events that have already occured before the game was saved
	//{FOFS(s.events[0]),		sizeof(int) * MAX_EVENTS},
	//{FOFS(s.eventParms[0]),	sizeof(int) * MAX_EVENTS},
	//{FOFS(s.eventSequence),	sizeof(int)},

	{FOFS( numScriptEvents ), sizeof( int )},
	{FOFS( scriptEvents ),    sizeof( g_script_event_t * ) },   // gets created upon parsing the script file, this is static while playing

	{0, 0}
};

static ignoreField_t gclientIgnoreFields[] = {
	// don't process events that have already occured before the game was saved
	//{CFOFS(ps.events[0]),		sizeof(int) * MAX_EVENTS},
	//{CFOFS(ps.eventParms[0]),	sizeof(int) * MAX_EVENTS},
	//{CFOFS(ps.eventSequence),	sizeof(int)},
	//{CFOFS(ps.oldEventSequence),sizeof(int)},

	{0, 0}
};

static ignoreField_t castStateIgnoreFields[] = {
	{CSFOFS( bs ),    sizeof( bot_state_t * )},
	{CSFOFS( numCastScriptEvents ),   sizeof( int )},
	{CSFOFS( castScriptEvents ), sizeof( cast_script_event_t * ) }, // gets created upon parsing the script file, this is static while playing
	{CSFOFS( weaponInfo ),    sizeof( cast_weapon_info_t * )},

	{0, 0}
};



//.......................................................................................
// persistant data is optionally carried across level changes
// !! WARNING: cannot save pointer or string variables
typedef struct {
	size_t ofs;
	int len;
} persField_t;

static persField_t gentityPersFields[] = {
	{FOFS( health ),              sizeof( int )},
	{0, 0}
};

static persField_t gclientPersFields[] = {
	{CFOFS( ps.weapon ),          sizeof( int )},
	{CFOFS( ps.ammo[0] ),         sizeof( int ) * MAX_WEAPONS},
	{CFOFS( ps.ammoclip[0] ),     sizeof( int ) * MAX_WEAPONS}, //----(SA)	added for ammo in clip
	{CFOFS( ps.persistant[0] ),   sizeof( int ) * MAX_PERSISTANT},
	{CFOFS( ps.stats[0] ),        sizeof( int ) * MAX_STATS},
	{CFOFS( ps.weapons[0] ),      sizeof( int ) * MAX_WEAPONS / ( sizeof( int ) * 8 )}, // //----(SA)	added.  weapons owned got moved outside stats[]
	{CFOFS( ps.powerups[0] ),     sizeof( int ) * MAX_POWERUPS},
	{CFOFS( ps.holdable[0] ),     sizeof( int ) * MAX_HOLDABLE},    //----(SA)	added
	{CFOFS( ps.holding ),         sizeof( int )},                   //----(SA)	added

	{0, 0}
};

static persField_t castStatePersFields[] = {
	// TODO: will we be transporting AI's between levels?
	// FIXME: if so, we can't save strings in here, so how are we going to create the new AI
	// in the next level, with all his strings and pointers attached?
	{0, 0}
};


//.......................................................................................
// this stores all functions in the game code
typedef struct {
	char *funcStr;
	byte *funcPtr;
} funcList_t;


#include "g_func_decs.h" // declare all game functions

funcList_t funcList[] = {
	#include "g_funcs.h"
};

//=========================================================

/*
===============
G_SaveWriteError
===============
*/
void G_SaveWriteError( void ) {
// TTimo
#ifdef __linux__
	G_Error( "Unable to save game.\n\nPlease check that you have at least 5mb free of disk space in your home directory." );
#else
	G_Error( "Insufficient free disk space.\n\nPlease free at least 5mb of free space on game drive." );
#endif
}

static int saveByteCount;

/*
===============
G_SaveWrite

  FS_Write doesnt always accurately return how many bytes were written, so tally them up, and
  check them before we rename to the real file
===============
*/
int G_SaveWrite( const void *buffer, int len, fileHandle_t f ) {
	saveByteCount += len;

	return trap_FS_Write( buffer, len, f );
}

//=========================================================

funcList_t *G_FindFuncAtAddress( byte *adr ) {
	int i;

	for ( i = 0; funcList[i].funcStr; i++ ) {
		if ( funcList[i].funcPtr == adr ) {
			return &funcList[i];
		}
	}
	return NULL;
}

byte *G_FindFuncByName( char *name ) {
	int i;

	for ( i = 0; funcList[i].funcStr; i++ ) {
		if ( !strcmp( name, funcList[i].funcStr ) ) {
			return funcList[i].funcPtr;
		}
	}
	return NULL;
}

void WriteField1( saveField_t *field, byte *base ) {
	void        *p;
	int len;
	int index;
	funcList_t  *func;

	p = ( void * )( base + field->ofs );
	switch ( field->type )
	{
	case F_STRING:
		if ( *(char **)p ) {
			len = strlen( *(char **)p ) + 1;
		} else {
			len = 0;
		}
		*(int *)p = len;
		break;
	case F_ENTITY:
		if ( *(gentity_t **)p == NULL ) {
			index = -1;
		} else {
			index = *(gentity_t **)p - g_entities;
		}
		if ( index >= MAX_GENTITIES || index < -1 ) {
			G_Error( "WriteField1: entity out of range (%i)", index );
		}
		*(int *)p = index;
		break;
	case F_CLIENT:
		if ( *(gclient_t **)p == NULL ) {
			index = -1;
		} else {
			index = *(gclient_t **)p - level.clients;
		}
		if ( index >= MAX_CLIENTS || index < -1 ) {
			G_Error( "WriteField1: client out of range (%i)", index );
		}
		*(int *)p = index;
		break;
	case F_ITEM:
		if ( *(gitem_t **)p == NULL ) {
			index = -1;
		} else {
			index = *(gitem_t **)p - bg_itemlist;
		}
		*(int *)p = index;
		break;

		//	match this with a function address in the function list, which is built using the
		//	"extractfuncs.bat" in the utils folder. We then save the string equivalent
		//	of the function. This effectively gives us cross-version save games.
	case F_FUNCTION:
		if ( *(byte **)p == NULL ) {
			len = 0;
		} else {
			func = G_FindFuncAtAddress( *(byte **)p );
			if ( !func ) {
				G_Error( "WriteField1: unknown function, cannot save game" );
			}
			len = strlen( func->funcStr ) + 1;
		}
		*(int *)p = len;
		break;

	default:
		G_Error( "WriteField1: unknown field type" );
	}
}


void WriteField2( fileHandle_t f, saveField_t *field, byte *base ) {
	int len;
	void        *p;
	funcList_t  *func;

	p = ( void * )( base + field->ofs );
	switch ( field->type )
	{
	case F_STRING:
		if ( *(char **)p ) {
			len = strlen( *(char **)p ) + 1;
			if ( !G_SaveWrite( *(char **)p, len, f ) ) {
				G_SaveWriteError();
			}
		}
		break;
	case F_FUNCTION:
		if ( *(byte **)p ) {
			func = G_FindFuncAtAddress( *(byte **)p );
			if ( !func ) {
				G_Error( "WriteField1: unknown function, cannot save game" );
			}
			len = strlen( func->funcStr ) + 1;
			if ( !G_SaveWrite( func->funcStr, len, f ) ) {
				G_SaveWriteError();
			}
		}
		break;
	default:
		break;
	}
}

void ReadField( fileHandle_t f, saveField_t *field, byte *base ) {
	void        *p;
	int len;
	int index;
	char funcStr[512];

	p = ( void * )( base + field->ofs );
	switch ( field->type )
	{
	case F_STRING:
		len = *(int *)p;
		if ( !len ) {
			*(char **)p = NULL;
		} else
		{
			*(char **)p = G_Alloc( len );
			trap_FS_Read( *(char **)p, len, f );
		}
		break;
	case F_ENTITY:
		index = *(int *)p;
		if ( index >= MAX_GENTITIES || index < -1 ) {
			G_Error( "ReadField: entity out of range (%i)", index );
		}
		if ( index == -1 ) {
			*(gentity_t **)p = NULL;
		} else {
			*(gentity_t **)p = &g_entities[index];
		}
		break;
	case F_CLIENT:
		index = *(int *)p;
		if ( index >= MAX_CLIENTS || index < -1 ) {
			G_Error( "ReadField: client out of range (%i)", index );
		}
		if ( index == -1 ) {
			*(gclient_t **)p = NULL;
		} else {
			*(gclient_t **)p = &level.clients[index];
		}
		break;
	case F_ITEM:
		index = *(int *)p;
		if ( index == -1 ) {
			*(gitem_t **)p = NULL;
		} else {
			*(gitem_t **)p = &bg_itemlist[index];
		}
		break;

		//relative to code segment
	case F_FUNCTION:
		len = *(int *)p;
		if ( !len ) {
			*(byte **)p = NULL;
		} else
		{
			//funcStr = G_Alloc (len);
			if ( len > sizeof( funcStr ) ) {
				G_Error( "ReadField: function name is greater than buffer (%li chars)", (long unsigned int)sizeof( funcStr ) );
			}
			trap_FS_Read( funcStr, len, f );
			if ( !( *(byte **)p = G_FindFuncByName( funcStr ) ) ) {
				G_Error( "ReadField: unknown function '%s'\ncannot load game", funcStr );
			}
		}
		break;

	default:
		G_Error( "ReadField: unknown field type" );
	}
}

//=========================================================

#define SAVE_ENCODE_COUNT_BYTES     1

/*
===============
G_Save_Encode

  returns the number of bytes written to "out"
===============
*/
int G_Save_Encode( byte *raw, byte *out, int rawsize, int outsize ) {
	int rawcount, oldrawcount, outcount;
	int mode;
	byte count;     //DAJ was int but caused endian bugs

	rawcount = 0;
	outcount = 0;
	while ( rawcount < rawsize ) {
		oldrawcount = rawcount;
		// is this a non-zero?
		if ( raw[rawcount] ) {
			mode = 1;
		} else {
			mode = 0;
		}
		// calc the count
		count = 0;
		while ( rawcount < rawsize && ( raw[rawcount] != 0 ) == mode && count < ( ( ( 1 << ( SAVE_ENCODE_COUNT_BYTES * 8 - 1 ) ) - 1 ) ) ) {
			rawcount++;
			count++;
		}
		// write the count, followed by data if required
		memcpy( out + outcount, &count, SAVE_ENCODE_COUNT_BYTES );
		// switch the sign bit if zeros
		if ( !mode ) {
			out[outcount + SAVE_ENCODE_COUNT_BYTES - 1] |= ( 1 << 7 );
			outcount += SAVE_ENCODE_COUNT_BYTES;
		} else {
			outcount += SAVE_ENCODE_COUNT_BYTES;
			// write the data
			memcpy( out + outcount, raw + oldrawcount, count );
			outcount += count;
		}
	}

	return outcount;
}

/*
===============
G_Save_Decode
===============
*/
void G_Save_Decode( byte *in, int insize, byte *out, int outsize ) {
	int incount, outcount;
	byte count;     //DAJ was in but caused endian bugs
	//
	incount = 0;
	outcount = 0;
	while ( incount < insize ) {
		// read the count
		count = 0;
		memcpy( &count, in + incount, SAVE_ENCODE_COUNT_BYTES );
		incount += SAVE_ENCODE_COUNT_BYTES;
		// if it's negative, zero it out
		if ( count & ( 1 << ( ( SAVE_ENCODE_COUNT_BYTES * 8 ) - 1 ) ) ) {
			count &= ~( 1 << ( ( SAVE_ENCODE_COUNT_BYTES * 8 ) - 1 ) );
			memset( out + outcount, 0, count );
			outcount += count;
		} else {
			// copy the data from "in"
			memcpy( out + outcount, in + incount, count );
			outcount += count;
			incount += count;
		}
	}
}

//=========================================================

byte clientBuf[ 2 * sizeof( gentity_t ) ];

/*
===============
WriteClient
===============
*/
void WriteClient( fileHandle_t f, gclient_t *cl ) {
	saveField_t *field;
	gclient_t temp;
	int length;

	// copy the structure across, then process the fields
	temp = *cl;

	// first, kill all events (assume they have been processed)
	memset( temp.ps.events, 0, sizeof( temp.ps.events ) );
	memset( temp.ps.eventParms, 0, sizeof( temp.ps.eventParms ) );
	temp.ps.eventSequence = 0;
	temp.ps.oldEventSequence = 0;
	temp.ps.entityEventSequence = 0;

	// change the pointers to lengths or indexes
	for ( field = gclientFields ; field->type ; field++ )
	{
		WriteField1( field, (byte *)&temp );
	}

	// write the block
	//if (!G_SaveWrite (&temp, sizeof(temp), f)) G_SaveWriteError();
	length = G_Save_Encode( (byte *)&temp, clientBuf, sizeof( temp ), sizeof( clientBuf ) );
	if ( !G_SaveWrite( &length, sizeof( length ), f ) ) {
		G_SaveWriteError();
	}
	if ( !G_SaveWrite( &clientBuf, length, f ) ) {
		G_SaveWriteError();
	}

	// now write any allocated data following the edict
	for ( field = gclientFields ; field->type ; field++ )
	{
		WriteField2( f, field, (byte *)cl );
	}

}

/*
===============
ReadClient
===============
*/
void ReadClient( fileHandle_t f, gclient_t *client, int size ) {
	saveField_t *field;
	ignoreField_t *ifield;
	gclient_t temp;
	gentity_t   *ent;
	int decodedSize;

	if ( ver == 10 ) {
		trap_FS_Read( &temp, size, f );
	} else {
		// read the encoded chunk
		trap_FS_Read( &decodedSize, sizeof( int ), f );
		if ( decodedSize > sizeof( clientBuf ) ) {
			G_Error( "G_LoadGame: encoded chunk is greater than buffer" );
		}
		trap_FS_Read( clientBuf, decodedSize, f ); \
		// decode it
		G_Save_Decode( clientBuf, decodedSize, (byte *)&temp, sizeof( temp ) );
	}

	// convert any feilds back to the correct data
	for ( field = gclientFields ; field->type ; field++ )
	{
		ReadField( f, field, (byte *)&temp );
	}

	// backup any fields that we don't want to read in
	for ( ifield = gclientIgnoreFields ; ifield->len ; ifield++ )
	{
		memcpy( ( (byte *)&temp ) + ifield->ofs, ( (byte *)client ) + ifield->ofs, ifield->len );
	}

	// now copy the temp structure into the existing structure
	memcpy( client, &temp, size );

	// make sure they face the right way
	//client->ps.pm_flags |= PMF_RESPAWNED;
	// don't allow full run speed for a bit
	//if (client->ps.clientNum == 0) {	// only set this for the player
	client->ps.pm_flags |= PMF_TIME_LOAD;
	client->ps.pm_time = 1000;
	if ( client->ps.aiChar ) {
		client->ps.pm_time = 800;
	}
	//}

	ent = &g_entities[client->ps.clientNum];

	// make sure they face the right way
	// if it's the player, see if we need to put them at a mission marker

// (SA) I think this should never be hit at all, but as a precaution I'm commenting it out anyway
/*
	if (!(ent->r.svFlags & SVF_CASTAI) && ent->missionObjectives > 0) {
		gentity_t *trav;

		for (trav=NULL; trav = G_Find(trav, FOFS(classname), "info_player_checkpoint"); ) {
			if (trav->missionObjectives == ent->missionObjectives && Distance(trav->s.origin, ent->r.currentOrigin) < 800) {
				G_SetOrigin( ent, trav->s.origin );
				VectorCopy( trav->s.origin, ent->client->ps.origin );

				trap_GetUsercmd( ent->client - level.clients, &ent->client->pers.cmd );
				SetClientViewAngle( ent, trav->s.angles );
				break;
			}
		}

		if (!trav) {
			trap_GetUsercmd( ent->client - level.clients, &ent->client->pers.cmd );
			SetClientViewAngle( ent, ent->client->ps.viewangles );
		}
	} else {
*/
	trap_GetUsercmd( ent->client - level.clients, &ent->client->pers.cmd );
	SetClientViewAngle( ent, ent->client->ps.viewangles );
//	}

	// dead characters should stay on last frame after a loadgame
	if ( client->ps.eFlags & EF_DEAD ) {
		client->ps.eFlags |= EF_FORCE_END_FRAME;
	}

	// RF, disabled, not required now with screen fading, causes characters to possibly spawn events
	// before they are known in the cgame
	// run a client frame to drop exactly to the floor,
	// initialize animations and other things
	//trap_GetUsercmd( ent-g_entities, &ent->client->pers.cmd );
	//ent->client->ps.commandTime = ent->client->pers.cmd.serverTime - 100;
	//ClientThink( ent-g_entities );

	// tell the client to reset it's cgame stuff
	if ( !( ent->r.svFlags & SVF_CASTAI ) ) {
		vmCvar_t cvar;
		// tell it which weapon to use after spawning in
		trap_Cvar_Register( &cvar, "cg_loadWeaponSelect", "0", CVAR_ROM );
		trap_Cvar_Set( "cg_loadWeaponSelect", va( "%i", client->ps.weapon ) );
		//
		trap_SendServerCommand( client->ps.clientNum, "map_restart\n" );
	}
}

//=========================================================

byte entityBuf[ 2 * sizeof( gentity_t ) ];

/*
===============
WriteEntity
===============
*/
void WriteEntity( fileHandle_t f, gentity_t *ent ) {
	saveField_t *field;
	gentity_t temp;
	int length;

	// copy the structure across, then process the fields
	temp = *ent;

	// first, kill all events (assume they have been processed)
	memset( temp.s.events, 0, sizeof( temp.s.events ) );
	memset( temp.s.eventParms, 0, sizeof( temp.s.eventParms ) );
	temp.s.eventSequence = 0;

	// change the pointers to lengths or indexes
	for ( field = gentityFields_17 ; field->type ; field++ )
	{
		WriteField1( field, (byte *)&temp );
	}
	// TTimo
	// show_bug.cgi?id=434
	WriteField1( gentityFields_18, (byte *)&temp );

	// write the block
	//if (!G_SaveWrite (&temp, sizeof(temp), f)) G_SaveWriteError();
	length = G_Save_Encode( (byte *)&temp, entityBuf, sizeof( temp ), sizeof( entityBuf ) );
	if ( !G_SaveWrite( &length, sizeof( length ), f ) ) {
		G_SaveWriteError();
	}
	if ( !G_SaveWrite( &entityBuf, length, f ) ) {
		G_SaveWriteError();
	}

	// now write any allocated data following the edict
	for ( field = gentityFields_17 ; field->type ; field++ )
	{
		WriteField2( f, field, (byte *)ent );
	}
	// TTimo
	// show_bug.cgi?id=434
	WriteField2( f, gentityFields_18, (byte *)ent );

}

/*
===============
ReadEntity
===============
*/
void ReadEntity( fileHandle_t f, gentity_t *ent, int size ) {
	saveField_t *field;
	ignoreField_t *ifield;
	gentity_t temp = {{0}}, backup, backup2;
	vmCvar_t cvar;
	int decodedSize;

	backup = *ent;

	if ( ver == 10 ) {
		trap_FS_Read( &temp, size, f );
	} else {
		// read the encoded chunk
		trap_FS_Read( &decodedSize, sizeof( int ), f );
		if ( decodedSize > sizeof( entityBuf ) ) {
			G_Error( "G_LoadGame: encoded chunk is greater than buffer" );
		}
		trap_FS_Read( entityBuf, decodedSize, f );
		// decode it
		G_Save_Decode( entityBuf, decodedSize, (byte *)&temp, sizeof( temp ) );
	}

	// convert any fields back to the correct data
	for ( field = gentityFields_17 ; field->type ; field++ )
	{
		ReadField( f, field, (byte *)&temp );
	}
	// TTimo
	// show_bug.cgi?id=434
	if ( ver >= 18 ) {
		ReadField( f, gentityFields_18, (byte *)&temp );
	}

	// backup any fields that we don't want to read in
	for ( ifield = gentityIgnoreFields ; ifield->len ; ifield++ )
	{
		memcpy( ( (byte *)&temp ) + ifield->ofs, ( (byte *)ent ) + ifield->ofs, ifield->len );
	}

	// kill all events (assume they have been processed)
	if ( !temp.freeAfterEvent ) {
		temp.s.event = 0;
		memset( temp.s.events, 0, sizeof( temp.s.events ) );
		memset( temp.s.eventParms, 0, sizeof( temp.s.eventParms ) );
		temp.s.eventSequence = 0;
		temp.eventTime = 0;
	}

	// now copy the temp structure into the existing structure
	memcpy( ent, &temp, size );

	// notify server of changes in position/orientation
	if ( ent->r.linked && ( !( ent->r.svFlags & SVF_CASTAI ) || !ent->aiInactive ) ) {
		trap_LinkEntity( ent );
	} else {
		trap_UnlinkEntity( ent );
	}

	// if this is a mover, check areaportals
	if ( ent->s.eType == ET_MOVER && ent->moverState != backup.moverState ) {
		if ( ent->teammaster == ent || !ent->teammaster ) {
			if ( ent->moverState == MOVER_POS1ROTATE || ent->moverState == MOVER_POS1 ) {
				// closed areaportal
				trap_AdjustAreaPortalState( ent, qfalse );
			} else {    // must be open
				// portals are always opened before the mover starts to open, so we must move
				// it back to the start position, link, set portals, then move it back
				backup2 = *ent;
				*ent = backup;
				// link it at original position
				trap_LinkEntity( ent );
				// set portals
				trap_AdjustAreaPortalState( ent, qtrue );
				// put it back
				*ent = backup2;
				trap_LinkEntity( ent );
			}
		}
	}

	// check for blocking AAS at save time
	if ( ent->AASblocking ) {
		G_SetAASBlockingEntity( ent, qtrue );
	}

	// check for this being a tagconnect entity
	if ( ent->tagName && ent->tagParent ) {   // the parent might not be there yet
		G_ProcessTagConnect( ent, qfalse );
	}

	// if this is a camera, then make it the current global camera (silly global variables..)
	if ( ent->s.eType == ET_CAMERA ) {
		g_camEnt = ent;
	}

	// if this is the player
	if ( ent->s.number == 0 ) {
		int i;

		trap_Cvar_Set( "cg_yougotMail", "0" );

		// set up met objectives
		for ( i = 0; i < sizeof( ent->missionObjectives ) * 8; i++ ) {
			if ( ent->missionObjectives & ( 1 << i ) ) {
				trap_Cvar_Register( &cvar, va( "g_objective%i", i + 1 ), "1", CVAR_ROM ); //set g_objective<n> cvar
				trap_Cvar_Set( va( "g_objective%i", i + 1 ), "1" );                           // set it to make sure
			} else {
				trap_Cvar_Set( va( "g_objective%i", i + 1 ), "0" );                           // make sure it's clear
			}
		}

/*
		// set up current episode (for notebook de-briefing tabs)
		trap_Cvar_Register( &cvar, "g_episode", "0", CVAR_ROM );
		trap_Cvar_Set( "g_episode", va( "%d", ent->missionLevel ) );
*/
	}

}

//=========================================================

byte castStateBuf[ 2 * sizeof( cast_state_t ) ];

/*
===============
WriteCastState
===============
*/
void WriteCastState( fileHandle_t f, cast_state_t *cs ) {
	saveField_t *field;
	cast_state_t temp;
	int length;

	// copy the structure across, then process the fields
	temp = *cs;

	// change the pointers to lengths or indexes
	for ( field = castStateFields ; field->type ; field++ )
	{
		WriteField1( field, (byte *)&temp );
	}

	// write the block
	//if (!G_SaveWrite (&temp, sizeof(temp), f)) G_SaveWriteError();
	length = G_Save_Encode( (byte *)&temp, castStateBuf, sizeof( temp ), sizeof( castStateBuf ) );
	if ( !G_SaveWrite( &length, sizeof( length ), f ) ) {
		G_SaveWriteError();
	}
	if ( !G_SaveWrite( &castStateBuf, length, f ) ) {
		G_SaveWriteError();
	}

	// now write any allocated data following the edict
	for ( field = castStateFields ; field->type ; field++ )
	{
		WriteField2( f, field, (byte *)cs );
	}

}

/*
===============
ReadCastState
===============
*/
void ReadCastState( fileHandle_t f, cast_state_t *cs, int size ) {
	saveField_t *field;
	ignoreField_t *ifield;
	cast_state_t temp;
	int decodedSize;

	if ( ver == 10 ) {
		trap_FS_Read( &temp, size, f );
	} else {
		// read the encoded chunk
		trap_FS_Read( &decodedSize, sizeof( int ), f );
		if ( decodedSize > sizeof( castStateBuf ) ) {
			G_Error( "G_LoadGame: encoded chunk is greater than buffer" );
		}
		trap_FS_Read( castStateBuf, decodedSize, f ); \
		// decode it
		G_Save_Decode( castStateBuf, decodedSize, (byte *)&temp, sizeof( temp ) );
	}

	// convert any feilds back to the correct data
	for ( field = castStateFields ; field->type ; field++ )
	{
		ReadField( f, field, (byte *)&temp );
	}

	// backup any fields that we don't want to read in
	for ( ifield = castStateIgnoreFields ; ifield->len ; ifield++ )
	{
		memcpy( ( (byte *)&temp ) + ifield->ofs, ( (byte *)cs ) + ifield->ofs, ifield->len );
	}

	// now copy the temp structure into the existing structure
	memcpy( cs, &temp, size );

	// if this is an AI, init the cur_ps
	if ( cs->bs && !cs->deathTime ) {
		// clear out the delta_angles
		memset( g_entities[cs->entityNum].client->ps.delta_angles, 0, sizeof( g_entities[cs->entityNum].client->ps.delta_angles ) );
		VectorCopy( cs->ideal_viewangles, cs->viewangles );
		VectorCopy( cs->ideal_viewangles, g_entities[cs->entityNum].client->ps.viewangles );
		// copy the ps
		memcpy( &cs->bs->cur_ps, &g_entities[cs->entityNum].client->ps, sizeof( playerState_t ) );
		// make sure they think right away
		cs->lastThink = -9999;
		// reset the input
		trap_EA_ResetInput( cs->entityNum, NULL );
	}

}


/*
==============
WriteTime
==============
*/
void WriteTime( fileHandle_t f ) {
	qtime_t tm;

	// just save it all so it can be interpreted as desired
	trap_RealTime( &tm );
	G_SaveWrite( &tm.tm_sec,       sizeof( tm.tm_sec ),  f );     /* seconds after the minute - [0,59] */
	G_SaveWrite( &tm.tm_min,       sizeof( tm.tm_min ),  f );     /* minutes after the hour - [0,59] */
	G_SaveWrite( &tm.tm_hour,  sizeof( tm.tm_hour ), f );     /* hours since midnight - [0,23] */
	G_SaveWrite( &tm.tm_mday,  sizeof( tm.tm_mday ), f );     /* day of the month - [1,31] */
	G_SaveWrite( &tm.tm_mon,       sizeof( tm.tm_mon ),  f );     /* months since January - [0,11] */
	G_SaveWrite( &tm.tm_year,  sizeof( tm.tm_year ), f );     /* years since 1900 */
	G_SaveWrite( &tm.tm_wday,  sizeof( tm.tm_wday ), f );     /* days since Sunday - [0,6] */
	G_SaveWrite( &tm.tm_yday,  sizeof( tm.tm_yday ), f );     /* days since January 1 - [0,365] */
	G_SaveWrite( &tm.tm_isdst, sizeof( tm.tm_isdst ),f );     /* daylight savings time flag */
}

/*
==============
ReadTime
==============
*/
void ReadTime( fileHandle_t f, qtime_t *tm ) {
	trap_FS_Read( &tm->tm_sec, sizeof( tm->tm_sec ), f );
	trap_FS_Read( &tm->tm_min, sizeof( tm->tm_min ), f );
	trap_FS_Read( &tm->tm_hour, sizeof( tm->tm_hour ), f );
	trap_FS_Read( &tm->tm_mday, sizeof( tm->tm_mday ), f );
	trap_FS_Read( &tm->tm_mon, sizeof( tm->tm_mon ), f );
	trap_FS_Read( &tm->tm_year, sizeof( tm->tm_year ), f );
	trap_FS_Read( &tm->tm_wday, sizeof( tm->tm_wday ), f );
	trap_FS_Read( &tm->tm_yday, sizeof( tm->tm_yday ), f );
	trap_FS_Read( &tm->tm_isdst, sizeof( tm->tm_isdst ), f );
}

/*
==============
G_Save_TimeStr
==============
*/
char *G_Save_TimeStr( void ) {
	qtime_t tm;
	//
	trap_RealTime( &tm );
	//
	return va( "%2i:%s%i:%s%i %s",
			   ( 1 + ( tm.tm_hour + 11 ) % 12 ), // 12 hour format
			   ( tm.tm_min > 9 ? "" : "0" ),    // minute padding
			   tm.tm_min,
			   ( tm.tm_sec > 9 ? "" : "0" ),    // second padding
			   tm.tm_sec,
			   ( tm.tm_hour < 12 ? "am" : "pm" ) );
}

static char *monthStr[12] =
{
	"JAN", "FEB", "MAR", "APR", "MAY", "JUN", "JUL", "AUG", "SEP", "OCT", "NOV", "DEC"
};

/*
==============
G_Save_DateStr
==============
*/
char *G_Save_DateStr( void ) {
	qtime_t tm;
	//
	trap_RealTime( &tm );
	//
	return va( "%s %i, %i",
			   monthStr[tm.tm_mon],
			   tm.tm_mday,
			   1900 + tm.tm_year );
}

//=========================================================

static char infoString[SAVE_INFOSTRING_LENGTH];


#define SA_MOVEDSTUFF   15  // moved time/music/skill in ver 15
#define SA_ADDEDMUSIC   8   //
#define SA_ADDEDFOG     16  //

/*
===============
G_SaveGame

  returns qtrue if successful

  TODO: have G_SaveWrite return the number of byte's written, so if it doesn't
  succeed, we can abort the save, and not save the file. This means we should
  save to a temporary name, then copy it across to the real name after success,
  so full disks don't result in lost saved games.
===============
*/
qboolean G_SaveGame( char *username ) {
	char filename[MAX_QPATH];
	char mapstr[MAX_QPATH];
	char leveltime[MAX_QPATH];
	char healthstr[MAX_QPATH];
	vmCvar_t mapname, episode;
	fileHandle_t f;
	int i, len;
	gentity_t   *ent;
	gclient_t   *cl;
	cast_state_t    *cs;
	int playtime, minutes;

	//if (reloading)
	//	return qtrue;	// actually this should be qtrue, but we should make it silent during reloading

	if ( g_entities[0].health <= 0 ) { // no save when dead
		return qtrue;
	}

	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {    // don't allow saves in MP
		return qtrue;
	}

	G_DPrintf( "G_SaveGame '%s'\n", username );

	// update the playtime
	AICast_AgePlayTime( 0 );

	if ( !username ) {
		username = "current";
	}

	// validate the filename
	for ( i = 0; i < strlen( username ); i++ ) {
		if ( !Q_isforfilename( username[i] ) && username[i] != '\\' ) { // (allow '\\' so games can be saved in subdirs)
			G_Printf( "G_SaveGame: '%s'.  Invalid character (%c) in filename. Must use alphanumeric characters only.\n", username, username[i] );
			return qtrue;
		}
	}

	saveByteCount = 0;

	// open the file
	Com_sprintf( filename, MAX_QPATH, "save\\temp.svg" );
	if ( trap_FS_FOpenFile( filename, &f, FS_WRITE ) < 0 ) {
		G_Error( "G_SaveGame: cannot open file for saving\n" );
	}

	// write the version
	i = SAVE_VERSION;
	// TTimo
	// show_bug.cgi?id=434
	// make sure we keep the global version number consistent with what we are doing
	ver = SAVE_VERSION;
	if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
		G_SaveWriteError();
	}

	// write the mapname
	trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
	Com_sprintf( mapstr, MAX_QPATH, "%s", mapname.string );
	if ( !G_SaveWrite( mapstr, MAX_QPATH, f ) ) {
		G_SaveWriteError();
	}

	// write out the level time
	if ( !G_SaveWrite( &level.time, sizeof( level.time ), f ) ) {
		G_SaveWriteError();
	}

	// write the totalPlayTime
	i = caststates[0].totalPlayTime;
	if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
		G_SaveWriteError();
	}

//----(SA)	had to add 'episode' tracking.
	// this is only set in the map scripts, and was previously only handled in the menu's

	// write the 'episode'
	if ( SAVE_VERSION >= 13 ) {
		trap_Cvar_Register( &episode, "g_episode", "0", CVAR_ROM );

		i = episode.integer;
		if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
			G_SaveWriteError();
		}

	}
//----(SA)	end



	playtime = caststates[0].totalPlayTime;
	if ( playtime < 3600000 ) {
		minutes = ( playtime / 1000 ) / 60;
	} else {
		minutes = ( ( playtime % 3600000 ) / 1000 ) / 60; // handle hours in a map

	}
	// create and write the info string
	// (SA) I made another cvar so there's no confusion
	Q_strncpyz( mapstr, mapname.string, sizeof( mapstr ) );
	for ( i = 0; i < strlen( mapstr ); i++ ) mapstr[i] = toupper( mapstr[i] );
	memset( infoString, 0, sizeof( infoString ) );

	trap_Cvar_VariableStringBuffer( "svg_timestring", leveltime, sizeof( leveltime ) );
	if ( !strlen( leveltime ) ) {
		Com_sprintf( leveltime, sizeof( leveltime ), "Leveltime" );
	}

	trap_Cvar_VariableStringBuffer( "svg_healthstring", healthstr, sizeof( healthstr ) );
	if ( !strlen( healthstr ) ) {
		Com_sprintf( healthstr, sizeof( healthstr ), "Health" );
	}


//	Com_sprintf( infoString, sizeof(infoString), "Mission: %s\nDate: %s\nTime: %s\nGametime: %s\nHealth: %i",
	Com_sprintf( infoString, sizeof( infoString ), "%s\n%s: %s\n%s: %i",
				 mapstr,
				 leveltime,
//		G_Save_DateStr(),
//		G_Save_TimeStr(),
				 va( "%2ih%s%im%s%is",
					 ( ( ( playtime / 1000 ) / 60 ) / 60 ), // hour
					 ( minutes > 9 ? "" : "0" ), // minute padding
					 minutes,
					 ( ( playtime / 1000 ) % 60 > 9 ? "" : "0" ), // second padding
					 ( ( playtime / 1000 ) % 60 ) ),
				 healthstr,
				 g_entities[0].health );
	// write it out
	// length
	i = strlen( infoString );
	if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
		G_SaveWriteError();
	}
	// string
	if ( !G_SaveWrite( infoString, strlen( infoString ), f ) ) {
		G_SaveWriteError();
	}


	// write out current time/date info
	WriteTime( f );

//----(SA)	added

//----(SA)	end

	// write music
	trap_Cvar_Register( &musicCvar, "s_currentMusic", "", CVAR_ROM );
	if ( !G_SaveWrite( musicCvar.string, MAX_QPATH, f ) ) {
		G_SaveWriteError();
	}

//----(SA)	write fog
//	trap_Cvar_VariableStringBuffer( "sg_fog", infoString, sizeof(infoString) );
	trap_GetConfigstring( CS_FOGVARS, infoString, sizeof( infoString ) );

	i = strlen( infoString );
	if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
		G_SaveWriteError();
	}
	// if there's fog info to save
	if ( !i ) {
		Q_strncpyz( &infoString[0], "none", sizeof( infoString ) );
	}

	if ( !G_SaveWrite( infoString, strlen( infoString ), f ) ) {
		G_SaveWriteError();
	}
//----(SA)	end

	// save the skill level
	if ( !G_SaveWrite( &g_gameskill.integer, sizeof( g_gameskill.integer ), f ) ) {
		G_SaveWriteError();
	}



	// write out the entity structures
	i = sizeof( gentity_t );
	if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
		G_SaveWriteError();
	}
	for ( i = 0 ; i < level.num_entities ; i++ )
	{
		ent = &g_entities[i];
		if ( !ent->inuse || ent->s.number == ENTITYNUM_WORLD ) {
			continue;
		}
		if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
			G_SaveWriteError();
		}
		WriteEntity( f, ent );
	}
	i = -1;
	if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
		G_SaveWriteError();
	}

	// write out the client structures
	i = sizeof( gclient_t );
	if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
		G_SaveWriteError();
	}
	for ( i = 0 ; i < MAX_CLIENTS ; i++ )
	{
		cl = &level.clients[i];
		if ( cl->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
			G_SaveWriteError();
		}
		WriteClient( f, cl );
	}
	i = -1;
	if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
		G_SaveWriteError();
	}

	// write out the cast_state structures
	i = sizeof( cast_state_t );
	if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
		G_SaveWriteError();
	}
	for ( i = 0 ; i < level.numConnectedClients ; i++ )
	{
		cs = &caststates[i];
		if ( !g_entities[i].inuse ) {
			continue;
		}
		if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
			G_SaveWriteError();
		}
		WriteCastState( f, cs );
	}

	i = -1;
	if ( !G_SaveWrite( &i, sizeof( i ), f ) ) {
		G_SaveWriteError();
	}


	trap_FS_FCloseFile( f );

	// check the byte count
	if ( ( len = trap_FS_FOpenFile( filename, &f, FS_READ ) ) != saveByteCount ) {
		trap_FS_FCloseFile( f );
		G_SaveWriteError();
		return qfalse;
	}

	trap_FS_FCloseFile( f );

	// now rename the file to the actual file
	Com_sprintf( mapstr, MAX_QPATH, "save\\%s.svg", username );
	trap_FS_Rename( filename, mapstr );

	// double check that it saved ok
	if ( ( len = trap_FS_FOpenFile( mapstr, &f, FS_READ ) ) != saveByteCount ) {
		trap_FS_FCloseFile( f );
		G_SaveWriteError();
		return qfalse;
	}

	trap_FS_FCloseFile( f );

	return qtrue;
}





/*
===============
G_LoadGame

  Always loads in "current.svg". So if loading a specific savegame, first copy it to that.
===============
*/
void G_LoadGame( char *filename ) {
	char mapname[MAX_QPATH];
	fileHandle_t f;
	int i, leveltime, size, last;
	gentity_t   *ent;
	gclient_t   *cl;
	cast_state_t    *cs;
	qtime_t tm;
	qboolean serverEntityUpdate = qfalse;
	vmCvar_t episode;

	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {    // don't allow loads in MP
		return;
	}

	if ( saveGamePending ) {
		return;
	}

	G_DPrintf( "G_LoadGame '%s'\n", filename );

	// enforce the "current" savegame, since that is used for all loads
	filename = "save\\current.svg";

	// open the file
	if ( trap_FS_FOpenFile( filename, &f, FS_READ ) < 0 ) {
		G_Error( "G_LoadGame: savegame '%s' not found\n", filename );
	}

	// read the version
	trap_FS_Read( &i, sizeof( i ), f );
	// TTimo
	// show_bug.cgi?id=434
	// 17 is the only version actually out in the wild
	if ( i != SAVE_VERSION && i != 17 && i != 13 && i != 14 && i != 15 ) {    // 13 is beta7, 14 is pre "SA_MOVEDSTUFF"
		trap_FS_FCloseFile( f );
		G_Error( "G_LoadGame: savegame '%s' is wrong version (%i, should be %i)\n", filename, i, SAVE_VERSION );
	}
	ver = i;

	if ( ver == 17 ) {
		// 17 saved games can be buggy (bug #434), let's just warn about it
		G_Printf( "WARNING: backward compatibility, loading a version 17 saved game.\n"
				  "some version 17 saved games may cause crashes during play.\n" );
	}

	// read the mapname (this is only used in the sever exe, so just discard it)
	trap_FS_Read( mapname, MAX_QPATH, f );

	// read the level time
	trap_FS_Read( &i, sizeof( i ), f );
	leveltime = i;

	// read the totalPlayTime
	trap_FS_Read( &i, sizeof( i ), f );
	if ( i > g_totalPlayTime.integer ) {
		trap_Cvar_Set( "g_totalPlayTime", va( "%i", i ) );
	}

//----(SA)	had to add 'episode' tracking.
	// this is only set in the map scripts, and was previously only handled in the menu's
	// read the 'episode'
	if ( ver >= 13 ) {
		trap_FS_Read( &i, sizeof( i ), f );
		trap_Cvar_Register( &episode, "g_episode", "0", CVAR_ROM );
		trap_Cvar_Set( "g_episode", va( "%i", i ) );
	}
//----(SA)	end

	// NOTE: do not change the above order without also changing the server code

	// read the info string length
	trap_FS_Read( &i, sizeof( i ), f );

	// read the info string
	trap_FS_Read( infoString, i, f );

	if ( ver >= SA_MOVEDSTUFF ) {
		if ( ver > SA_ADDEDMUSIC ) {
			// read current time/date info
			ReadTime( f, &tm );

			// read music
			trap_FS_Read( musicString, MAX_QPATH, f );

			if ( strlen( musicString ) ) {
				trap_Cvar_Register( &musicCvar, "s_currentMusic", "", CVAR_ROM ); // get current music
				if ( Q_stricmp( musicString, musicCvar.string ) ) {      // it's different than what's playing, so fade out and queue up
//					trap_SendServerCommand(-1, "mu_fade 0 1000\n");
//					trap_SetConfigstring( CS_MUSIC_QUEUE, musicString);
					trap_SendServerCommand( -1, va( "mu_start %s 1000\n", musicString ) );       // (SA) trying this instead
				}
			}

		}

//----(SA)	added
		if ( ver >= SA_ADDEDFOG ) {
			char *p;
			int k;

			// get length
			trap_FS_Read( &i, sizeof( i ), f );
			// get fog string
			trap_FS_Read( infoString, i, f );
			infoString[i] = 0;

			// set the configstring so the 'savegame current' has good fog

			if ( !Q_stricmp( infoString, "0" ) ) { // no fog
				trap_Cvar_Set( "r_savegameFogColor", "none" );
			} else {

				// send it off to get set on the client
				for ( p = &infoString[0],k = 0; *p; p++ ) {
					if ( *p == ' ' ) {
						k++;
					}
					if ( k == 6 ) {  // the last parameter
						infoString[p - infoString + 1] = '0';
						infoString[p - infoString + 2] = 0;
						break;
					}
				}
				trap_Cvar_Set( "r_savegameFogColor", infoString );
			}

			trap_SetConfigstring( CS_FOGVARS, infoString );
		}
//----(SA)	end

		if ( ver > 13 ) {
			// read the game skill
			trap_FS_Read( &i, sizeof( i ), f );
			// set the skill level
			trap_Cvar_Set( "g_gameskill", va( "%i",i ) );
			// update this
			aicast_skillscale = (float)i / (float)GSKILL_MAX;
		}
	}




	// reset all AAS blocking entities
	trap_AAS_SetAASBlockingEntity( vec3_origin, vec3_origin, -1 );

	// read the entity structures
	trap_FS_Read( &i, sizeof( i ), f );
	size = i;
	last = 0;
	while ( 1 )
	{
		trap_FS_Read( &i, sizeof( i ), f );
		if ( i < 0 ) {
			break;
		}
		if ( i >= MAX_GENTITIES ) {
			trap_FS_FCloseFile( f );
			G_Error( "G_LoadGame: entitynum out of range (%i, MAX = %i)\n", i, MAX_GENTITIES );
		}
		if ( i >= level.num_entities ) {  // notify server
			level.num_entities = i;
			serverEntityUpdate = qtrue;
		}
		ent = &g_entities[i];
		ReadEntity( f, ent, size );
		// free all entities that we skipped
		for ( ; last < i; last++ ) {
			if ( g_entities[last].inuse && i != ENTITYNUM_WORLD ) {
				if ( last < MAX_CLIENTS ) {
					trap_DropClient( last, "" );
				} else {
					G_FreeEntity( &g_entities[last] );
				}
			}
		}
		last = i + 1;
	}

	// clear all remaining entities
	for ( ent = &g_entities[last] ; last < MAX_GENTITIES ; last++, ent++ ) {
		memset( ent, 0, sizeof( *ent ) );
		ent->classname = "freed";
		ent->freetime = level.time;
		ent->inuse = qfalse;
	}

	// read the client structures
	trap_FS_Read( &i, sizeof( i ), f );
	size = i;
	while ( 1 )
	{
		trap_FS_Read( &i, sizeof( i ), f );
		if ( i < 0 ) {
			break;
		}
		if ( i > MAX_CLIENTS ) {
			trap_FS_FCloseFile( f );
			G_Error( "G_LoadGame: clientnum out of range\n" );
		}
		cl = &level.clients[i];
		if ( cl->pers.connected == CON_DISCONNECTED ) {
			trap_FS_FCloseFile( f );
			G_Error( "G_LoadGame: client mis-match in savegame" );
		}
		ReadClient( f, cl, size );
	}

	// read the cast_state structures
	trap_FS_Read( &i, sizeof( i ), f );
	size = i;
	while ( 1 )
	{
		trap_FS_Read( &i, sizeof( i ), f );
		if ( i < 0 ) {
			break;
		}
		if ( i > MAX_CLIENTS ) {
			trap_FS_FCloseFile( f );
			G_Error( "G_LoadGame: clientnum out of range\n" );
		}
		cs = &caststates[i];
		ReadCastState( f, cs, size );
	}

	// inform server of entity count if it has increased
	if ( serverEntityUpdate ) {
		// let the server system know that there are more entities
		trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
							 &level.clients[0].ps, sizeof( level.clients[0] ) );
	}

//----(SA)	moved these up in ver 15
	if ( ver < SA_MOVEDSTUFF ) {
		if ( ver > SA_ADDEDMUSIC ) {
			// read current time/date info
			ReadTime( f, &tm );

			// read music
			trap_FS_Read( musicString, MAX_QPATH, f );

			if ( strlen( musicString ) ) {
				trap_Cvar_Register( &musicCvar, "s_currentMusic", "", CVAR_ROM ); // get current music
				if ( Q_stricmp( musicString, musicCvar.string ) ) {      // it's different than what's playing, so fade out and queue up
					trap_SendServerCommand( -1, "mu_fade 0 1000\n" );
					trap_SetConfigstring( CS_MUSIC_QUEUE, musicString );
				}
			}

		}

		if ( ver > 13 ) {
			// read the game skill
			trap_FS_Read( &i, sizeof( i ), f );
			// set the skill level
			trap_Cvar_Set( "g_gameskill", va( "%i",i ) );
			// update this
			aicast_skillscale = (float)i / (float)GSKILL_MAX;
		}
	}

//----(SA)	end moved



	trap_FS_FCloseFile( f );

	// now increment the attempts field and update totalplaytime according to cvar
	trap_Cvar_Update( &g_attempts );
	trap_Cvar_Set( "g_attempts", va( "%i", g_attempts.integer + 1 ) );
	caststates[0].attempts = g_attempts.integer + 1;
	caststates[0].lastLoadTime = level.time;
	if ( caststates[0].totalPlayTime < g_totalPlayTime.integer ) {
		caststates[0].totalPlayTime = g_totalPlayTime.integer;
	}

	level.lastLoadTime = leveltime;

/*
	// always save to the "current" savegame
	last = level.time;
	level.time = leveltime;	// use the value we just for the save time
	G_SaveGame(NULL);
	// additionally update the last game that was loaded
	trap_Cvar_VariableStringBuffer( "savegame_filename", mapname, sizeof(mapname) );
	if (strlen( mapname ) > 0 && !strstr( mapname, "autosave" )) {
		// clear it out so we dont lose it after a map_restart
		trap_Cvar_Set( "savegame_filename", "" );
		if (strstr(mapname, ".svg")) mapname[strstr(mapname, ".svg") - mapname] = '\0';
		if (strstr(mapname, "/")) {
			G_SaveGame( strstr(mapname, "/") + 1 );
		} else {
			G_SaveGame( mapname );
		}
	}
	// restore the correct level.time
	level.time = last;
*/
}

//=========================================================

/*
===============
PersWriteClient
===============
*/
void PersWriteClient( fileHandle_t f, gclient_t *cl ) {
	persField_t *field;

	// save the fields
	for ( field = gclientPersFields ; field->len ; field++ )
	{   // write the block
		G_SaveWrite( ( void * )( (byte *)cl + field->ofs ), field->len, f );
	}
}

/*
===============
PersReadClient
===============
*/
void PersReadClient( fileHandle_t f, gclient_t *cl ) {
	persField_t *field;

	// read the fields
	for ( field = gclientPersFields ; field->len ; field++ )
	{   // read the block
		trap_FS_Read( ( void * )( (byte *)cl + field->ofs ), field->len, f );
	}
}

//=========================================================

/*
===============
PersWriteEntity
===============
*/
void PersWriteEntity( fileHandle_t f, gentity_t *ent ) {
	persField_t *field;

	// save the fields
	for ( field = gentityPersFields ; field->len ; field++ )
	{   // write the block
		G_SaveWrite( ( void * )( (byte *)ent + field->ofs ), field->len, f );
	}
}

/*
===============
PersReadEntity
===============
*/
void PersReadEntity( fileHandle_t f, gentity_t *cl ) {
	persField_t *field;

	// read the fields
	for ( field = gentityPersFields ; field->len ; field++ )
	{   // read the block
		trap_FS_Read( ( void * )( (byte *)cl + field->ofs ), field->len, f );
	}
}



//=========================================================

/*
===============
PersWriteCastState
===============
*/
void PersWriteCastState( fileHandle_t f, cast_state_t *cs ) {
	persField_t *field;

	// save the fields
	for ( field = castStatePersFields ; field->len ; field++ )
	{   // write the block
		G_SaveWrite( ( void * )( (byte *)cs + field->ofs ), field->len, f );
	}
}

/*
===============
PersReadCastState
===============
*/
void PersReadCastState( fileHandle_t f, cast_state_t *cs ) {
	persField_t *field;

	// read the fields
	for ( field = castStatePersFields ; field->len ; field++ )
	{   // read the block
		trap_FS_Read( ( void * )( (byte *)cs + field->ofs ), field->len, f );
	}
}

//=========================================================

/*
===============
G_SavePersistant

  returns qtrue if successful

  NOTE: only saves the local player's data, doesn't support AI characters

  TODO: have G_SaveWrite return the number of byte's written, so if it doesn't
  succeed, we can abort the save, and not save the file. This means we should
  save to a temporary name, then copy it across to the real name after success,
  so full disks don't result in lost saved games.
===============
*/
qboolean G_SavePersistant( char *nextmap ) {
	char filename[MAX_QPATH];
	fileHandle_t f;
	int persid;

	saveByteCount = 0;

	// open the file
	Com_sprintf( filename, MAX_QPATH, "save\\temp.psw" );
	if ( trap_FS_FOpenFile( filename, &f, FS_WRITE ) < 0 ) {
		G_Error( "G_SavePersistant: cannot open '%s' for saving\n", filename );
	}

	// write the mapname
	G_SaveWrite( nextmap, MAX_QPATH, f );

	// save out the pers id
	persid = trap_Milliseconds() + ( rand() & 0xffff );
	G_SaveWrite( &persid, sizeof( persid ), f );
	trap_Cvar_Set( "persid", va( "%i", persid ) );

	// write out the entity structure
	PersWriteEntity( f, &g_entities[0] );

	// write out the client structure
	PersWriteClient( f, &level.clients[0] );

	// write out the cast_state structure
	PersWriteCastState( f, AICast_GetCastState( 0 ) );

	trap_FS_FCloseFile( f );

	// now check that it is the correct size
	Com_sprintf( filename, MAX_QPATH, "save\\temp.psw" );
	if ( trap_FS_FOpenFile( filename, &f, FS_READ ) < saveByteCount ) {
		trap_FS_FCloseFile( f );
		G_SaveWriteError();
		return qfalse;
	}
	trap_FS_FCloseFile( f );

	// rename it to the real file
	trap_FS_Rename( "save\\temp.psw", "save\\current.psw" );

	// now check that it is the correct size
	Com_sprintf( filename, MAX_QPATH, "save\\current.psw" );
	if ( trap_FS_FOpenFile( filename, &f, FS_READ ) < saveByteCount ) {
		trap_FS_FCloseFile( f );
		G_SaveWriteError();
		return qfalse;
	}
	trap_FS_FCloseFile( f );

	return qtrue;
}

/*
===============
G_LoadPersistant
===============
*/
void G_LoadPersistant( void ) {
	fileHandle_t f;
	char *filename;
	char mapstr[MAX_QPATH];
	vmCvar_t cvar_mapname;
	int persid;

	filename = "save\\current.psw";

	// open the file
	if ( trap_FS_FOpenFile( filename, &f, FS_READ ) < 0 ) {
		// not here, we shall assume they didn't want one
		return;
	}

	// read the mapname, if it's not the same, then ignore the file
	trap_FS_Read( mapstr, MAX_QPATH, f );
	trap_Cvar_Register( &cvar_mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM );
	if ( Q_strcasecmp( cvar_mapname.string, mapstr ) ) {
		trap_FS_FCloseFile( f );
		return;
	}

	// check the pers id
	trap_FS_Read( &persid, sizeof( persid ), f );
	if ( persid != trap_Cvar_VariableIntegerValue( "persid" ) ) {
		trap_FS_FCloseFile( f );
		return;
	}

	// read the entity structure
	PersReadEntity( f, &g_entities[0] );

	// read the client structure
	PersReadClient( f, &level.clients[0] );

	// read the cast_state structure
	PersReadCastState( f, AICast_GetCastState( 0 ) );

	trap_FS_FCloseFile( f );

	// clear out the persid, since the persistent data has been read
	trap_Cvar_Set( "persid", "0" );
}
