/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program 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.
 *
 * This program 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 this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 */



#include "engines/engine.h"

#include "scumm/insane/insane.h"
#include "scumm/scumm_v7.h"

namespace Scumm {

int32 Insane::enemyBenHandler(int32 actor1, int32 actor2, int32 probability) {
	int32 retval;
	int32 tmp;

	retval = processMouse();

	// Joystick support is skipped

	retval |= processKeyboard();

	tmp = _enemyState[EN_BEN][0] - 160;
	if (tmp < -160)
		tmp = -160;

	if (tmp > 160)
		tmp = 160;

	_actor[actor1].cursorX = tmp;

	smush_warpMouse(_enemyState[EN_BEN][0], _enemyState[EN_BEN][1], -1);

	return (retval & 3);
}

void Insane::turnBen(bool controllable) {
	int32 buttons;

	switch (_currSceneId) {
	case 21:
	case 25:
	case 3:
	case 13:
		if (_actor[0].damage < _actor[0].maxdamage) {
			_actor[0].lost = false;
		} else {
			if (!_actor[0].lost && !_actor[1].lost) {
				_actor[0].lost = true;
				_actor[0].act[2].state = 36;
				_actor[0].act[1].state = 36;
				_actor[0].act[1].room = 0;
				_actor[0].act[0].state = 36;
				_actor[0].act[0].room = 0;

				if (smlayer_isSoundRunning(95))
					smlayer_stopSound(95);
			}
		}
		buttons = 0;
		if (!_actor[0].lost && controllable) {
			buttons = actionBen();
			if (_currSceneId == 13)
				buttons &= 2;
			if (_currEnemy == EN_TORQUE)
				buttons = 0;
		}
		debug(5, "00:%d 01:%d 02:%d 03:%d", _actor[0].act[0].state,
				_actor[0].act[1].state, _actor[0].act[2].state, _actor[0].act[3].state);
		actor01Reaction(buttons);
		actor02Reaction(buttons);
		actor03Reaction(buttons);
		actor00Reaction(buttons);
		break;
	case 17:
		mineChooseRoad(processBenOnRoad(false));
		break;
	default:
		if (_actor[0].damage < _actor[0].maxdamage) {
			_actor[0].lost = false;
		} else {
			if (!_actor[0].lost && !_actor[1].lost) {
				queueSceneSwitch(10, 0, "wr2_ben.san", 64, 0, 0, 0);
				_actor[0].lost = true;
				_actor[0].act[2].state = 36;
				_actor[0].act[2].room = 0;
				_actor[0].act[0].state = 36;
				_actor[0].act[0].room = 0;
				_actor[0].act[1].state = 36;
				_actor[0].act[1].room = 0;
				mineChooseRoad(0);
				return;
			}
		}

		if (!_actor[0].lost && controllable)
			mineChooseRoad(processBenOnRoad(true));
		else
			mineChooseRoad(0);
		break;
	}
}

int32 Insane::actionBen() {
	int32 buttons, tmp;
	bool doDamage = false;
	int sound;

	if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))
		sound = 59;
	else
		sound = 95;

	if (_actor[0].enemyHandler != -1)
		buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability);
	else
		buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability);

	if (_actor[0].tilt) {
		_actor[0].speed += _actor[0].cursorX / 40;
	} else {
		if (_actor[0].speed < 0)
			_actor[0].speed++;
		else
			_actor[0].speed--;
	}

	if (_actor[0].speed > 8)
		_actor[0].speed = 8;

	if (_actor[0].speed < -8)
		_actor[0].speed = -8;

	_actor[0].x += _actor[0].speed;

	if (_actor[0].x > 100)
		_actor[0].x--;
	else
		if (_actor[0].x < 100)
			_actor[0].x++;

	if (_actor[0].x >= 0) {
		if (_actor[1].x - 90 <= _actor[0].x && !_actor[0].lost && !_actor[1].lost) {
			_val213d++;
			_actor[0].x = _actor[1].x - 90;

			tmp = _actor[1].speed;
			_actor[1].speed = _actor[0].speed;
			_actor[0].speed = tmp;

			if (_val213d > 50) {
				_actor[0].cursorX = -320;
				_val213d = 0;
			}

			if (!smlayer_isSoundRunning(sound))
				smlayer_startSfx(sound);
		} else {
			if (smlayer_isSoundRunning(sound))
				smlayer_stopSound(sound);

			_val213d = 0;
		}
	} else {
		_actor[0].x = 0;
		_actor[0].damage++; // FIXME: apparently it is a bug in original
							// and damage is doubled
		doDamage = true;
	}

	if (_actor[0].x > 320) {
		_actor[0].x = 320;
		doDamage = true;
	}

	if (_actor[0].x < 10 || _actor[0].x > 310 || doDamage) {
		_tiresRustle = 1;
		_actor[0].x1 = -_actor[0].x1;
		_actor[0].damage++; // PATCH
	}

	return buttons;
}

int32 Insane::processBenOnRoad(bool flag) {
	int32 buttons;

	if (_actor[0].enemyHandler != -1)
		buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability);
	else
		buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability);

	if (flag) {
		_actor[0].speed = _actor[0].tilt;

		if (_actor[0].speed > 8)
			_actor[0].speed = 8;

		if (_actor[0].speed < -8)
			_actor[0].speed = -8;

		_actor[0].x += _actor[0].speed / 2 + _actor[0].speed;

		if (_actor[0].x < 0)
			_actor[0].x = 0;

		if (_actor[0].x > 320)
			_actor[0].x = 320;
	}

	return buttons;
}

void Insane::mineChooseRoad(int32 buttons) {
	int16 tmp;

	if (_actor[0].field_8 < 1)
		return;

	if (_actor[0].field_8 == 112) {
		if (_actor[0].frame < 18 || _needSceneSwitch)
			return;

		queueSceneSwitch(18, 0, "fishgogg.san", 64, 0, 0, 0);
	} else if (_actor[0].field_8 == 1) {
		tmp = _actor[0].cursorX / 22;

		switch (_currSceneId) {
		case 17:
			if (buttons & 1) {
				if (_mineCaveIsNear) {
					writeArray(1, _posCave);
					smush_setToFinish();
				}

				if (_roadBranch && !_needSceneSwitch) {
					_iactSceneId2 = _iactSceneId;
					queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
				}
			}

			if ((buttons & 2) == 0 || _needSceneSwitch)
				return;

			queueSceneSwitch(19, 0, "fishgog2.san", 64, 0, 0, 0);
			break;
		case 1:
			_actor[0].tilt = tmp;

			if (tmp < -7)
				_actor[0].tilt = -7;
			if (tmp > 7)
				_actor[0].tilt = 7;

			drawSpeedyActor(buttons);

			if ((buttons & 1) && _currSceneId == 1 && _roadBranch && !_needSceneSwitch) {
				_iactSceneId2 = _iactSceneId;
				queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
			}

			if ((buttons & 2) == 0 || !_benHasGoggles)
				return;

			_actor[0].frame = 0;
			_actor[0].field_8 = 112;
			smlayer_setActorFacing(0, 2, 26, 180);
			break;
		case 4:
		case 5:
			_actor[0].tilt = tmp;

			if (tmp < -7)
				_actor[0].tilt = -7;
			if (tmp > 7)
				_actor[0].tilt = 7;

			drawSpeedyActor(buttons);

			if ((buttons & 1) == 0)
				return;

			if (_roadBranch && !_needSceneSwitch) {
				_iactSceneId2 = _iactSceneId;

				if (readArray(4) && _val211d < 3) {
					_val211d++;
					queueSceneSwitch(8, 0, "fishfear.san", 64, 0, 0, 0);
				} else {
					queueSceneSwitch(8, 0, "tomine.san", 64, 0, 0, 0);
				}
			}

			if (_roadStop) {
				writeArray(1, _posBrokenTruck);
				writeArray(3, _val57d);
				smush_setToFinish();
			}

			if (!_carIsBroken)
				return;

			writeArray(1, _posBrokenCar);
			writeArray(3, _val57d);
			smush_setToFinish();
			break;
		case 6:
			_actor[0].tilt = tmp;

			if (tmp < -7)
				_actor[0].tilt = -7;
			if (tmp > 7)
				_actor[0].tilt = 7;

			drawSpeedyActor(buttons);

			if ((buttons & 1) == 0)
				return;

			if (_roadBranch && !_needSceneSwitch) {
				_iactSceneId2 = _iactSceneId;

				if (readArray(4) && _val211d < 3) {
					_val211d++;
					queueSceneSwitch(7, 0, "fishfear.san", 64, 0, 0, 0);
				} else {
					queueSceneSwitch(7, 0, "tomine.san", 64, 0, 0, 0);
				}
			}

			if (_roadStop) {
				writeArray(1, _posBrokenTruck);
				writeArray(3, _posVista);
				smush_setToFinish();
			}

			if (!_carIsBroken)
				return;

			writeArray(1, _posBrokenCar);
			writeArray(3, _posVista);
			smush_setToFinish();
			break;
		default:
			break;
		}
	}
}

void Insane::drawSpeedyActor(int32 buttons) {
	switch (_actor[0].tilt) {
	case -7:
		if (_actor[0].act[2].state != 47) {
			smlayer_setActorFacing(0, 2, 13, 180);
			_actor[0].act[2].state = 47;
		}
		break;
	case -6:
		if (_actor[0].act[2].state != 44) {
			smlayer_setActorFacing(0, 2, 11, 180);
			_actor[0].act[2].state = 44;
		}
		break;
	case -5:
		if (_actor[0].act[2].state != 43) {
			smlayer_setActorFacing(0, 2, 10, 180);
			_actor[0].act[2].state = 43;
		}
		break;
	case -4:
		if (_actor[0].act[2].state != 42) {
			smlayer_setActorFacing(0, 2, 9, 180);
			_actor[0].act[2].state = 42;
		}
		break;
	case -3:
		if (_actor[0].act[2].state != 41) {
			smlayer_setActorFacing(0, 2, 8, 180);
			_actor[0].act[2].state = 41;
		}
		break;
	case -2:
		if (_actor[0].act[2].state != 40) {
			smlayer_setActorFacing(0, 2, 7, 180);
			_actor[0].act[2].state = 40;
		}
		break;
	case -1:
		if (_actor[0].act[2].state != 39) {
			smlayer_setActorFacing(0, 2, 6, 180);
			_actor[0].act[2].state = 39;
		}
		break;
	case 0:
		if (_actor[0].act[2].state != 1) {
			smlayer_setActorFacing(0, 2, 22, 180);
			_actor[0].act[2].state = 1;
		}
		break;
	case 1:
		if (_actor[0].act[2].state != 55) {
			smlayer_setActorFacing(0, 2, 14, 180);
			_actor[0].act[2].state = 55;
		}
		break;
	case 2:
		if (_actor[0].act[2].state != 56) {
			smlayer_setActorFacing(0, 2, 15, 180);
			_actor[0].act[2].state = 56;
		}
		break;
	case 3:
		if (_actor[0].act[2].state != 57) {
			smlayer_setActorFacing(0, 2, 16, 180);
			_actor[0].act[2].state = 57;
		}
		break;
	case 4:
		if (_actor[0].act[2].state != 58) {
			smlayer_setActorFacing(0, 2, 17, 180);
			_actor[0].act[2].state = 58;
		}
		break;
	case 5:
		if (_actor[0].act[2].state != 59) {
			smlayer_setActorFacing(0, 2, 18, 180);
			_actor[0].act[2].state = 59;
		}
		break;
	case 6:
		if (_actor[0].act[2].state != 60) {
			smlayer_setActorFacing(0, 2, 19, 180);
			_actor[0].act[2].state = 60;
		}
		break;
	case 7:
		if (_actor[0].act[2].state != 50) {
			smlayer_setActorFacing(0, 2, 21, 180);
			_actor[0].act[2].state = 50;
		}
		break;
	default:
		break;
	}

	if (!_actor[0].act[2].room)
		return;

	smlayer_putActor(0, 2, _actor[0].x + _actor[0].x1, _actor[0].y + _actor[0].y1,
					 _smlayer_room2);
}

bool Insane::weaponBenIsEffective() {
	if ((_actor[1].x - _actor[0].x > weaponMaxRange(0)) ||
		(_actor[1].x - _actor[0].x < weaponMinRange(0)) ||
		!_actor[1].kicking)
		return false;

	return true;
}

int32 Insane::calcBenDamage(bool arg_0, bool arg_4) {
	if ((_actor[1].x - _actor[0].x > weaponMaxRange(1)) ||
		(_actor[1].x - _actor[0].x < weaponMinRange(1)))
		return 0;

	if (_actor[0].field_44 && arg_4)
		return 1000;

	if (!actor1StateFlags(_actor[0].act[2].state))
		return 0;

	if (arg_0) {
		ouchSoundBen();
		_actor[0].damage += weaponDamage(1); // PATCH
	}

	return 1;
}

// Ben
void Insane::actor02Reaction(int32 buttons) {
	int32 tmp, tmp2;

	switch (_actor[0].act[2].state) {
	case 1:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 2;
		_actor[0].kicking = false;

		switch (_actor[0].tilt) {
		case -3:
			if (_actor[0].act[2].animTilt != -3) {
				smlayer_setActorFacing(0, 2, 6, 180);
				_actor[0].act[2].animTilt = -3;
			}
			break;
		case -2:
			if (_actor[0].field_8 == 48)
				smlayer_setActorFacing(0, 2, 7, 180);
			_actor[0].act[2].animTilt = -2;
			break;
		case -1:
			if (_actor[0].field_8 == 46)
				smlayer_setActorFacing(0, 2, 8, 180);
			_actor[0].act[2].animTilt = -1;
			break;
		case 0:
			if (_actor[0].act[2].animTilt) {
				smlayer_setActorFacing(0, 2, 9, 180);
				_actor[0].act[2].animTilt = 0;
			}
			break;
		case 1:
			if (_actor[0].field_8 == 49)
				smlayer_setActorFacing(0, 2, 10, 180);
			_actor[0].act[2].animTilt = 1;
			break;
		case 2:
			if (_actor[0].field_8 == 51)
				smlayer_setActorFacing(0, 2, 11, 180);
			_actor[0].act[2].animTilt = 2;
			break;
		case 3:
			if (_actor[0].act[2].animTilt != 3) {
				smlayer_setActorFacing(0, 2, 12, 180);
				_actor[0].act[2].animTilt = 3;
			}
			break;
		default:
			break;
		}
		_actor[0].act[2].tilt = 0;
		break;
	case 2:
		smlayer_setActorLayer(0, 2, 4);
		smlayer_setActorFacing(0, 2, 17, 180);
		_actor[0].kicking = true;
		_actor[0].weaponClass = 1;
		_actor[0].act[2].state = 3;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		if (!((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS)))
			smlayer_startSfx(63);
		break;
	case 3:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		if (_actor[0].act[2].frame == 2) {
			if (_currEnemy != EN_CAVEFISH) {
				tmp = calcEnemyDamage(1, 1);
				if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS)) {
					if (tmp == 1)
						smlayer_startSfx(50);
				} else {
					if (tmp == 1)
						smlayer_startSfx(60);
					if (tmp == 1000)
						smlayer_startSfx(62);
				}
			} else {
				if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
					(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
					!_actor[0].field_54)
					prepareScenePropScene(1, 0, 0);
			}
		}
		if (_actor[0].act[2].frame >= 4) {
			smlayer_setActorFacing(0, 2, 20, 180);
			_actor[0].act[2].state = 4;
		}

		_actor[0].kicking = true;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 4:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 2) {
			smlayer_setActorFacing(0, 2, 9, 180);
			_actor[0].act[2].state = 1;
			_actor[0].act[2].animTilt = -1000;
			_actor[0].weaponClass = 2;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 5:
		smlayer_setActorLayer(0, 2, 5);
		break;
	case 6:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 2;
		_actor[0].newFacingFlag = 1;
		_actor[0].kicking = false;
		smlayer_setActorCostume(0, 2, readArray(22));
		smlayer_setActorFacing(0, 2, 19, 180);
		_actor[0].act[2].state = 7;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		smlayer_startSfx(66);
		break;
	case 7:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 2;
		_actor[0].newFacingFlag = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 1) {
			smlayer_setActorFacing(0, 2, 20, 180);
			_actor[0].act[2].state = 8;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 8:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 2;
		_actor[0].newFacingFlag = 1;
		_actor[0].kicking = false;
		if ((_actor[0].act[2].frame == 3) && (calcEnemyDamage(0, 0) == 1)) {
			_actor[1].damage += weaponDamage(0);
			smlayer_startSfx(64);
			_actor[1].cursorX = 320;
		}
		if (_actor[0].act[2].frame >= 5) {
			smlayer_setActorFacing(0, 2, 21, 180);
			_actor[0].act[2].state = 9;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 9:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 2;
		_actor[0].newFacingFlag = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 3) {
			smlayer_setActorCostume(0, 2, readArray(12));
			_actor[0].newFacingFlag = 2;
			_actor[0].act[2].state = 1;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 10:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		smlayer_setActorFacing(0, 2, 19, 180);
		_actor[0].act[2].state = 11;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		smlayer_startSfx(75);
		break;
	case 11:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		if (_actor[0].act[2].frame >= 2) {
			if (_currEnemy == EN_VULTM2) {
				if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
					(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
					calcEnemyDamage(0, 0)) {
					smlayer_setActorFacing(0, 2, 20, 180);
					_actor[0].act[2].state = 97;
					_actor[0].act[2].room = 0;
					_actor[0].act[1].room = 0;
					_actor[0].act[0].room = 0;
					smlayer_setActorLayer(0, 2, 25);
					smlayer_setActorCostume(1, 2, readArray(45));
					smlayer_setActorFacing(1, 2, 6, 180);
					smlayer_startSfx(101);
					_actor[1].act[2].state = 97;
					_actor[1].lost = true;
					_actor[1].act[2].room = 1;
					_actor[1].act[1].room = 0;
					_actor[1].act[0].room = 0;
				} else {
					smlayer_setActorFacing(0, 2, 20, 180);
					_actor[0].act[2].state = 12;
				}
			} else {
				smlayer_setActorFacing(0, 2, 20, 180);
				_actor[0].act[2].state = 12;
			}
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 12:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		if (_actor[0].act[2].frame >= 1) {
			if (_currEnemy != EN_CAVEFISH) {
				switch (_actor[1].weapon) {
				case INV_CHAIN:
				case INV_CHAINSAW:
				case INV_MACE:
				case INV_2X4:
				case INV_DUST:
					tmp = calcEnemyDamage(1, 1);
					if (tmp == 1)
						smlayer_startSfx(73);
					if (tmp == 1000)
						smlayer_startSfx(74);
					break;
				default:
					if (calcEnemyDamage(1, 0) == 1)
						smlayer_startSfx(73);
					break;
				}
			} else {
				if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
					(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
					!_actor[0].field_54)
					prepareScenePropScene(1, 0, 0);

			}
			smlayer_setActorFacing(0, 2, 21, 180);
			_actor[0].act[2].state = 13;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 13:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 3) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].state = 63;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 14:
		smlayer_setActorLayer(0, 2, 8);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		smlayer_setActorFacing(0, 2, 19, 180);
		_actor[0].act[2].state = 15;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		smlayer_startSfx(78);
		break;
	case 15:
		smlayer_setActorLayer(0, 2, 8);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		if (_actor[0].act[2].frame >= 2) {
			switch (_actor[1].weapon) {
			case INV_CHAIN:
			case INV_CHAINSAW:
				if (weaponBenIsEffective()) {
					smlayer_setActorFacing(0, 2, 22, 180);
					_actor[0].act[2].state = 81;
				} else {
					smlayer_setActorFacing(0, 2, 20, 180);
					_actor[0].act[2].state = 16;
				}
				break;
			case INV_MACE:
				if (!_actor[1].kicking || _actor[1].field_44)
					if (actor1StateFlags(_actor[1].act[2].state)) {
						smlayer_setActorFacing(0, 2, 20, 180);
						_actor[0].act[2].state = 106;
						break;
					}
				break;
			default:
				smlayer_setActorFacing(0, 2, 20, 180);
				_actor[0].act[2].state = 16;
				break;
			}
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 16:
		smlayer_setActorLayer(0, 2, 8);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		if (_actor[0].act[2].frame >= 1) {
			switch (_actor[1].weapon) {
			case INV_CHAIN:
			case INV_CHAINSAW:
				tmp = calcEnemyDamage(1, 1);
				if (tmp == 1)
					smlayer_startSfx(76);
				if (tmp == 1000)
					smlayer_startSfx(77);
				break;
			case INV_BOOT:
				calcEnemyDamage(0, 1);
				break;
			case INV_DUST:
				if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
					(_actor[1].x - _actor[0].x >= weaponMinRange(0))) {
					smlayer_startSfx(76);
					_actor[1].damage += weaponDamage(0);
				}
				break;
			default:
				if (calcEnemyDamage(1, 0))
					smlayer_startSfx(76);
				break;
			}
			smlayer_setActorFacing(0, 2, 21, 180);
			_actor[0].act[2].state = 17;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 17:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 2) {
			smlayer_setActorFacing(0, 2, 26, 180);
			_actor[0].act[2].state = 64;
			smlayer_stopSound(76);
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 18:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		smlayer_setActorFacing(0, 2, 19, 180);
		_actor[0].act[2].state = 19;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		smlayer_startSfx(69);
		break;
	case 19:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		if (_actor[0].act[2].frame >= 1) {
			switch (_actor[1].weapon) {
			case INV_CHAIN:
				if (_actor[1].kicking) {
					_actor[1].act[2].state = 108;
					_actor[0].act[2].state = 110;
				} else {
					smlayer_setActorFacing(0, 2, 20, 180);
					_actor[0].act[2].state = 20;
				}
				break;
			case INV_CHAINSAW:
				if (_actor[1].kicking || _actor[1].field_44)
					_actor[0].act[2].state = 106;
				else {
					smlayer_setActorFacing(0, 2, 20, 180);
					_actor[0].act[2].state = 20;
				}
				break;
			case INV_MACE:
			case INV_2X4:
				if (weaponBenIsEffective()) {
					smlayer_setActorFacing(0, 2, 22, 180);
					_actor[0].act[2].state = 77;
					break;
				}
				// fall through
			default:
				smlayer_setActorFacing(0, 2, 20, 180);
				_actor[0].act[2].state = 20;
				break;
			}
		}

		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 20:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		if (_actor[0].act[2].frame >= 1) {
			if (_currEnemy != EN_CAVEFISH) {
				switch (_actor[1].weapon) {
				case INV_CHAINSAW:
				case INV_MACE:
				case INV_2X4:
				case INV_BOOT:
					tmp = calcEnemyDamage(1, 1);
					if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS)) {
						if (tmp == 1)
							smlayer_startSfx(52);
						if (tmp == 1000)
							smlayer_startSfx(56);
					} else {
						if (tmp == 1)
							smlayer_startSfx(67);
						if (tmp == 1000)
							smlayer_startSfx(68);
					}
					break;
				default:
					if (calcEnemyDamage(1, 0))
						smlayer_startSfx(67);
					break;
				}
			} else {
				if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
					(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
					!_actor[0].field_54)
					prepareScenePropScene(1, 0, 0);
			}
			smlayer_setActorFacing(0, 2, 21, 180);
			_actor[0].act[2].state = 21;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 21:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 6) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].state = 65;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 22:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 0;
		_actor[0].kicking = true;
		smlayer_setActorFacing(0, 2, 19, 180);
		_actor[0].act[2].state = 23;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		smlayer_startSfx(81);
		break;
	case 23:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 0;
		_actor[0].kicking = true;
		if (_actor[0].act[2].frame >= 4) {
			switch (_actor[1].weapon) {
			case INV_CHAIN:
			case INV_CHAINSAW:
			case INV_MACE:
			case INV_2X4:
			case INV_BOOT:
			case INV_DUST:
				if (weaponBenIsEffective()) {
					smlayer_setActorFacing(0, 2, 22, 180);
					_actor[0].act[2].state = 83;
					break;
				}
				// fall through
			default:
				smlayer_setActorFacing(0, 2, 20, 180);
				_actor[0].act[2].state = 24;
				break;
			}
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 24:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 0;
		_actor[0].kicking = true;
		if (_actor[0].act[2].frame >= 1) {
			switch (_actor[1].weapon) {
			case INV_CHAIN:
			case INV_CHAINSAW:
			case INV_MACE:
			case INV_2X4:
			case INV_BOOT:
			case INV_DUST:
				tmp = calcEnemyDamage(1, 1);
				if (tmp == 1) {
					if (_currEnemy == EN_CAVEFISH) {
						_actor[1].lost = true;
						_actor[1].act[2].state = 102;
						_actor[1].damage = _actor[1].maxdamage + 10;
					}
					smlayer_startSfx(79);
				}
				if (tmp == 1000)
					smlayer_startSfx(80);
				break;
			default:
				if (!calcEnemyDamage(1, 0))
					smlayer_startSfx(79);
				break;
			}
			smlayer_setActorFacing(0, 2, 21, 180);
			_actor[0].act[2].state = 25;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 25:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 0;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 6) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].state = 66;
			_actor[0].weaponClass = 1;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 26:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		smlayer_setActorFacing(0, 2, 19, 180);
		_actor[0].act[2].state = 27;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		if (!((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS)))
			smlayer_startSfx(72);
		break;
	case 27:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		if (_actor[0].act[2].frame >= 1) {
			switch (_actor[1].weapon) {
			case INV_CHAIN:
			case INV_CHAINSAW:
			case INV_MACE:
			case INV_2X4:
			case INV_BOOT:
			case INV_DUST:
				if (weaponBenIsEffective()) {
					smlayer_setActorFacing(0, 2, 22, 180);
					_actor[0].act[2].state = 75;
					break;
				}
				// fall through
			default:
				smlayer_setActorFacing(0, 2, 20, 180);
				_actor[0].act[2].state = 28;
				break;
			}
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 28:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		if (_actor[0].act[2].frame >= 3) {
			if (_currEnemy != EN_CAVEFISH) {
				switch (_actor[1].weapon) {
				case INV_CHAIN:
				case INV_CHAINSAW:
				case INV_MACE:
				case INV_2X4:
				case INV_BOOT:
				case INV_DUST:
					tmp = calcEnemyDamage(1, 1);
					if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS)) {
						if (tmp == 1)
							smlayer_startSfx(58);
						if (tmp == 1000)
							smlayer_startSfx(56);
					} else {
						if (tmp == 1)
							smlayer_startSfx(70);
						if (tmp == 1000)
							smlayer_startSfx(71);
					}
					break;
				case INV_HAND:
					if (!calcEnemyDamage(1, 0))
						smlayer_startSfx(70);
					break;
				default:
					break;
				}
			} else {
				if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
					(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
					!_actor[0].field_54)
					prepareScenePropScene(1, 0, 0);
			}
			smlayer_setActorFacing(0, 2, 21, 180);
			_actor[0].act[2].state = 29;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 29:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 6) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].state = 62;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 30:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		smlayer_setActorCostume(0, 2, readArray(21));
		smlayer_setActorFacing(0, 2, 18, 180);
		_actor[0].act[2].state = 31;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		smlayer_startSfx(84);
		break;
	case 31:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		if (_actor[0].act[2].frame >= 6) {
			smlayer_setActorFacing(0, 2, 20, 180);
			_actor[0].act[2].state = 32;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 32:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		if (_actor[0].act[2].frame >= 5) {
			switch (_currEnemy) {
			case EN_ROTT3:
				if (calcEnemyDamage(0, 0))
					_actor[1].act[2].state = 115;
				break;
			case EN_VULTF2:
				if (calcEnemyDamage(0, 0))
					_actor[1].act[2].state = 113;
				break;
			default:
				tmp = calcEnemyDamage(1, 1);
				if (tmp == 1)
					smlayer_startSfx(82);
				if (tmp == 1000)
					smlayer_startSfx(83);
				break;
			}
			smlayer_setActorFacing(0, 2, 21, 180);
			_actor[0].act[2].state = 33;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 33:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 5) {
			smlayer_setActorCostume(0, 2, readArray(12));
			_actor[0].act[2].state = 1;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 34:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].kicking = false;

		if (!smlayer_actorNeedRedraw(0, 2)) {
			setBenState();
			_actor[0].act[2].tilt = 0;
			// for some reason there is no break at this
			// place, so tilt gets overridden on next line
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 35:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].kicking = false;

		if (!smlayer_actorNeedRedraw(0, 2)) {
			switchBenWeapon();
			_actor[0].act[2].state = 1;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 36:
		_actor[0].lost = true;
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].kicking = false;
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))
			smlayer_setActorCostume(0, 2, readArray(17));
		else
			smlayer_setActorCostume(0, 2, readArray(18));
		smlayer_setActorFacing(0, 2, 6, 180);
		smlayer_startSfx(96);
		switch (_currEnemy) {
		case EN_ROTT1:
			prepareScenePropScene(33, 0, 0);
			break;
		case EN_ROTT2:
			tmp = _vm->_rnd.getRandomNumber(4);
			if (!tmp)
				prepareScenePropScene(35, 0, 0);
			if (tmp == 3)
				prepareScenePropScene(36, 0, 0);
			break;
		case EN_VULTF1:
			prepareScenePropScene(6, 0, 0);
			break;
		case EN_VULTM1:
			tmp = _vm->_rnd.getRandomNumber(4);
			if (!tmp)
				prepareScenePropScene(40, 0, 0);
			if (tmp == 3)
				prepareScenePropScene(41, 0, 0);
			break;
		default:
			break;
		}
		_actor[0].act[2].state = 37;
		break;
	case 37:
		smlayer_setActorLayer(0, 2, 25);
		_actor[0].cursorX = 0;
		_actor[0].kicking = false;
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS)) {
			if (_actor[0].act[2].frame >= 28) {
					queueSceneSwitch(9, 0, "bencrshe.san", 64, 0, 0, 0);
					_actor[0].act[2].state = 38;
			}
		} else if (_actor[0].act[2].frame >= 18 ||
			(_actor[0].x < 50 && _actor[0].act[2].frame >= 10) ||
			 (_actor[0].x > 270 && _actor[0].act[2].frame >= 10)) {
			if (_currSceneId == 21) {
				queueSceneSwitch(23, 0, "benflip.san", 64, 0, 0, 0);
			} else {
				switch (_currEnemy) {
				case EN_ROTT1:
				case EN_ROTT2:
				case EN_ROTT3:
					if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))
						queueSceneSwitch(9, 0, "bencrshe.san", 64, 0, 0, 0);
					else
						queueSceneSwitch(9, 0, "wr2_benr.san", 64, 0, 0, 0);
					break;
				case EN_VULTF1:
				case EN_VULTM1:
				case EN_VULTF2:
				case EN_VULTM2:
					queueSceneSwitch(9, 0, "wr2_benv.san", 64, 0, 0, 0);
					break;
				case EN_CAVEFISH:
					queueSceneSwitch(9, 0, "wr2_benc.san", 64, 0, 0, 0);
					break;
				default:
					queueSceneSwitch(9, 0, "wr2_ben.san", 64, 0, 0, 0);
					break;
				}
			}
			_actor[0].act[2].state = 38;
		}
		break;
	case 38:
		if (_actor[0].act[2].frame >= 36) {
			_actor[0].act[2].frame = 0;
			if (_currSceneId == 21) {
				queueSceneSwitch(23, 0, "benflip.san", 64, 0, 0, 0);
			} else {
				switch (_currEnemy) {
				case EN_ROTT1:
				case EN_ROTT2:
				case EN_ROTT3:
					queueSceneSwitch(9, 0, "wr2_benr.san", 64, 0, 0, 0);
					break;
				case EN_VULTF1:
				case EN_VULTM1:
				case EN_VULTF2:
				case EN_VULTM2:
					queueSceneSwitch(9, 0, "wr2_benv.san", 64, 0, 0, 0);
					break;
				case EN_CAVEFISH:
					queueSceneSwitch(9, 0, "wr2_benc.san", 64, 0, 0, 0);
					break;
				default:
					queueSceneSwitch(9, 0, "wr2_ben.san", 64, 0, 0, 0);
					break;
				}
			}
			_actor[0].act[2].state = 38;
		}
		break;
	case 63:
		smlayer_setActorLayer(0, 2, 5);
		if (_actor[0].act[2].animTilt) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].animTilt = 0;
		}
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 64:
		smlayer_setActorLayer(0, 2, 5);
		if (_actor[0].act[2].animTilt) {
			smlayer_setActorFacing(0, 2, 26, 180);
			_actor[0].act[2].animTilt = 0;
		}
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 65:
		smlayer_setActorLayer(0, 2, 5);
		if (_actor[0].act[2].animTilt) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].animTilt = 0;
		}
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 66:
		smlayer_setActorLayer(0, 2, 5);
		if (_actor[0].act[2].animTilt) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].animTilt = 0;
		}
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 62:
		smlayer_setActorLayer(0, 2, 5);
		if (_actor[0].act[2].animTilt) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].animTilt = 0;
		}
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 73:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].field_44 = true;
		if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
			smlayer_setActorFacing(0, 2, 19, 180);
			_actor[0].act[2].state = 74;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 74:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].field_44 = false;
		if (_actor[0].act[2].frame >= 2) {
			smlayer_setActorFacing(0, 2, 9, 180);
			_actor[0].act[2].state = 1;
			_actor[0].weaponClass = 2;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 75:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].field_44 = true;
		if (_actor[0].act[2].frame >= 4 && !_kickBenProgress) {
			smlayer_setActorFacing(0, 2, 23, 180);
			_actor[0].act[2].state = 76;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 76:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].field_44 = false;
		if (_actor[0].act[2].frame >= 4) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].state = 62;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 77:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].field_44 = true;
		if (_actor[0].act[2].frame >= 2) {
			smlayer_setActorFacing(0, 2, 23, 180);
			_actor[0].act[2].state = 78;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 78:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].field_44 = false;
		if (_actor[0].act[2].frame >= 5) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].state = 65;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 79:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].field_44 = true;
		if (_actor[0].act[2].frame >= 2) {
			smlayer_setActorFacing(0, 2, 23, 180);
			_actor[0].act[2].state = 80;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 80:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].field_44 = false;
		if (_actor[0].act[2].frame >= 6) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].state = 63;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 81:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].field_44 = true;
		if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
			smlayer_setActorFacing(0, 2, 23, 180);
			_actor[0].act[2].state = 82;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 82:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		_actor[0].field_44 = false;
		if (_actor[0].act[2].frame >= 3) {
			smlayer_setActorFacing(0, 2, 26, 180);
			_actor[0].act[2].state = 64;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 83:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 0;
		_actor[0].kicking = false;
		_actor[0].field_44 = true;
		if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
			smlayer_setActorFacing(0, 2, 23, 180);
			_actor[0].act[2].state = 84;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 84:
		smlayer_setActorLayer(0, 2, 6);
		_actor[0].weaponClass = 0;
		_actor[0].kicking = false;
		_actor[0].field_44 = false;
		if (_actor[0].act[2].frame >= 5) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].state = 66;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 97:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = true;
		if (_actor[0].act[2].frame >= 5) {
			_actor[0].act[2].room = 1;
			_actor[0].act[1].room = 1;
			_actor[0].act[0].room = 1;
			smlayer_setActorFacing(0, 2, 21, 180);
			_actor[0].act[2].state = 13;
			_actor[0].x = _actor[1].x - 116;
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 104:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		smlayer_setActorFacing(0, 2, 28, 180);
		_actor[0].act[2].state = 105;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 105:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 5) {
			_actor[0].act[2].state = 1;
			_actor[0].inventory[INV_MACE] = 0;
			smlayer_startVoice(318);
			switchBenWeapon();
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 106:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		smlayer_setActorFacing(0, 2, 29, 180);
		_actor[0].act[2].state = 107;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 107:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 9) {
			_actor[0].act[2].state = 1;
			_actor[0].inventory[INV_MACE] = 0;
			smlayer_startVoice(318);
			switchBenWeapon();
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 108:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		smlayer_setActorFacing(0, 2, 28, 180);
		_actor[0].act[2].state = 109;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 109:
		smlayer_setActorLayer(0, 2, 5);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 5) {
			_actor[0].act[2].state = 1;
			_actor[0].inventory[INV_CHAIN] = 0; // Chain
			smlayer_startVoice(318);
			switchBenWeapon();
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 110:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		smlayer_setActorFacing(0, 2, 30, 180);
		_actor[0].act[2].state = 111;
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	case 111:
		smlayer_setActorLayer(0, 2, 4);
		_actor[0].weaponClass = 1;
		_actor[0].kicking = false;
		if (_actor[0].act[2].frame >= 7) {
			smlayer_setActorFacing(0, 2, 25, 180);
			_actor[0].act[2].state = 65;
			_actor[0].inventory[INV_CHAIN] = 1; // Chain
		}
		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
		break;
	default:
		break;
	}
	tmp = _actor[0].x + _actor[0].act[2].tilt + 17 + _actor[0].x1;
	tmp2 = _actor[0].y + _actor[0].y1 - 98;

	if (_actor[0].act[2].room)
		smlayer_putActor(0, 2, tmp, tmp2, _smlayer_room2);
	else
		smlayer_putActor(0, 2, tmp, tmp2, _smlayer_room);
}

// Bike
void Insane::actor00Reaction(int32 buttons) {
	int32 tmpx, tmpy;

	switch (_actor[0].tilt) {
	case -3:
		if (_actor[0].act[0].state != 41) {
			smlayer_setActorFacing(0, 0, 6, 180);
			_actor[0].act[0].state = 41;
		}
		break;
	case -2:
		if (_actor[0].act[0].state != 40) {
			smlayer_setActorFacing(0, 0, 7, 180);
			_actor[0].act[0].state = 40;
		}
		break;
	case -1:
		if (_actor[0].act[0].state != 39) {
			smlayer_setActorFacing(0, 0, 8, 180);
			_actor[0].act[0].state = 39;
		}
		break;
	case 0:
		if (_actor[0].act[0].state != 1) {
			smlayer_setActorFacing(0, 0, 9, 180);
			_actor[0].act[0].state = 1;
		}
		break;
	case 1:
		if (_actor[0].act[0].state != 55) {
			smlayer_setActorFacing(0, 0, 10, 180);
			_actor[0].act[0].state = 55;
		}
		break;
	case 2:
		if (_actor[0].act[0].state != 56) {
			smlayer_setActorFacing(0, 0, 11, 180);
			_actor[0].act[0].state = 56;
		}
		break;
	case 3:
		if (_actor[0].act[0].state != 57) {
			smlayer_setActorFacing(0, 0, 12, 180);
			_actor[0].act[0].state = 57;
		}
		break;
	default:
		break;
	}
	tmpx = _actor[0].x + _actor[0].x1;
	tmpy = _actor[0].y + _actor[0].y1;

	if (_actor[0].act[0].room)
		smlayer_putActor(0, 0, tmpx, tmpy, _smlayer_room2);
	else
		smlayer_putActor(0, 0, tmpx, tmpy, _smlayer_room);
}

// Bike top
void Insane::actor01Reaction(int32 buttons) {
	int32 tmpx, tmpy;

	chooseBenWeaponAnim(buttons);

	switch (_actor[0].tilt) {
	case -3:
		if (_actor[0].act[1].state != 41 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
			setBenAnimation(0, 6);
			_actor[0].act[1].state = 41;
		}

		if (_actor[0].cursorX >= -100) {
			setBenAnimation(0, 7);
			_actor[0].act[1].state = 40;
			_actor[0].field_8 = 48;
			_actor[0].tilt = -2;
		}
		break;
	case -2:
		if (_actor[0].act[1].state != 40 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
			setBenAnimation(0, 7);
			_actor[0].act[1].state = 40;
		}
		if (_actor[0].field_8 == 48)
			_actor[0].tilt = -1;
		else
			_actor[0].tilt = -3;
		break;
	case -1:
		if (_actor[0].act[1].state != 39 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
			setBenAnimation(0, 8);
			_actor[0].act[1].state = 39;
		}

		if (_actor[0].field_8 == 48)
			_actor[0].tilt = 0;
		else
			_actor[0].tilt = -2;
		break;
	case 0:
		if (_actor[0].act[1].state != 1 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
			setBenAnimation(0, 9);
			_actor[0].act[1].state = 1;
		}
		_actor[0].field_8 = 1;
		if (_actor[0].cursorX < -100) {
			setBenAnimation(0, 8);
			_actor[0].act[1].state = 39;
			_actor[0].field_8 = 46;
			_actor[0].tilt = -1;
		} else {
			if (_actor[0].cursorX > 100) {
				setBenAnimation(0, 10);
				_actor[0].act[1].state = 55;
				_actor[0].field_8 = 49;
				_actor[0].tilt = 1;
			}
		}
		break;
	case 1:
		if (_actor[0].act[1].state != 55 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
			setBenAnimation(0, 10);
			_actor[0].act[1].state = 55;
		}
		if (_actor[0].field_8 == 51)
			_actor[0].tilt = 0;
		else
			_actor[0].tilt = 2;
		break;
	case 2:
		if (_actor[0].act[1].state != 56 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
			setBenAnimation(0, 11);
			_actor[0].act[1].state = 56;
		}
		if (_actor[0].field_8 == 51)
			_actor[0].tilt = 1;
		else
			_actor[0].tilt = 3;
		break;
	case 3:
		if (_actor[0].act[1].state != 57 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
			setBenAnimation(0, 12);
			_actor[0].act[1].state = 57;
		}

		if (_actor[0].cursorX <= 100) {
			setBenAnimation(0, 11);
			_actor[0].act[1].state = 56;
			_actor[0].field_8 = 51;
			_actor[0].tilt = 2;
		}
		break;
	default:
		break;
	}

	if (_actor[0].curFacingFlag != _actor[0].newFacingFlag) {
		if (_actor[0].newFacingFlag == 2)
			smlayer_setActorFacing(0, 1, 28, 180);
		else
			smlayer_setActorFacing(0, 1, 27, 180);
	}

	tmpx = _actor[0].x + _actor[0].x1;
	tmpy = _actor[0].y + _actor[0].y1;

	if (_actor[0].act[1].room)
		smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room2);
	else
		smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room);

	_actor[0].animWeaponClass = _actor[0].weaponClass;
	_actor[0].curFacingFlag = _actor[0].newFacingFlag;
}

void Insane::actor03Reaction(int32 buttons) {
	int32 tmp;

	switch (_actor[0].act[3].state) {
	case 1:
		_actor[0].field_54 = 0;
		break;
	case 52:
		if (_actor[0].runningSound)
			smlayer_stopSound(_actor[0].runningSound);

		if (_currScenePropIdx)
			shutCurrentScene();

		_actor[0].runningSound = 0;
		_actor[0].defunct = 0;
		_actor[0].field_54 = 0;
		smlayer_setActorFacing(0, 3, 15, 180);
		_actor[0].act[3].state = 53;
		break;
	case 53:
		if (_actor[0].act[3].frame >= 2) {
			smlayer_setActorFacing(0, 3, 16, 180);
			_actor[0].act[3].state = 54;
		}
		break;
	case 54:
		break;
	case 69:
		if (_actor[0].act[3].frame >= 2)
			_actor[0].act[3].state = 70;
		break;
	case 70:
		if (_actor[0].scenePropSubIdx) {
			smlayer_setActorFacing(0, 3, 4, 180);
			tmp = _currScenePropIdx + _actor[0].scenePropSubIdx;
			if (!smlayer_startVoice(_sceneProp[tmp].sound))
				_actor[0].runningSound = 0;
			else
				_actor[0].runningSound = _sceneProp[tmp].sound;
			_actor[0].act[3].state = 72;
		} else {
			_actor[0].act[3].state = 118;
		}
		break;
	case 71:
		_actor[0].field_54 = 0;
		if (_actor[0].act[3].frame >= 2)
			_actor[0].act[3].state = 1;
		break;
	case 72:
		if (_actor[0].runningSound) {
			if (!smlayer_isSoundRunning(_actor[0].runningSound)) {
				smlayer_setActorFacing(0, 3, 5, 180);
				_actor[0].act[3].state = 70;
				_actor[0].scenePropSubIdx = 0;
			}
		} else {
			tmp = _currScenePropIdx + _actor[0].scenePropSubIdx;
			if (_sceneProp[tmp].counter >= _sceneProp[tmp].maxCounter) {
				smlayer_setActorFacing(0, 3, 5, 180);
				_actor[0].act[3].state = 70;
				_actor[0].scenePropSubIdx = 0;
				_actor[0].runningSound = 0;
			}
		}
		break;
	case 117:
		reinitActors();
		smlayer_setActorFacing(0, 3, 13, 180);
		_actor[0].act[3].state = 69;
		break;
	case 118:
		smlayer_setActorFacing(0, 3, 14, 180);
		_actor[0].act[3].state = 71;
		break;
	default:
		break;
	}
}

void Insane::chooseBenWeaponAnim(int buttons) {
	// kick
	if ((buttons & 1) && (_currEnemy != EN_TORQUE)) {
		if (!_kickBenProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 119)) {
			switch (_actor[0].weapon) {
			case INV_CHAIN:
				_actor[0].act[2].state = 10;
				break;
			case INV_CHAINSAW:
				_actor[0].act[2].state = 14;
				break;
			case INV_MACE:
				_actor[0].act[2].state = 18;
				break;
			case INV_2X4:
				_actor[0].act[2].state = 22;
				break;
			case INV_WRENCH:
				_actor[0].act[2].state = 26;
				break;
			case INV_BOOT:
				_actor[0].act[2].state = 6;
				break;
			case INV_HAND:
				_actor[0].act[2].state = 2;
				break;
			case INV_DUST:
				_actor[0].act[2].state = 30;
				break;
			default:
				break;
			}
			_actor[0].kicking = true;
			_kickBenProgress = true;
		}
	} else {
		_kickBenProgress = false;
	}

	// switch weapon
	if ((buttons & 2) && (_currEnemy != EN_TORQUE)) {
		if (_weaponBenJustSwitched)
			return;

		if (!actor0StateFlags1(_actor[0].act[2].state))
			return;

		switch (_actor[0].weapon) {
		case INV_CHAIN:
		case INV_CHAINSAW:
		case INV_MACE:
		case INV_2X4:
		case INV_WRENCH:
			_actor[0].act[2].state = 35;
			smlayer_setActorFacing(0, 2, 24, 180);
			break;
		case INV_BOOT:
		case INV_HAND:
		case INV_DUST:
			_actor[0].act[2].state = 0;
			switchBenWeapon();
			break;
		default:
			break;
		}

		_weaponBenJustSwitched = true;
	} else {
		_weaponBenJustSwitched = false;
	}
}

void Insane::switchBenWeapon() {
	do {
		_actor[0].weapon++;
		if (_actor[0].weapon > 7)
			_actor[0].weapon = INV_CHAIN;

	} while (!_actor[0].inventory[_actor[0].weapon]);

	switch (_actor[0].weapon) {
	case INV_CHAIN:
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))
			smlayer_setActorCostume(0, 2, readArray(19));
		else
			smlayer_setActorCostume(0, 2, readArray(20));
		smlayer_setActorFacing(0, 2, 18, 180);
		_actor[0].weaponClass = 1;
		_actor[0].act[2].state = 34;
		break;
	case INV_CHAINSAW:
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))
			smlayer_setActorCostume(0, 2, readArray(23));
		else
			smlayer_setActorCostume(0, 2, readArray(24));
		smlayer_setActorFacing(0, 2, 18, 180);
		_actor[0].weaponClass = 1;
		_actor[0].act[2].state = 34;
		break;
	case INV_MACE:
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))
			smlayer_setActorCostume(0, 2, readArray(22));
		else
			smlayer_setActorCostume(0, 2, readArray(23));
		smlayer_setActorFacing(0, 2, 18, 180);
		_actor[0].weaponClass = 1;
		_actor[0].act[2].state = 34;
		break;
	case INV_2X4:
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS)) {
			smlayer_setActorCostume(0, 2, readArray(18));
		} else {
			if (_currEnemy == EN_CAVEFISH)
				smlayer_setActorCostume(0, 2, readArray(38));
			else
				smlayer_setActorCostume(0, 2, readArray(19));
		}
		smlayer_setActorFacing(0, 2, 18, 180);
		_actor[0].weaponClass = 1;
		_actor[0].act[2].state = 34;
		break;
	case INV_WRENCH:
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))
			smlayer_setActorCostume(0, 2, readArray(24));
		else
			smlayer_setActorCostume(0, 2, readArray(25));
		smlayer_setActorFacing(0, 2, 18, 180);
		_actor[0].weaponClass = 1;
		_actor[0].act[2].state = 34;
		break;
	case INV_BOOT:
	case INV_HAND:
	case INV_DUST:
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS))
			smlayer_setActorCostume(0, 2, readArray(11));
		else
			smlayer_setActorCostume(0, 2, readArray(12));
		_actor[0].weaponClass = 2;
		_actor[0].act[2].state = 1;
		break;
	default:
		break;
	}
}

int32 Insane::setBenState() {
	_actor[0].act[2].animTilt = -1000;

	switch (_actor[0].weapon) {
	case INV_CHAIN:
		_actor[0].weaponClass = 1;
		_actor[0].act[2].state = 63;
		break;
	case INV_CHAINSAW:
		_actor[0].weaponClass = 1;
		_actor[0].act[2].state = 64;
		break;
	case INV_MACE:
		_actor[0].weaponClass = 1;
		_actor[0].act[2].state = 65;
		break;
	case INV_2X4:
		_actor[0].weaponClass = 1;
		_actor[0].act[2].state = 66;
		break;
	case INV_WRENCH:
		_actor[0].weaponClass = 1;
		_actor[0].act[2].state = 62;
		break;
	case INV_BOOT:
	case INV_HAND:
	case INV_DUST:
		_actor[0].weaponClass = 2;
		_actor[0].act[2].state = 1;
		break;
	default:
		break;
	}
	return _actor[0].act[2].state;
}

void Insane::ouchSoundBen() {
	_actor[0].act[3].state = 52;

	if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformDOS)) {
		smlayer_startVoice(54);
		return;
	}

	switch (_vm->_rnd.getRandomNumber(3)) {
	case 0:
		smlayer_startVoice(315);
		break;
	case 1:
		smlayer_startVoice(316);
		break;
	case 2:
		smlayer_startVoice(317);
		break;
	case 3:
		smlayer_startVoice(98);
		break;
	default:
		break;
	}
}

}
