/* 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 2
 * 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, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */



#include "engines/engine.h"

#include "common/config-manager.h"

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

#include "scumm/insane/insane.h"

namespace Scumm {

void Insane::runScene(int arraynum) {
	_insaneIsRunning = true;
	_player = _vm->_splayer;
	_player->insanity(true);

	_numberArray = arraynum;

	// zeroValues1()
	_objArray2Idx = 0;
	_objArray2Idx2 = 0;
	// zeroValues2()
	_objArray1Idx = 0;
	_objArray1Idx2 = 0;
	// zeroValues3()
	_currScenePropIdx = 0;
	_currScenePropSubIdx = 0;
	_currTrsMsg = 0;

	smush_warpMouse(160, 100, -1);
	putActors();
	readState();

	debugC(DEBUG_INSANE, "INSANE Arg: %d", readArray(0));

	switch (readArray(0)) {
	case 1:
		initScene(1);
		setupValues();
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
			smlayer_setActorCostume(0, 2, readArray(9));
		else
			smlayer_setActorCostume(0, 2, readArray(10));
		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2);
		startVideo("minedriv.san", 1, 32, 12, 0);
		break;
	case 2:
		setupValues();
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
			smlayer_setActorCostume(0, 2, readArray(10));
		else
			smlayer_setActorCostume(0, 2, readArray(11));
		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2);

		_mainRoadPos = readArray(2);
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
			initScene(5);
			startVideo("tovista.san", 1, 32, 12, 0);
		} else if (_mainRoadPos == _posBrokenTruck) {
			initScene(5);
			startVideo("tovista2.san", 1, 32, 12, 0);
		} else if (_mainRoadPos == _posBrokenCar) {
			initScene(5);
			startVideo("tovista2.san", 1, 32, 12, 0, _smush_tovista2Flu, 60);
		} else {
			initScene(4);
			startVideo("tovista1.san", 1, 32, 12, 0);
		}
		break;
	case 3:
		setupValues();
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
			smlayer_setActorCostume(0, 2, readArray(10));
		else
			smlayer_setActorCostume(0, 2, readArray(11));
		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2);
		_mainRoadPos = readArray(2);
		if (_mainRoadPos == _posBrokenTruck) {
			initScene(6);
			startVideo("toranch.san", 1, 32, 12, 0, _smush_toranchFlu, 300);
		} else if (_mainRoadPos == _posBrokenCar) {
			initScene(6);
			startVideo("toranch.san", 1, 32, 12, 0, _smush_toranchFlu, 240);
		} else {
			initScene(6);
			startVideo("toranch.san", 1, 32, 12, 0);
		}
		break;
	case 4:
		_firstBattle = true;
		_currEnemy = EN_ROTT1;
		initScene(13);
		startVideo("minefite.san", 1, 32, 12, 0);
		break;
	case 5:
		writeArray(1, _val54d);
		initScene(24);
		startVideo("rottopen.san", 1, 32, 12, 0);
		break;
	case 6:
		initScene(1);
		setupValues();
		smlayer_setFluPalette(_smush_roadrashRip, 1);
		smlayer_setActorCostume(0, 2, readArray(10));
		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2);
		startVideo("minedriv.san", 1, 32, 12, 0, _smush_minedrivFlu, 420);
		break;
	case 7:
	case 8:
	case 9:
		break;
	case 10:
		initScene(26);
		writeArray(1, _val54d);
		startVideo("credits.san", 1, 32, 12, 0);
		break;
	default:
		error("Unknown FT_INSANE mode %d", readArray(0));
	}

	putActors();
	_enemy[EN_ROTT3].maxdamage = 120;

	_insaneIsRunning = false;
	_player->insanity(false);

	if (!((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))) {
		writeArray(50, _actor[0].inventory[INV_CHAIN]);
		writeArray(51, _actor[0].inventory[INV_CHAINSAW]);
		writeArray(52, _actor[0].inventory[INV_MACE]);
		writeArray(53, _actor[0].inventory[INV_2X4]);
		writeArray(54, _actor[0].inventory[INV_WRENCH]);
		writeArray(55, _actor[0].inventory[INV_DUST]);
		writeArray(56, _enemy[EN_CAVEFISH].isEmpty);
		writeArray(337, _enemy[EN_TORQUE].occurences);
		writeArray(329, _enemy[EN_ROTT1].occurences);
		writeArray(330, _enemy[EN_ROTT2].occurences);
		writeArray(331, _enemy[EN_ROTT3].occurences);
		writeArray(332, _enemy[EN_VULTF1].occurences);
		writeArray(333, _enemy[EN_VULTM1].occurences);
		writeArray(334, _enemy[EN_VULTF2].occurences);
		writeArray(335, _enemy[EN_VULTM2].occurences);
		writeArray(336, _enemy[EN_CAVEFISH].occurences);
		writeArray(339, _enemy[EN_VULTF2].isEmpty);
		writeArray(340, _enemy[EN_VULTM2].isEmpty);
	}

	_vm->_sound->stopAllSounds(); // IMUSE_StopAllSounds();
}

int Insane::initScene(int sceneId) {
	debugC(DEBUG_INSANE, "initScene(%d)", sceneId);

	if (_needSceneSwitch)
		return 1;

	stopSceneSounds(_currSceneId); // do it for previous scene
	loadSceneData(sceneId, 0, 1);
	if (loadSceneData(sceneId, 0, 2)) {
		setSceneCostumes(sceneId);
		_sceneData2Loaded = 0;
		_sceneData1Loaded = 0;
	} else
		_sceneData2Loaded = 1;

	_currSceneId = sceneId;

	return 1;
}

void Insane::stopSceneSounds(int sceneId) {
	int flag = 0;

	debugC(DEBUG_INSANE, "stopSceneSounds(%d)", sceneId);

	switch (sceneId) {
	case 1:
		smlayer_stopSound(88);
		smlayer_stopSound(86);
		smlayer_stopSound(87);
		flag = 1;
		break;
	case 18:
	case 19:
		smlayer_stopSound(88);
		flag = 1;
		break;
	case 17:
		smlayer_stopSound(88);
		smlayer_stopSound(94);
		flag = 1;
		break;
	case 2:
	case 7:
	case 8:
		flag = 1;
		break;
	case 3:
	case 21:
		flag = 1;
		// break is omittted intentionally
	case 13:
		if (_actor[0].runningSound != 0)
			smlayer_stopSound(_actor[0].runningSound);
		_actor[0].runningSound = 0;

		if (_actor[1].runningSound != 0)
			smlayer_stopSound(_actor[1].runningSound);
		_actor[1].runningSound = 0;

		if (_currScenePropIdx != 0)
			shutCurrentScene();

		_currScenePropSubIdx = 0;
		_currTrsMsg = 0;
		_actor[0].defunct = 0;
		_actor[0].scenePropSubIdx = 0;
		_actor[0].field_54 = 0;
		_actor[1].defunct = 0;
		_actor[1].scenePropSubIdx = 0;
		_actor[1].field_54 = 0;
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
			smlayer_stopSound(59);
			smlayer_stopSound(63);
		} else {
			smlayer_stopSound(89);
			smlayer_stopSound(90);
			smlayer_stopSound(91);
			smlayer_stopSound(92);
			smlayer_stopSound(93);
			smlayer_stopSound(95);
			smlayer_stopSound(87);
		}
		break;
	case 4:
	case 5:
	case 6:
		smlayer_stopSound(88);
		smlayer_stopSound(86);
		flag = 1;
		break;
	case 24:
		smlayer_stopSound(90);
		break;
	case 9:
	case 10:
	case 11:
	case 12:
	case 14:
	case 15:
	case 16:
	case 20:
	case 22:
	case 23:
		break;
	}
	if (!flag)
		return;

	smlayer_setActorCostume(0, 2, 0);
	smlayer_setActorCostume(0, 0, 0);
	smlayer_setActorCostume(0, 1, 0);
	smlayer_setActorCostume(1, 2, 0);
	smlayer_setActorCostume(1, 0, 0);
	smlayer_setActorCostume(1, 1, 0);

	return;
}

void Insane::shutCurrentScene() {
	debugC(DEBUG_INSANE, "shutCurrentScene()");

	_currScenePropIdx = 0;
	_currTrsMsg = 0;
	_currScenePropSubIdx = 0;
	_actor[1].scenePropSubIdx = 0;
	_actor[1].defunct = 0;

	if (_actor[1].runningSound != 0) {
		smlayer_stopSound(_actor[1].runningSound);
		_actor[1].runningSound = 0;
	}

	_actor[0].scenePropSubIdx = 0;
	_actor[0].defunct = 0;

	if (_actor[0].runningSound != 0) {
		smlayer_stopSound(_actor[0].runningSound);
		_actor[0].runningSound = 0;
	}

	_battleScene = true;
}


// insane_loadSceneData1 & insane_loadSceneData2
int Insane::loadSceneData(int scene, int flag, int phase) {
	if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
		return 1;

	int retvalue = 1;

	debugC(DEBUG_INSANE, "Insane::loadSceneData(%d, %d, %d)", scene, flag, phase);

	switch (scene) {
	case 1:
		smlayer_loadSound(88, flag, phase);
		smlayer_loadSound(86, flag, phase);
		smlayer_loadSound(87, flag, phase);
		smlayer_loadCostume(10, phase);
		break;
	case 4:
	case 5:
	case 6:
		smlayer_loadSound(88, flag, phase);
		smlayer_loadCostume(11, phase);
		break;
	case 3:
	case 13:
		switch (_currEnemy) {
		case EN_TORQUE:
			smlayer_loadSound(59, flag, phase);
			smlayer_loadSound(93, flag, phase);
			smlayer_loadCostume(57, phase);
			smlayer_loadCostume(37, phase);
			break;
		case EN_ROTT1:
			smlayer_loadSound(201, flag, phase);
			smlayer_loadSound(194, flag, phase);
			smlayer_loadSound(195, flag, phase);
			smlayer_loadSound(199, flag, phase);
			smlayer_loadSound(205, flag, phase);
			smlayer_loadSound(212, flag, phase);
			smlayer_loadSound(198, flag, phase);
			smlayer_loadSound(203, flag, phase);
			smlayer_loadSound(213, flag, phase);
			smlayer_loadSound(215, flag, phase);
			smlayer_loadSound(216, flag, phase);
			smlayer_loadSound(217, flag, phase);
			smlayer_loadSound(218, flag, phase);
			smlayer_loadSound(90, flag, phase);
			smlayer_loadCostume(26, phase);
			smlayer_loadCostume(16, phase);
			smlayer_loadCostume(17, phase);
			smlayer_loadCostume(27, phase);
			break;
		case EN_ROTT2:
			smlayer_loadSound(242, flag, phase);
			smlayer_loadSound(244, flag, phase);
			smlayer_loadSound(236, flag, phase);
			smlayer_loadSound(238, flag, phase);
			smlayer_loadSound(239, flag, phase);
			smlayer_loadSound(240, flag, phase);
			smlayer_loadSound(258, flag, phase);
			smlayer_loadSound(259, flag, phase);
			smlayer_loadSound(260, flag, phase);
			smlayer_loadSound(243, flag, phase);
			smlayer_loadSound(244, flag, phase);
			smlayer_loadSound(245, flag, phase);
			smlayer_loadSound(246, flag, phase);
			smlayer_loadSound(233, flag, phase);
			smlayer_loadSound(234, flag, phase);
			smlayer_loadSound(241, flag, phase);
			smlayer_loadSound(242, flag, phase);
			smlayer_loadSound(90, flag, phase);
			smlayer_loadCostume(28, phase);
			smlayer_loadCostume(16, phase);
			smlayer_loadCostume(17, phase);
			smlayer_loadCostume(42, phase);
			break;
		case EN_ROTT3:
			smlayer_loadSound(223, flag, phase);
			smlayer_loadSound(224, flag, phase);
			smlayer_loadSound(225, flag, phase);
			smlayer_loadSound(226, flag, phase);
			smlayer_loadSound(228, flag, phase);
			smlayer_loadSound(229, flag, phase);
			smlayer_loadSound(230, flag, phase);
			smlayer_loadSound(232, flag, phase);
			smlayer_loadSound(220, flag, phase);
			smlayer_loadSound(221, flag, phase);
			smlayer_loadSound(222, flag, phase);
			smlayer_loadSound(90, flag, phase);
			smlayer_loadCostume(15, phase);
			smlayer_loadCostume(16, phase);
			smlayer_loadCostume(17, phase);
			smlayer_loadCostume(43, phase);
			smlayer_loadCostume(47, phase);
			break;
		case EN_VULTF1:
			smlayer_loadSound(282, flag, phase);
			smlayer_loadSound(283, flag, phase);
			smlayer_loadSound(284, flag, phase);
			smlayer_loadSound(285, flag, phase);
			smlayer_loadSound(286, flag, phase);
			smlayer_loadSound(287, flag, phase);
			smlayer_loadSound(279, flag, phase);
			smlayer_loadSound(280, flag, phase);
			smlayer_loadSound(281, flag, phase);
			smlayer_loadSound(277, flag, phase);
			smlayer_loadSound(288, flag, phase);
			smlayer_loadSound(278, flag, phase);
			smlayer_loadSound(91, flag, phase);
			smlayer_loadCostume(29, phase);
			smlayer_loadCostume(33, phase);
			smlayer_loadCostume(32, phase);
			smlayer_loadCostume(37, phase);
			break;
		case EN_VULTM1:
			smlayer_loadSound(160, flag, phase);
			smlayer_loadSound(161, flag, phase);
			smlayer_loadSound(174, flag, phase);
			smlayer_loadSound(167, flag, phase);
			smlayer_loadSound(163, flag, phase);
			smlayer_loadSound(164, flag, phase);
			smlayer_loadSound(170, flag, phase);
			smlayer_loadSound(166, flag, phase);
			smlayer_loadSound(175, flag, phase);
			smlayer_loadSound(162, flag, phase);
			smlayer_loadSound(91, flag, phase);
			smlayer_loadCostume(30, phase);
			smlayer_loadCostume(33, phase);
			smlayer_loadCostume(32, phase);
			smlayer_loadCostume(36, phase);
			break;
		case EN_VULTF2:
			smlayer_loadSound(263, flag, phase);
			smlayer_loadSound(264, flag, phase);
			smlayer_loadSound(265, flag, phase);
			smlayer_loadSound(266, flag, phase);
			smlayer_loadSound(267, flag, phase);
			smlayer_loadSound(268, flag, phase);
			smlayer_loadSound(270, flag, phase);
			smlayer_loadSound(271, flag, phase);
			smlayer_loadSound(275, flag, phase);
			smlayer_loadSound(276, flag, phase);
			smlayer_loadSound(261, flag, phase);
			smlayer_loadSound(262, flag, phase);
			smlayer_loadSound(263, flag, phase);
			smlayer_loadSound(274, flag, phase);
			smlayer_loadSound(91, flag, phase);
			smlayer_loadCostume(31, phase);
			smlayer_loadCostume(33, phase);
			smlayer_loadCostume(32, phase);
			smlayer_loadCostume(35, phase);
			smlayer_loadCostume(46, phase);
			break;
		case EN_VULTM2:
			smlayer_loadSound(179, flag, phase);
			smlayer_loadSound(183, flag, phase);
			smlayer_loadSound(184, flag, phase);
			smlayer_loadSound(186, flag, phase);
			smlayer_loadSound(191, flag, phase);
			smlayer_loadSound(192, flag, phase);
			smlayer_loadSound(180, flag, phase);
			smlayer_loadSound(101, flag, phase);
			smlayer_loadSound(289, flag, phase);
			smlayer_loadSound(177, flag, phase);
			smlayer_loadSound(178, flag, phase);
			smlayer_loadSound(290, flag, phase);
			smlayer_loadSound(102, flag, phase);
			smlayer_loadSound(91, flag, phase);
			smlayer_loadCostume(34, phase);
			smlayer_loadCostume(33, phase);
			smlayer_loadCostume(32, phase);
			smlayer_loadCostume(44, phase);
			smlayer_loadCostume(45, phase);
			break;
		case EN_CAVEFISH:
			smlayer_loadSound(291, flag, phase);
			smlayer_loadSound(100, flag, phase);
			smlayer_loadSound(92, flag, phase);
			smlayer_loadCostume(39, phase);
			smlayer_loadCostume(40, phase);
			smlayer_loadCostume(41, phase);
			break;
		default:
			retvalue = 0;
			break;
		}
		smlayer_loadSound(64, flag, phase);
		smlayer_loadSound(65, flag, phase);
		smlayer_loadSound(66, flag, phase);
		smlayer_loadSound(67, flag, phase);
		smlayer_loadSound(68, flag, phase);
		smlayer_loadSound(69, flag, phase);
		smlayer_loadSound(70, flag, phase);
		smlayer_loadSound(71, flag, phase);
		smlayer_loadSound(72, flag, phase);
		smlayer_loadSound(73, flag, phase);
		smlayer_loadSound(74, flag, phase);
		smlayer_loadSound(75, flag, phase);
		smlayer_loadSound(76, flag, phase);
		smlayer_loadSound(77, flag, phase);
		smlayer_loadSound(78, flag, phase);
		smlayer_loadSound(79, flag, phase);
		smlayer_loadSound(80, flag, phase);
		smlayer_loadSound(81, flag, phase);
		smlayer_loadSound(82, flag, phase);
		smlayer_loadSound(83, flag, phase);
		smlayer_loadSound(84, flag, phase);
		smlayer_loadSound(85, flag, phase);
		smlayer_loadSound(86, flag, phase);
		smlayer_loadSound(87, flag, phase);
		smlayer_loadSound(62, flag, phase);
		smlayer_loadSound(63, flag, phase);
		smlayer_loadSound(60, flag, phase);
		smlayer_loadSound(61, flag, phase);
		smlayer_loadSound(315, flag, phase);
		smlayer_loadSound(316, flag, phase);
		smlayer_loadSound(317, flag, phase);
		smlayer_loadSound(98, flag, phase);
		smlayer_loadSound(318, flag, phase);
		smlayer_loadSound(96, flag, phase);
		smlayer_loadSound(97, flag, phase);
		smlayer_loadSound(95, flag, phase);
		smlayer_loadSound(89, flag, phase);
		smlayer_loadCostume(12, phase);
		smlayer_loadCostume(13, phase);
		smlayer_loadCostume(14, phase);
		smlayer_loadCostume(18, phase);
		smlayer_loadCostume(22, phase);
		smlayer_loadCostume(19, phase);
		smlayer_loadCostume(38, phase);
		smlayer_loadCostume(20, phase);
		smlayer_loadCostume(21, phase);
		smlayer_loadCostume(23, phase);
		smlayer_loadCostume(24, phase);
		smlayer_loadCostume(25, phase);
		break;
	case 21:
	case 24:
	case 25:
		smlayer_loadSound(223, flag, phase);
		smlayer_loadSound(224, flag, phase);
		smlayer_loadSound(225, flag, phase);
		smlayer_loadSound(226, flag, phase);
		smlayer_loadSound(228, flag, phase);
		smlayer_loadSound(229, flag, phase);
		smlayer_loadSound(230, flag, phase);
		smlayer_loadSound(232, flag, phase);
		smlayer_loadSound(90, flag, phase);
		smlayer_loadCostume(15, phase);
		smlayer_loadCostume(16, phase);
		smlayer_loadCostume(17, phase);
		smlayer_loadCostume(43, phase);
		smlayer_loadSound(62, flag, phase);
		smlayer_loadSound(63, flag, phase);
		smlayer_loadSound(60, flag, phase);
		smlayer_loadSound(61, flag, phase);
		smlayer_loadSound(315, flag, phase);
		smlayer_loadSound(316, flag, phase);
		smlayer_loadSound(317, flag, phase);
		smlayer_loadSound(98, flag, phase);
		smlayer_loadSound(318, flag, phase);
		smlayer_loadSound(96, flag, phase);
		smlayer_loadSound(97, flag, phase);
		smlayer_loadSound(95, flag, phase);
		smlayer_loadSound(89, flag, phase);
		smlayer_loadCostume(12, phase);
		smlayer_loadCostume(13, phase);
		smlayer_loadCostume(14, phase);
		smlayer_loadCostume(18, phase);
		smlayer_loadCostume(22, phase);
		break;
	case 17:
		smlayer_loadSound(88, flag, phase);
		smlayer_loadSound(94, flag, phase);
		break;
	case 2:
	case 7:
	case 8:
	case 9:
	case 10:
	case 11:
	case 12:
	case 14:
	case 15:
	case 16:
	case 18:
	case 19:
	case 20:
	case 22:
	case 23:
		break;
	default:
		retvalue = 0;
	}
	if (phase == 1) {
		_sceneData1Loaded = 1;
	}
	return retvalue;
}

void Insane::setSceneCostumes(int sceneId) {
	debugC(DEBUG_INSANE, "Insane::setSceneCostumes(%d)", sceneId);

	switch (sceneId) {
	case 1:
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
			smlayer_setActorCostume(0, 2, readArray(9));
		else
			smlayer_setActorCostume(0, 2, readArray(10));
		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2);
		smlayer_setFluPalette(_smush_roadrashRip, 0);
		setupValues();
		return;
	case 17:
		smlayer_setFluPalette(_smush_goglpaltRip, 0);
		setupValues();
		return;
	case 2:
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
			smlayer_setActorCostume(0, 2, readArray(9));
		else
			smlayer_setActorCostume(0, 2, readArray(10));
		setupValues();
		return;
	case 13:
		setEnemyCostumes();
		smlayer_setFluPalette(_smush_roadrashRip, 0);
		return;
	case 21:
		_currEnemy = EN_ROTT3; //PATCH
		setEnemyCostumes();
		_actor[1].y = 200;
		smlayer_setFluPalette(_smush_roadrashRip, 0);
		return;
	case 4:
	case 5:
	case 6:
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
			smlayer_setActorCostume(0, 2, readArray(10));
		else
			smlayer_setActorCostume(0, 2, readArray(11));
		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
		setupValues();
		return;
	case 7:
	case 8:
		writeArray(4, 0);
		return;
	}
}

void Insane::setEnemyCostumes() {
	int i;

	debugC(DEBUG_INSANE, "setEnemyCostumes(%d)", _currEnemy);

	if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
		smlayer_setActorCostume(0, 2, readArray(11));
		smlayer_setActorCostume(0, 0, readArray(13));
		smlayer_setActorCostume(0, 1, readArray(12));
	} else {
		smlayer_setActorCostume(0, 2, readArray(12));
		smlayer_setActorCostume(0, 0, readArray(14));
		smlayer_setActorCostume(0, 1, readArray(13));
	}
	smlayer_setActorLayer(0, 1, 1);
	smlayer_setActorLayer(0, 2, 5);
	smlayer_setActorLayer(0, 0, 10);
	smlayer_putActor(0, 2, _actor[0].x+11, _actor[0].y1+102, _smlayer_room2);
	smlayer_putActor(0, 1, _actor[0].x, _actor[0].y1+200, _smlayer_room2);
	smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1+200, _smlayer_room2);

	if (_currEnemy == EN_CAVEFISH) {
		smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));
		_actor[1].act[2].room = 1;
		_actor[1].act[1].room = 0;
		_actor[1].act[0].room = 0;
		_actor[1].act[2].animTilt = 1;
		_actor[1].field_8 = 98;
		_actor[1].act[2].state = 98;
		_actor[1].act[0].state = 98;
		_actor[1].act[1].state = 98;

		smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
						 _actor[1].y + _actor[1].y1 - 98, _smlayer_room2);
	} else if (_currEnemy == EN_TORQUE) {
		smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));
		_actor[1].act[2].room = 1;
		_actor[1].act[1].room = 0;
		_actor[1].act[0].room = 0;
		_actor[1].field_8 = 1;
		_actor[1].act[2].state = 1;
		_actor[1].act[0].state = 1;
		_actor[1].act[1].state = 1;
		smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
						 _actor[1].y + _actor[1].y1 - 98, _smlayer_room2);
	} else {
		_actor[1].act[2].room = 1;
		_actor[1].act[1].room = 1;
		_actor[1].act[0].room = 1;

		if (_enemy[_currEnemy].costume4)
			smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));

		if (_enemy[_currEnemy].costume5)
			smlayer_setActorCostume(1, 0, readArray(_enemy[_currEnemy].costume5));

		if (_enemy[_currEnemy].costume6)
			smlayer_setActorCostume(1, 1, readArray(_enemy[_currEnemy].costume6));

		_actor[1].field_8 = 1;
		_actor[1].act[2].state = 1;
		_actor[1].act[0].state = 1;
		_actor[1].act[1].state = 1;

		if (_actor[1].act[2].room != 0)
			smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
							 _actor[1].y + _actor[1].y1 - 98,
							 _smlayer_room2);
	}

	if (_actor[1].act[1].room != 0)
		smlayer_putActor(1, 1, _actor[1].x, _actor[1].y + _actor[1].y1,
						 _smlayer_room2);

	if (_actor[1].act[0].room != 0)
		smlayer_putActor(1, 0, _actor[1].x, _actor[1].y + _actor[1].y1,
						 _smlayer_room2);

	smlayer_setActorLayer(1, 1, 1);
	smlayer_setActorLayer(1, 2, 5);
	smlayer_setActorLayer(1, 0, 10);

	_actor[1].damage = 0;
	_actor[1].x = 250;
	_actor[1].y = 300;
	_actor[1].cursorX = 0;
	_actor[1].tilt = 0;
	_actor[1].weapon = -1;
	_actor[1].weaponClass = 2;
	_enemy[_currEnemy].occurences++;
	_actor[1].maxdamage = _enemy[_currEnemy].maxdamage;
	_actor[1].enemyHandler = _enemy[_currEnemy].handler;
	_actor[1].animWeaponClass = 0;
	for (i = 0; i < 8; i++)
		_actor[1].inventory[i] = 0;
	_actor[0].damage = 0;
	_actor[0].x = 100;
	_actor[0].y = 200;
	_actor[0].weapon = INV_HAND;
	_actor[0].weaponClass = 2;
	_actor[0].animWeaponClass = 0;
	_actor[0].newFacingFlag = 2;
	_actor[0].curFacingFlag = 0;
	_actor[0].tilt = 0;
	_actor[0].field_8 = 1;
	_actor[0].act[2].state = 1;
	_actor[0].act[2].animTilt = 1;
	_actor[0].act[0].state = 0;
	_actor[0].act[1].state = 1;
	_actor[0].act[2].room = 1;
	_actor[0].act[1].room = 1;
	_actor[0].act[0].room = 1;
	_actor[0].cursorX = 0;
	_actor[0].defunct = 0;
	_actor[0].scenePropSubIdx = 0;
	_actor[0].field_54 = 0;
	_actor[0].runningSound = 0;
	_actor[0].lost = false;
	_actor[0].kicking = false;
	_actor[0].field_44 = false;
	_actor[1].inventory[_enemy[_currEnemy].weapon] = 1;
	_actor[0].field_48 = false;
	_actor[1].defunct = 0;
	_actor[1].scenePropSubIdx = 0;
	_actor[1].field_54 = 0;
	_actor[1].runningSound = 0;
	_actor[1].lost = false;
	_actor[1].kicking = false;
	_actor[1].field_44 = false;
	_actor[1].field_48 = false;
	if (_enemy[_currEnemy].initializer != -1)
		enemyInitializer(_enemy[_currEnemy].initializer, _actor[1].damage,
							 _actor[0].damage, _actor[1].probability);

	smush_warpMouse(160, 100, -1);
}

void Insane::procPreRendering() {
	_smush_isSanFileSetup = 0; // FIXME: This shouldn't be here

	switchSceneIfNeeded();

	if (_sceneData1Loaded) {
		_val115_ = true;
		if (!_keyboardDisable) {
			smush_changeState(1);
			_keyboardDisable = 1;
		}
	} else {
		_val115_ = false;
		if (_keyboardDisable) {
			smush_changeState(0);
			_keyboardDisable = 0;
		}
	}
}

void Insane::procPostRendering(byte *renderBitmap, int32 codecparam, int32 setupsan12,
							   int32 setupsan13, int32 curFrame, int32 maxFrame) {
	int32 tmpSnd;
	bool needMore = false;

	if (!_keyboardDisable) {
		switch (_currSceneId) {
		case 12:
			postCase11(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			break;
		case 1:
			postCase0(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			if (!smlayer_isSoundRunning(88))
				smlayer_startSfx(88);
			smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
			if (_tiresRustle) {
				if (!smlayer_isSoundRunning(87))
					smlayer_startSfx(87);
			} else {
				smlayer_stopSound(87);
			}
			break;
		case 18:
		case 19:
			postCase17(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			smlayer_stopSound(95);
			smlayer_stopSound(87);
			smlayer_stopSound(88);
			if (!smlayer_isSoundRunning(88))
				smlayer_startSfx(88);
			break;
		case 17:
			postCase16(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			if (!smlayer_isSoundRunning(88))
				smlayer_startSfx(88);
			break;
		case 2:
			postCase1(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			break;
		case 3:
			postCase2(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			needMore = true;
			if (!smlayer_isSoundRunning(89)) {
				smlayer_startSfx(89);
				smlayer_soundSetPriority(89, 100);
			}
			tmpSnd = _enemy[_currEnemy].sound;
			if (!smlayer_isSoundRunning(tmpSnd)) {
				smlayer_startSfx(tmpSnd);
				smlayer_soundSetPriority(tmpSnd, 100);
			}
			smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
			smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
			if (!_tiresRustle) {
				smlayer_stopSound(87);
			} else {
				if (!smlayer_isSoundRunning(87))
					smlayer_startSfx(87);
			}
			break;
		case 21:
			postCase20(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			needMore = true;
			if (!smlayer_isSoundRunning(89)) {
				smlayer_startSfx(89);
				smlayer_soundSetPriority(89, 100);
			}
			tmpSnd = _enemy[_currEnemy].sound;
			if (!smlayer_isSoundRunning(tmpSnd)) {
				smlayer_startSfx(tmpSnd);
				smlayer_soundSetPriority(tmpSnd, 100);
			}
			smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
			smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
			break;
		case 4:
		case 5:
			postCase3(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			if (!smlayer_isSoundRunning(88))
				smlayer_startSfx(88);
			smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
			break;
		case 6:
			postCase5(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			if (!smlayer_isSoundRunning(88))
				smlayer_startSfx(88);
			smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
			break;
		case 7:
		case 8:
			postCase6(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			break;
		case 9:
		case 23:
			postCase8(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			break;
		case 10:
			postCase9(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			break;
		case 11:
		case 20:
		case 22:
			postCase10(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			break;
		case 14:
			postCase23(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			break;
		case 13:
			postCase12(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			needMore = true;
			if (!smlayer_isSoundRunning(89)) {
				smlayer_startSfx(89);
				smlayer_soundSetPriority(89, 100);
			}
			tmpSnd = _enemy[_currEnemy].sound;
			if (!smlayer_isSoundRunning(tmpSnd)) {
				smlayer_startSfx(tmpSnd);
				smlayer_soundSetPriority(tmpSnd, 100);
			}
			smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
			smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
			break;
		case 24:
			if (!smlayer_isSoundRunning(90)) {
				smlayer_startSfx(90);
				smlayer_soundSetPriority(90, 100);
			}
			postCase23(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			break;
		case 15:
		case 16:
			postCase14(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
			break;
		case 25:
		case 26:
			break;
		}

		if (_currScenePropIdx)
			postCaseAll(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);

		_actor[0].frame++;
		_actor[0].act[3].frame++;
		_actor[0].act[2].frame++;
		_actor[0].act[1].frame++;
		_actor[0].act[0].frame++;
		_actor[1].act[3].frame++;
		_actor[1].frame++;
		_actor[1].act[2].frame++;
		_actor[1].act[1].frame++;
		_actor[1].act[0].frame++;
	}

	if (!_val115_) {
		smlayer_overrideDrawActorAt(&renderBitmap[0], renderBitmap[2], renderBitmap[3]);
		_isBenCut = 0;
	}

	if (_isBenCut)
		smlayer_drawSomething(renderBitmap, codecparam, 89, 56, 1, _smush_bencutNut, 0, 0, 0);

	if (!_keyboardDisable)
		_vm->processActors();

	if (needMore)
		postCaseMore(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);

	_tiresRustle = false;
}

void Insane::postCase11(byte *renderBitmap, int32 codecparam, int32 setupsan12,
						int32 setupsan13, int32 curFrame, int32 maxFrame) {
	if (curFrame >= maxFrame && !_needSceneSwitch) {
		if (_firstBattle) {
			smush_setToFinish();
		} else {
			if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
				queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0);
			else
				queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
							 _continueFrame, 1300);
		}
	}
	_roadBranch = false;
	_roadStop = false;
}

void Insane::postCase0(byte *renderBitmap, int32 codecparam, int32 setupsan12,
					   int32 setupsan13, int32 curFrame, int32 maxFrame) {
	turnBen(true);

	if (!curFrame || curFrame == 420)
		smlayer_setFluPalette(_smush_roadrashRip, 0);

	if (curFrame >= maxFrame)
		smush_rewindCurrentSan(1088, -1, -1);

	_roadBumps = false;
	_roadBranch = false;
	_roadStop = false;
	_benHasGoggles = false;
	_mineCaveIsNear = false;
	_continueFrame1 = curFrame;
}

void Insane::postCase17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
						int32 setupsan13, int32 curFrame, int32 maxFrame) {
	if (curFrame >= maxFrame && !_needSceneSwitch) {
		if (_currSceneId == 18) {
			queueSceneSwitch(17, _smush_minedrivFlu, "minedriv.san", 64, 0,
							 _continueFrame1, 1300);
			writeArray(9, 1);
		} else {
			queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
							 _continueFrame1, 1300);
			writeArray(9, 0);
		}
	}
	_roadBranch = false;
	_roadStop = false;
}

void Insane::postCase16(byte *renderBitmap, int32 codecparam, int32 setupsan12,
						int32 setupsan13, int32 curFrame, int32 maxFrame) {
	char buf[12];
	int32 tmp;

	turnBen(true);
	sprintf(buf, "^f01%02o", curFrame & 0x3f);
	smlayer_showStatusMsg(-1, renderBitmap, codecparam, 180, 168, 1, 2, 0, "%s", buf);
	tmp = 400-curFrame;

	if (tmp < 0)
		tmp += 1300;

	sprintf(buf, "^f01%04d", tmp);
	smlayer_showStatusMsg(-1, renderBitmap, codecparam, 202, 168, 1, 2, 0, "%s", buf);

	sprintf(buf, "^f01%02o", curFrame & 0xff);
	smlayer_showStatusMsg(-1, renderBitmap, codecparam, 240, 168, 1, 2, 0, "%s", buf);
	smlayer_showStatusMsg(-1, renderBitmap, codecparam, 170, 43, 1, 2, 0, "%s", buf);

	smlayer_drawSomething(renderBitmap, codecparam, 0, 0, 1, _smush_bensgoggNut, 0, 0, 0);

	if (!_objectDetected)
		smlayer_drawSomething(renderBitmap, codecparam, 24, 170, 1,
							  _smush_iconsNut, 23, 0, 0);

	if (!curFrame)
		smlayer_setFluPalette(_smush_goglpaltRip, 0);

	if (curFrame >= maxFrame) {
		smush_rewindCurrentSan(1088, -1, -1);
		smlayer_setFluPalette(_smush_goglpaltRip, 0);
	}
	_roadBumps = false;
	_mineCaveIsNear = false;
	_roadBranch = false;
	_roadStop = false;
	_objectDetected = false;
	_counter1++;
	_continueFrame1 = curFrame;
	if (_counter1 >= 10)
		_counter1 = 0;
}

void Insane::postCase1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
					   int32 setupsan13, int32 curFrame, int32 maxFrame) {
	struct fluConf *flu;

	if ((curFrame >= maxFrame) && !_needSceneSwitch) {
		flu = &_fluConf[14 + _iactSceneId2];
		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
			queueSceneSwitch(4, 0, "tovista.san", 64, 0, 0, 0);
		else
			queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
							 flu->startFrame, flu->numFrames);
	}
	_roadBranch = false;
	_roadStop = false;
}

void Insane::postCase2(byte *renderBitmap, int32 codecparam, int32 setupsan12,
					   int32 setupsan13, int32 curFrame, int32 maxFrame) {
	turnBen(_battleScene != 0);
	turnEnemy(true);

	if (!curFrame)
		smlayer_setFluPalette(_smush_roadrashRip, 0);

	if (curFrame >= maxFrame)
		smush_rewindCurrentSan(1088, -1, -1);

	_roadBumps = false;
	_roadBranch = false;
	_roadStop = false;
	_continueFrame = curFrame;
}

void Insane::postCase20(byte *renderBitmap, int32 codecparam, int32 setupsan12,
						int32 setupsan13, int32 curFrame, int32 maxFrame) {
	turnBen(true);
	turnEnemy(true);

	if (curFrame >= maxFrame)
		smush_rewindCurrentSan(1088, -1, -1);

	_roadBumps = false;
	_roadBranch = false;
	_roadStop = false;
	_continueFrame = curFrame;
}

void Insane::postCase3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
					   int32 setupsan13, int32 curFrame, int32 maxFrame) {
	turnBen(true);

	if (_actor[0].x >= 158 && _actor[0].x <= 168) {
		if (!smlayer_isSoundRunning(86))
			smlayer_startSfx(86);
	} else {
		if (smlayer_isSoundRunning(86))
			smlayer_stopSound(86);
	}

	if (curFrame >= maxFrame) {
		if (_currSceneId == 4) {
			if (!_needSceneSwitch) {
				if (readArray(6)) {
					if (readArray(4))
						queueSceneSwitch(14, 0, "hitdust2.san", 64, 0, 0, 0);
					else
						queueSceneSwitch(14, 0, "hitdust4.san", 64, 0, 0, 0);
				} else {
					if (readArray(4))
						queueSceneSwitch(14, 0, "hitdust1.san", 64, 0, 0, 0);
					else
						queueSceneSwitch(14, 0, "hitdust3.san", 64, 0, 0, 0);
				}
			}
		} else {
			if (readArray(4)) {
				if (!_needSceneSwitch)
					queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
			} else {
				writeArray(1, _posVista);
				smush_setToFinish();
			}
		}
	}

	_carIsBroken = false;
	_roadStop = false;
	_roadBranch = false;
	_iactSceneId = 0;
}

void Insane::postCase5(byte *renderBitmap, int32 codecparam, int32 setupsan12,
					   int32 setupsan13, int32 curFrame, int32 maxFrame) {
	turnBen(true);

	if (_actor[0].x >= 158 && _actor[0].x <= 168) {
		if (!smlayer_isSoundRunning(86))
			smlayer_startSfx(86);
	} else {
		if (smlayer_isSoundRunning(86))
			smlayer_stopSound(86);
	}

	if (curFrame >= maxFrame) {
		if (readArray(4)) {
			if (!_needSceneSwitch)
				queueSceneSwitch(15, 0, "chasthru.san", 64, 0, 0, 0);
		} else {
			if (readArray(5)) {
				writeArray(1, _val57d);
				smush_setToFinish();
			} else {
				writeArray(4, 1);
				queueSceneSwitch(15, 0, "chasout.san", 64, 0, 0, 0);
			}
		}
	}

	_carIsBroken = false;
	_roadStop = false;
	_roadBranch = false;
	_iactSceneId = 0;
}

void Insane::postCase6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
					   int32 setupsan13, int32 curFrame, int32 maxFrame) {
	struct fluConf *flu;

	if ((curFrame >= maxFrame) && !_needSceneSwitch) {
		if (_currSceneId == 8)
			flu = &_fluConf[7 + _iactSceneId2];
		else
			flu = &_fluConf[0 + _iactSceneId2];

		if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
			queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0);
		else
			queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
							 flu->startFrame, flu->numFrames);
	}
	_roadBranch = false;
	_roadStop = false;
}

void Insane::postCase8(byte *renderBitmap, int32 codecparam, int32 setupsan12,
					   int32 setupsan13, int32 curFrame, int32 maxFrame) {
	if (curFrame >= maxFrame && !_needSceneSwitch) {
		_actor[0].damage = 0;

		if (_firstBattle) {
			queueSceneSwitch(13, _smush_minefiteFlu, "minefite.san", 64, 0,
							 _continueFrame, 1300);
		} else {
			if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
				queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0);
			} else {
				if (_currSceneId == 23) {
					queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
				} else {
					queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
							 _continueFrame, 1300);
				}
			}
		}
	}

	_roadBranch = false;
	_roadStop = false;
}

void Insane::postCase9(byte *renderBitmap, int32 codecparam, int32 setupsan12,
					   int32 setupsan13, int32 curFrame, int32 maxFrame) {
	if (curFrame >= maxFrame && !_needSceneSwitch) {
		_actor[0].damage = 0;
		queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
						 _continueFrame1, 1300);
	}
	_roadBranch = false;
	_roadStop = false;
}

void Insane::postCase10(byte *renderBitmap, int32 codecparam, int32 setupsan12,
						int32 setupsan13, int32 curFrame, int32 maxFrame) {
	if (curFrame >= maxFrame && !_needSceneSwitch) {
		_actor[0].damage = 0;

		switch (_currSceneId) {
		case 20:
			writeArray(8, 1);
			queueSceneSwitch(12, 0, "liftgog.san", 0, 0, 0, 0);
			break;
		case 22:
			writeArray(1, _val54d);
			smush_setToFinish();
			break;
		default:
			if (_actor[0].inventory[_enemy[_currEnemy].weapon]) {
				queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
								 _continueFrame, 1300);
				break;
			}

			switch (_enemy[_currEnemy].weapon) {
			case INV_CHAIN:
				_actor[0].inventory[INV_CHAIN] = 1;
				queueSceneSwitch(12, 0, "liftchay.san", 0, 0, 0, 0);
				break;
			case INV_CHAINSAW:
				_actor[0].inventory[INV_CHAINSAW] = 1;
				queueSceneSwitch(12, 0, "liftsaw.san", 0, 0, 0, 0);
				break;
			case INV_MACE:
				_actor[0].inventory[INV_MACE] = 1;
				queueSceneSwitch(12, 0, "liftmace.san", 0, 0, 0, 0);
				break;
			case INV_2X4:
				_actor[0].inventory[INV_2X4] = 1;
				queueSceneSwitch(12, 0, "liftbord.san", 0, 0, 0, 0);
				break;
			default:
				queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
								 _continueFrame, 1300);
				break;
			}
		}
	}

	_roadBranch = false;
	_roadStop = false;
}

void Insane::postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12,
						int32 setupsan13, int32 curFrame, int32 maxFrame) {
	if (_actor[1].y <= 200) {
		initScene(3);
		_actor[1].y = 200;

		switch (_currEnemy) {
		case EN_ROTT2:
			turnBen(true);

			if (_enemy[EN_ROTT2].occurences <= 1)
				prepareScenePropScene(32, 0, 1);
			else
				prepareScenePropScene(33, 0, 1);
			break;
		case EN_ROTT3:
			turnBen(true);

			if (_enemy[EN_ROTT3].occurences <= 1)
				prepareScenePropScene(25, 0, 1);
			break;
		case EN_VULTF1:
			turnBen(true);

			if (_enemy[EN_VULTF1].occurences <= 1)
				prepareScenePropScene(2, 0, 1);
			break;
		case EN_VULTF2:
			turnBen(true);

			if (_enemy[EN_VULTF2].occurences <= 1)
				prepareScenePropScene(9, 0, 1);
			else
				prepareScenePropScene(16, 0, 1);
			break;
		case EN_VULTM2:
			if (_enemy[EN_VULTM2].occurences <= 1) {
				turnBen(false);
				prepareScenePropScene(18, 0, 1);
				_battleScene = false;
			} else
				turnBen(true);
			break;
		case EN_TORQUE:
			turnBen(false);
			writeArray(1, _posFatherTorque);
			smush_setToFinish();
			break;
		case EN_ROTT1:
		case EN_VULTM1:
		case EN_CAVEFISH:
		default:
			turnBen(true);
			break;
		}
	} else {
		switch (_currEnemy) {
		case EN_VULTM2:
			if (_enemy[EN_VULTM2].occurences <= 1)
				turnBen(false);
			else
				turnBen(true);
			break;
		case EN_TORQUE:
			turnBen(false);
			if (_actor[1].y == 300)
				prepareScenePropScene(57, 1, 0);
			break;
		default:
			turnBen(true);
		}
		_actor[1].y -= (_actor[1].y - 200) / 20 + 1;
	}

	turnEnemy(false);

	if (curFrame == 0)
		smlayer_setFluPalette(_smush_roadrashRip, 0);

	if (curFrame >= maxFrame)
		smush_rewindCurrentSan(1088, -1, -1);

	_roadBranch = false;
	_roadStop = false;
	_continueFrame = curFrame;
}

void Insane::postCase23(byte *renderBitmap, int32 codecparam, int32 setupsan12,
						int32 setupsan13, int32 curFrame, int32 maxFrame) {
	if (curFrame >= maxFrame) {
		if (_currSceneId == 24) {
			queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
		} else {
			if (readArray(6) && readArray(4))
				queueSceneSwitch(16, 0, "limocrsh.san", 64, 0, 0, 0);
			else
				queueSceneSwitch(5, 0, "tovista2.san", 64, 0, 0, 290);
		}
	}
	_roadBranch = false;
	_roadStop = false;
}

void Insane::postCase14(byte *renderBitmap, int32 codecparam, int32 setupsan12,
						int32 setupsan13, int32 curFrame, int32 maxFrame) {
	if (curFrame >= maxFrame) {
		if (_currSceneId == 16) {
			writeArray(4, 0);
			writeArray(5, 1);
			writeArray(1, _posBrokenCar);
			writeArray(3, _posBrokenTruck);
			smush_setToFinish();
		} else {
			switch (_tempSceneId) {
			case 5:
				queueSceneSwitch(6, 0, "toranch.san", 64, 0, 0, 530);
				break;
			case 6:
				queueSceneSwitch(4, 0, "tovista1.san", 64, 0, 0, 230);
				break;
			}
		}
	}

	_roadBranch = false;
	_roadStop = false;
}

void Insane::postCaseAll(byte *renderBitmap, int32 codecparam, int32 setupsan12,
						 int32 setupsan13, int32 curFrame, int32 maxFrame) {
	struct sceneProp *tsceneProp;

	tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx];
	if (tsceneProp->actor != -1) {
		if (_actor[tsceneProp->actor].field_54) {
			tsceneProp->counter++;
			if (!_actor[tsceneProp->actor].runningSound || ConfMan.getBool("subtitles")) {
				if (_actor[tsceneProp->actor].act[3].state == 72 &&
					_currTrsMsg) {
					_player->setPaletteValue(0, tsceneProp->r, tsceneProp->g, tsceneProp->b);
					_player->setPaletteValue(1, tsceneProp->r, tsceneProp->g, tsceneProp->b);
					_player->setPaletteValue(0, 0, 0, 0);
					smlayer_showStatusMsg(-1, renderBitmap, codecparam, 160, 20, 1, 2, 5,
										  "^f00%s", _currTrsMsg);
				}
			}
		} else {
			_currScenePropSubIdx = tsceneProp->index;
			if (_currScenePropSubIdx && _currScenePropIdx) {
				tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx];
				tsceneProp->counter = 0;
				if (tsceneProp->trsId)
					_currTrsMsg = handleTrsTag(tsceneProp->trsId);
				else
					_currTrsMsg = 0;

				if (tsceneProp->actor != -1) {
					_actor[tsceneProp->actor].field_54 = 1;
					_actor[tsceneProp->actor].act[3].state = 117;
					_actor[tsceneProp->actor].scenePropSubIdx = _currScenePropSubIdx;
				}
			} else {
				_currScenePropIdx = 0;
				_currTrsMsg = 0;
				_currScenePropSubIdx = 0;
				_actor[0].defunct = 0;
				_actor[1].defunct = 0;
				_battleScene = true;
			}
		}
	}
	_roadBranch = false;
	_roadStop = false;
	_continueFrame = curFrame;
}

void Insane::postCaseMore(byte *renderBitmap, int32 codecparam, int32 setupsan12,
						  int32 setupsan13, int32 curFrame, int32 maxFrame) {
	if (_actor[0].weapon <= 7) {
		smlayer_drawSomething(renderBitmap, codecparam, 5, 160, 1, _smush_iconsNut,
							  _actor[0].weapon + 11, 0, 0);
	}
}

}