void CKanturuBattleStanby::SetState(int iBattleStanbyState)
{
	if ( this->m_StateInfo[iBattleStanbyState].GetCondition() > 0 )
	{
		this->m_StateInfo[iBattleStanbyState].SetAppliedTime();
	}

	g_KanturuMonsterMng.ResetRegenMonsterObjData();

	for ( int iCount=OBJ_STARTUSERINDEX;iCount<OBJMAX;iCount++)
	{
		gObj[iCount].m_bKanturuEntranceByNPC = FALSE;
	}

	g_KanturuBattleUserMng.ResetAllData();

	switch ( iBattleStanbyState )
	{
		case KANTURU_STANBY_NONE:
			this->SetState_NONE();
			break;
		case KANTURU_STANBY_START:
			this->SetState_START();
			break;
		case KANTURU_STANBY_NOTIFY:
			this->SetState_NOTIFY();
			break;
		case KANTURU_STANBY_END:
			this->SetState_END();
			break;
	}

	KANTURU_UTIL.NotifyKanturuChangeState(KANTURU_STATE_BATTLE_STANTBY, this->m_iBattleStanbyState);
	g_KanturuBattleUserMng.ResetAllData();
}
void CKanturuTowerOfRefinement::SetState(int iTowerOfRefinement)
{
	if ( this->m_StateInfo[iTowerOfRefinement].GetCondition() > 0 )
	{
		this->m_StateInfo[iTowerOfRefinement].SetAppliedTime();
	}

	switch ( iTowerOfRefinement )
	{
		case KANTURU_TOWER_OF_REFINEMENT_NONE:
			this->SetState_NONE();
			break;
		case KANTURU_TOWER_OF_REFINEMENT_REVITALIZATION:
			this->SetState_REVITALIZATION();
			break;
		case KANTURU_TOWER_OF_REFINEMENT_NOTIFY1:
			this->SetState_NOTIFY1();
			break;
		case KANTURU_TOWER_OF_REFINEMENT_CLOSE:
			this->SetState_CLOSE();
			break;
		case KANTURU_TOWER_OF_REFINEMENT_NOTIFY2:
			this->SetState_NOTIFY2();
			break;
		case KANTURU_TOWER_OF_REFINEMENT_END:
			this->SetState_END();
			break;
	}

	KANTURU_UTIL.NotifyKanturuChangeState(KANTURU_STATE_TOWER_OF_REFINEMENT, this->m_iTowerOfRefinementState);
	g_KanturuBattleUserMng.ResetAllData();
}
void CKanturuBattleOfNightmare::SetState(int iBattleOfNightmareState)
{
	if ( this->m_StateInfo[iBattleOfNightmareState].GetCondition() > 0 )
	{
		this->m_StateInfo[iBattleOfNightmareState].SetAppliedTime();
	}

	g_KanturuMonsterMng.ResetRegenMonsterObjData();
	this->m_iNightmareObjIndex = -1;

	CLog.LogAdd("[ KANTURU ][ BattleOfNightmare ] CKanturuBattleOfNightmare::SetState(...)  m_iNightmareObjIndex %d",
		this->m_iNightmareObjIndex);

	switch ( iBattleOfNightmareState )
	{
		case KANTURU_NIGHTMARE_NONE:
			this->SetState_NONE();
			break;
		case KANTURU_NIGHTMARE_IDLE:
			this->SetState_IDLE();
			break;
		case KANTURU_NIGHTMARE_NOTIFY:
			this->SetState_NOTIFY();
			break;
		case KANTURU_NIGHTMARE_START:
			this->SetState_START();
			break;
		case KANTURU_NIGHTMARE_END:
			this->SetState_END();
			break;
		case KANTURU_NIGHTMARE_ENDCYCLE:
			this->SetState_ENDCYCLE();
			break;
	}

	KANTURU_UTIL.NotifyKanturuChangeState(KANTURU_STATE_BATTLE_OF_NIGHTMARE, this->m_iBattleOfNightmareState);
}
void CKanturuBattleOfMaya::SetState(int iBattleOfMayaState)
{
	if ( this->m_StateInfo[iBattleOfMayaState].GetCondition() > 0 )
	{
		this->m_StateInfo[iBattleOfMayaState].SetAppliedTime();
	}

	g_KanturuMonsterMng.ResetRegenMonsterObjData();
	this->m_KanturuMaya.Init();
	this->ResetAIMonster();

	switch ( iBattleOfMayaState )
	{
		case KANTURU_MAYA_NONE:
			this->SetState_NONE();
			break;
		case KANTURU_MAYA_STANBY1:
			this->SetState_STANBY1();
			break;
		case KANTURU_MAYA_NOTIFY1:
			this->SetState_NOTIFY1();
			break;
		case KANTURU_MAYA_START1:
			this->SetState_START1();
			break;
		case KANTURU_MAYA1:
			this->SetState_MAYA1();
			break;
		case KANTURU_MAYA_END1:
			this->SetState_END_MAYA1();
			break;
		case KANTURU_MAYA_ENDCYCLE1:
			this->SetState_ENDCYCLE_MAYA1();
			break;
		case KANTURU_MAYA_STANBY2:
			this->SetState_STANBY2();
			break;
		case KANTURU_MAYA_START2:
			this->SetState_START2();
			break;
		case KANTURU_MAYA2:
			this->SetState_MAYA2();
			break;
		case KANTURU_MAYA_END2:
			this->SetState_END_MAYA2();
			break;
		case KANTURU_MAYA_ENDCYCLE2:
			this->SetState_ENDCYCLE_MAYA2();
			break;
		case KANTURU_MAYA_STANBY3:
			this->SetState_STANBY3();
			break;
		case KANTURU_MAYA_START3:
			this->SetState_START3();
			break;
		case KANTURU_MAYA3:
			this->SetState_MAYA3();
			break;
		case KANTURU_MAYA_END3:
			this->SetState_END_MAYA3();
			break;
		case KANTURU_MAYA_ENDCYCLE3:
			this->SetState_ENDCYCLE_MAYA3();
			break;
		case KANTURU_MAYA_END:
			this->SetState_END();
			break;
		case KANTURU_MAYA_ENDCYCLE:
			this->SetState_ENDCYCLE();
			break;
	}

	KANTURU_UTIL.NotifyKanturuChangeState(KANTURU_STATE_BATTLE_OF_MAYA, this->m_iBattleOfMayaState);
}