switch (typ)
{
/* Build an appropriate room */
- case ROOM_T_NORMAL: build_type1(); break;
- case ROOM_T_OVERLAP: build_type2(); break;
- case ROOM_T_CROSS: build_type3(); break;
- case ROOM_T_INNER_FEAT: build_type4(); break;
- case ROOM_T_NEST: build_type5(); break;
- case ROOM_T_PIT: build_type6(); break;
- case ROOM_T_LESSER_VAULT: build_type7(); break;
- case ROOM_T_GREATER_VAULT: build_type8(); break;
- case ROOM_T_FRACAVE: build_type9(); break;
- case ROOM_T_RANDOM_VAULT: build_type10(); break;
- case ROOM_T_OVAL: build_type11(); break;
- case ROOM_T_CRYPT: build_type12(); break;
- case ROOM_T_TRAP_PIT: build_type13(); break;
- case ROOM_T_TRAP: build_type14(); break;
-
- /* Paranoia */
- default: return FALSE;
+ case ROOM_T_NORMAL: return build_type1();
+ case ROOM_T_OVERLAP: return build_type2();
+ case ROOM_T_CROSS: return build_type3();
+ case ROOM_T_INNER_FEAT: return build_type4();
+ case ROOM_T_NEST: return build_type5();
+ case ROOM_T_PIT: return build_type6();
+ case ROOM_T_LESSER_VAULT: return build_type7();
+ case ROOM_T_GREATER_VAULT: return build_type8();
+ case ROOM_T_FRACAVE: return build_type9();
+ case ROOM_T_RANDOM_VAULT: return build_type10();
+ case ROOM_T_OVAL: return build_type11();
+ case ROOM_T_CRYPT: return build_type12();
+ case ROOM_T_TRAP_PIT: return build_type13();
+ case ROOM_T_TRAP: return build_type14();
}
- return TRUE;
+ /* Paranoia */
+ return FALSE;
}