1
0
EQ2Emu/docs/code/Collections.md
2025-05-06 09:54:48 -04:00

1.6 KiB

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