3 #include "system/angband.h"
5 void ang_sort(player_type *player_ptr, vptr u, vptr v, int n, bool (*ang_sort_comp)(player_type *, vptr, vptr, int, int),
6 void (*ang_sort_swap)(player_type *, vptr, vptr, int, int));
8 bool ang_sort_comp_distance(player_type *player_ptr, vptr u, vptr v, int a, int b);
9 bool ang_sort_comp_importance(player_type *player_ptr, vptr u, vptr v, int a, int b);
10 void ang_sort_swap_distance(player_type *player_ptr, vptr u, vptr v, int a, int b);
12 bool ang_sort_art_comp(player_type *player_ptr, vptr u, vptr v, int a, int b);
13 void ang_sort_art_swap(player_type *player_ptr, vptr u, vptr v, int a, int b);
15 bool ang_sort_comp_quest_num(player_type *player_ptr, vptr u, vptr v, int a, int b);
16 void ang_sort_swap_quest_num(player_type *player_ptr, vptr u, vptr v, int a, int b);
18 bool ang_sort_comp_pet(player_type *player_ptr, vptr u, vptr v, int a, int b);
20 bool ang_sort_comp_hook(player_type *player_ptr, vptr u, vptr v, int a, int b);
21 void ang_sort_swap_hook(player_type *player_ptr, vptr u, vptr v, int a, int b);
23 bool ang_sort_comp_monster_level(player_type *player_ptr, vptr u, vptr v, int a, int b);
24 bool ang_sort_comp_pet_dismiss(player_type *player_ptr, vptr u, vptr v, int a, int b);
26 bool ang_sort_comp_cave_temp(player_type *player_ptr, vptr u, vptr v, int a, int b);
27 void ang_sort_swap_cave_temp(player_type *player_ptr, vptr u, vptr v, int a, int b);
29 bool ang_sort_comp_evol_tree(player_type *player_ptr, vptr u, vptr v, int a, int b);
30 void ang_sort_swap_evol_tree(player_type *player_ptr, vptr u, vptr v, int a, int b);