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); }