# File: `Collections.h` ## Classes - `CollectionItem` - `CollectionRewardItem` - `Collection` - `CollectionItem` - `MasterCollectionList` - `PlayerCollectionList` ## Functions - `void SetID(int32 id) {this->id = id;}` - `void SetName(const char *name) {strncpy(this->name, name, sizeof(this->name));}` - `void SetCategory(const char *category) {strncpy(this->category, category, sizeof(this->category));}` - `void SetLevel(int8 level) {this->level = level;}` - `void SetCompleted(bool completed) {this->completed = completed;}` - `void SetSaveNeeded(bool save_needed) {this->save_needed = save_needed;}` - `void AddCollectionItem(struct CollectionItem *collection_item);` - `void AddRewardItem(struct CollectionRewardItem *reward_item);` - `void AddSelectableRewardItem(struct CollectionRewardItem *reward_item);` - `void SetRewardCoin(int64 reward_coin) {this->reward_coin = reward_coin;}` - `void SetRewardXP(int64 reward_xp) {this->reward_xp = reward_xp;}` - `bool NeedsItem(Item *item);` - `int32 GetID() {return id;}` - `int8 GetLevel() {return level;}` - `bool GetIsReadyToTurnIn();` - `bool GetCompleted() {return completed;}` - `bool GetSaveNeeded() {return save_needed;}` - `int64 GetRewardCoin() {return reward_coin;}` - `int64 GetRewardXP() {return reward_xp;}` - `bool AddCollection(Collection *collection);` - `void ClearCollections();` - `int32 Size();` - `bool NeedsItem(Item *item);` - `bool AddCollection(Collection *collection);` - `void ClearCollections();` - `int32 Size();` - `bool NeedsItem(Item *item);` - `bool HasCollectionsToHandIn();` ## Notable Comments _None detected_