Thread: Help me shorten this code plz.

  1. #1
    Registered User
    Join Date
    Apr 2020
    Posts
    9

    Help me shorten this code plz.

    Code:
    ch_ret tes_equipment_thief(int sn, int level, CHAR_DATA * ch, void *vo)
    {
      OBJ_DATA *weapon;
      OBJ_DATA *cuirass;
      OBJ_DATA *greaves;
      OBJ_DATA *helm;
      OBJ_DATA *gauntlets;
      OBJ_DATA *boots;
      OBJ_DATA *pauldrons;
    
    
      int random_cuirass;
      random_cuirass = number_range(1,18);
    
    
      if(get_eq_char(ch, WEAR_BODY) == NULL)
        {
        if(random_cuirass == 1)
          {cuirass = create_object(get_obj_index(OBJ_EQ_BOILED_NETCH_LEATHER_CUIRASS), 0);}
    
    
        if(random_cuirass == 2)
          {cuirass = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_CUIRASS), 0);}
    
    
        if(random_cuirass == 3)
          {cuirass = create_object(get_obj_index(OBJ_EQ_NORDIC_BEARSKIN_CUIRASS), 0);}
    
    
        if(random_cuirass == 4)
          {cuirass = create_object(get_obj_index(OBJ_EQ_MITHRIL_CUIRASS), 0);}
    
    
        if(random_cuirass == 5)
          {cuirass = create_object(get_obj_index(OBJ_EQ_GLASS_CUIRASS), 0);}
    
    
        if(random_cuirass == 6)
          {cuirass = create_object(get_obj_index(OBJ_EQ_IMPERIAL_STUDDED_LEATHER_CUIRASS), 0);}
    
    
        if(random_cuirass == 7)
          {cuirass = create_object(get_obj_index(OBJ_EQ_CHITIN_CUIRASS), 0);}
    
    
        if(random_cuirass == 8)
          {cuirass = create_object(get_obj_index(OBJ_EQ_FUR_CUIRASS), 0);}
    
    
        if(random_cuirass == 9)
          {cuirass = create_object(get_obj_index(OBJ_EQ_LEATHER_CUIRASS), 0);}
    
    
        if(random_cuirass == 10)
          {cuirass = create_object(get_obj_index(OBJ_EQ_LEATHER_CUIRASS), 0);}
    
    
        if(random_cuirass == 11)
          {cuirass = create_object(get_obj_index(OBJ_EQ_COMMON_ROBE), 0);}
    
    
        if(random_cuirass == 12)
          {cuirass = create_object(get_obj_index(OBJ_EQ_EXPENSIVE_ROBE), 0);}
    
    
        if(random_cuirass == 13)
          {cuirass = create_object(get_obj_index(OBJ_EQ_EXTRAVAGANT_ROBE), 0);}
    
    
        if(random_cuirass == 14)
          {cuirass = create_object(get_obj_index(OBJ_EQ_EXQUISITE_ROBE), 0);}
    
    
        if(random_cuirass == 15)
          {cuirass = create_object(get_obj_index(OBJ_EQ_COMMON_SHIRT), 0);}
    
    
        if(random_cuirass == 16)
          {cuirass = create_object(get_obj_index(OBJ_EQ_EXPENSIVE_SHIRT), 0);}
    
    
        if(random_cuirass == 17)
          {cuirass = create_object(get_obj_index(OBJ_EQ_EXTRAVAGANT_SHIRT), 0);}
    
    
        if(random_cuirass == 18)
          {cuirass = create_object(get_obj_index(OBJ_EQ_EXQUISITE_SHIRT), 0);}
    
    
        obj_to_char(cuirass, ch);
        equip_char(ch, cuirass, WEAR_BODY);
        }
      
      int random_greaves;
      random_greaves = number_range(1,13);
    
    
      if(get_eq_char(ch, WEAR_LEGS) == NULL)
        {
        if(random_greaves == 1)
          {greaves = create_object(get_obj_index(OBJ_EQ_FUR_GREAVES), 0);}
    
    
        if(random_greaves == 2)
          {greaves = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_GREAVES), 0);}
    
    
        if(random_greaves == 3)
          {greaves = create_object(get_obj_index(OBJ_EQ_CHITIN_GREAVES), 0);}
    
    
        if(random_greaves == 4)
          {greaves = create_object(get_obj_index(OBJ_EQ_GLASS_GREAVES), 0);}
    
    
        if(random_greaves == 5)
          {greaves = create_object(get_obj_index(OBJ_EQ_MITHRIL_GREAVES), 0);}
    
    
        if(random_greaves == 6)
          {greaves = create_object(get_obj_index(OBJ_EQ_LEATHER_GREAVES), 0);}
    
    
        if(random_greaves == 7)
          {greaves = create_object(get_obj_index(OBJ_EQ_COMMON_PANTS), 0);}
    
    
        if(random_greaves == 8)
          {greaves = create_object(get_obj_index(OBJ_EQ_EXPENSIVE_PANTS), 0);}
    
    
        if(random_greaves == 9)
          {greaves = create_object(get_obj_index(OBJ_EQ_EXTRAVAGANT_PANTS), 0);}
    
    
        if(random_greaves == 10)
          {greaves = create_object(get_obj_index(OBJ_EQ_EXQUISITE_PANTS), 0);}
    
    
        if(random_greaves == 11)
          {greaves = create_object(get_obj_index(OBJ_EQ_IMPERIAL_TEMPLAR_SKIRT), 0);}
    
    
        if(random_greaves == 12)
          {greaves = create_object(get_obj_index(OBJ_EQ_IMPERIAL_SKIRT), 0);}
    
    
        if(random_greaves == 13)
          {greaves = create_object(get_obj_index(OBJ_EQ_COMMON_SKIRT), 0);}
    
    
        obj_to_char(greaves, ch);
        equip_char(ch, greaves, WEAR_LEGS);
        }
    
    
      int random_helm;
      random_helm = number_range(1,14);
    
    
      if(get_eq_char(ch, WEAR_HEAD) == NULL)
        {
        if(random_helm == 1)
          {helm = create_object(get_obj_index(OBJ_EQ_CHITIN_MASK_HELM), 0);}
    
    
        if(random_helm == 2)
          {helm = create_object(get_obj_index(OBJ_EQ_CHITIN_HELM), 0);}
    
    
        if(random_helm == 3)
          {helm = create_object(get_obj_index(OBJ_EQ_MITHRIL_HELM), 0);}
    
    
        if(random_helm == 4)
          {helm = create_object(get_obj_index(OBJ_EQ_GLASS_HELM), 0);}
    
    
        if(random_helm == 5)
          {helm = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_HELM), 0);}
    
    
        if(random_helm == 6)
          {helm = create_object(get_obj_index(OBJ_EQ_COLOVIAN_FUR_HELM), 0);}
    
    
        if(random_helm == 7)
          {helm = create_object(get_obj_index(OBJ_EQ_MORAG_TONG_HELM), 0);}
    
    
        if(random_helm == 8)
          {helm = create_object(get_obj_index(OBJ_EQ_REDORAN_WATCHMAN_HELM), 0);}
    
    
        if(random_helm == 9)
          {helm = create_object(get_obj_index(OBJ_EQ_TELVANI_CEPHALOPOD_HELM), 0);}
    
    
        if(random_helm == 10)
          {helm = create_object(get_obj_index(OBJ_EQ_TELVANI_DUST_ADEPT_HELM), 0);}
    
    
        if(random_helm == 11)
          {helm = create_object(get_obj_index(OBJ_EQ_TELVANI_MOLE_CRAB_HELM), 0);}
    
    
        if(random_helm == 12)
          {helm = create_object(get_obj_index(OBJ_EQ_BOILED_NETCH_LEATHER_HELM), 0);}
    
    
        if(random_helm == 13)
          {helm = create_object(get_obj_index(OBJ_EQ_LEATHER_HELM), 0);}
    
    
        if(random_helm == 14)
          {helm = create_object(get_obj_index(OBJ_EQ_FUR_HELM), 0);}
    
    
        obj_to_char(helm, ch);
        equip_char(ch, helm, WEAR_HEAD);
        }
      int random_gauntlets;
      random_gauntlets = number_range(1,11);
    
    
      if(get_eq_char(ch, WEAR_HANDS) == NULL)
        {
        if(random_gauntlets == 1)
          {gauntlets = create_object(get_obj_index(OBJ_EQ_LEATHER_GAUNTLETS), 0);}
    
    
        if(random_gauntlets == 2)
          {gauntlets = create_object(get_obj_index(OBJ_EQ_FUR_GAUNTLETS), 0);}
    
    
        if(random_gauntlets == 3)
          {gauntlets = create_object(get_obj_index(OBJ_EQ_MITHRIL_GAUNTLETS), 0);}
    
    
        if(random_gauntlets == 4)
          {gauntlets = create_object(get_obj_index(OBJ_EQ_GLASS_GAUNTLETS), 0);}
    
    
        if(random_gauntlets == 5)
          {gauntlets = create_object(get_obj_index(OBJ_EQ_CHITIN_GAUNTLETS), 0);}
    
    
        if(random_gauntlets == 6)
          {gauntlets = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_GAUNTLETS), 0);}
    
    
        if(random_gauntlets == 7)
          {gauntlets = create_object(get_obj_index(OBJ_EQ_LEATHER_BRACERS), 0);}
    
    
        if(random_gauntlets == 8)
          {gauntlets = create_object(get_obj_index(OBJ_EQ_CLOTH_BRACERS), 0);}
    
    
        if(random_gauntlets == 9)
          {gauntlets = create_object(get_obj_index(OBJ_EQ_COMMON_GLOVES), 0);}
    
    
        if(random_gauntlets == 10)
          {gauntlets = create_object(get_obj_index(OBJ_EQ_EXPENSIVE_GLOVES), 0);}
    
    
        if(random_gauntlets == 11)
          {gauntlets = create_object(get_obj_index(OBJ_EQ_EXTRAVAGANT_GLOVES), 0);}
    
    
        obj_to_char(gauntlets, ch);
        equip_char(ch, gauntlets, WEAR_HANDS);
        }
      
      int random_boots;
      random_boots = number_range(1,10);
    
    
      if(get_eq_char(ch, WEAR_FEET) == NULL)
        {
        if(random_boots == 1)
          {boots = create_object(get_obj_index(OBJ_EQ_CHITIN_BOOTS), 0);}
    
    
        if(random_boots == 2)
          {boots = create_object(get_obj_index(OBJ_EQ_GLASS_BOOTS), 0);}
    
    
        if(random_boots == 3)
          {boots = create_object(get_obj_index(OBJ_EQ_MITHRIL_BOOTS), 0);}
    
    
        if(random_boots == 4)
          {boots = create_object(get_obj_index(OBJ_EQ_FUR_BOOTS), 0);}
    
    
        if(random_boots == 5)
          {boots = create_object(get_obj_index(OBJ_EQ_LEATHER_BOOTS), 0);}
    
    
        if(random_boots == 6)
          {boots = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_BOOTS), 0);}
    
    
        if(random_boots == 7)
          {boots = create_object(get_obj_index(OBJ_EQ_COMMON_SHOES), 0);}
    
    
        if(random_boots == 8)
          {boots = create_object(get_obj_index(OBJ_EQ_EXPENSIVE_SHOES), 0);}
    
    
        if(random_boots == 9)
          {boots = create_object(get_obj_index(OBJ_EQ_EXTRAVAGANT_SHOES), 0);}
    
    
        if(random_boots == 10)
          {boots = create_object(get_obj_index(OBJ_EQ_EXQUISITE_SHOES), 0);}
    
    
        obj_to_char(boots, ch);
        equip_char(ch, boots, WEAR_FEET);
        }
    
    
      int random_pauldrons;
      random_pauldrons = number_range(1,4);
    
    
      if(get_eq_char(ch, WEAR_ARMS) == NULL)
        {
        if(random_pauldrons == 1)
          {pauldrons = create_object(get_obj_index(OBJ_EQ_CHITIN_PAULDRONS), 0);}
    
    
        if(random_pauldrons == 2)
          {pauldrons = create_object(get_obj_index(OBJ_EQ_GLASS_PAULDRONS), 0);}
    
    
        if(random_pauldrons == 3)
          {pauldrons = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_PAULDRONS), 0);}
    
    
        if(random_pauldrons == 4)
          {pauldrons = create_object(get_obj_index(OBJ_EQ_NORD_FUR_PAULDRONS), 0);}
    
    
        obj_to_char(pauldrons, ch);
        equip_char(ch, pauldrons, WEAR_ARMS);
        }
    
    
      int random_weapon;
      random_weapon = number_range(1,42);
    
    
      if(get_eq_char(ch, WEAR_WIELD) == NULL)
        {
        if(random_weapon == 1)
          {weapon = create_object(get_obj_index(OBJ_EQ_IRON_CESTUS), 0);}
    
    
        if(random_weapon == 2)
          {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_CESTUS), 0);}
    
    
        if(random_weapon == 3)
          {weapon = create_object(get_obj_index(OBJ_EQ_SILVER_CESTUS), 0);}
    
    
        if(random_weapon == 4)
          {weapon = create_object(get_obj_index(OBJ_EQ_GLASS_CESTUS), 0);}
    
    
        if(random_weapon == 5)
          {weapon = create_object(get_obj_index(OBJ_EQ_IRON_DAGGER), 0);}
    
    
        if(random_weapon == 6)
          {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_DAGGER), 0);}
    
    
        if(random_weapon == 7)
          {weapon = create_object(get_obj_index(OBJ_EQ_CHITIN_DAGGER), 0);}
    
    
        if(random_weapon == 8)
          {weapon = create_object(get_obj_index(OBJ_EQ_SILVER_DAGGER), 0);}
    
    
        if(random_weapon == 9)
          {weapon = create_object(get_obj_index(OBJ_EQ_DAEDRIC_DAGGER), 0);}
    
    
        if(random_weapon == 10)
          {weapon = create_object(get_obj_index(OBJ_EQ_DWARVEN_DAGGER), 0);}
    
    
        if(random_weapon == 11)
          {weapon = create_object(get_obj_index(OBJ_EQ_ELVEN_DAGGER), 0);}
    
    
        if(random_weapon == 12)
          {weapon = create_object(get_obj_index(OBJ_EQ_GLASS_DAGGER), 0);}
    
    
        if(random_weapon == 13)
          {weapon = create_object(get_obj_index(OBJ_EQ_EBONY_DAGGER), 0);}
    
    
        if(random_weapon == 14)
          {weapon = create_object(get_obj_index(OBJ_EQ_IRON_TANTO), 0);}
    
    
        if(random_weapon == 15)
          {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_TANTO), 0);}
    
    
        if(random_weapon == 16)
          {weapon = create_object(get_obj_index(OBJ_EQ_DAEDRIC_TANTO), 0);}
    
    
        if(random_weapon == 17)
          {weapon = create_object(get_obj_index(OBJ_EQ_IMPERIAL_SHORTSWORD), 0);}
    
    
        if(random_weapon == 18)
          {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_SHORTSWORD), 0);}
    
    
        if(random_weapon == 19)
          {weapon = create_object(get_obj_index(OBJ_EQ_SILVER_SHORTSWORD), 0);}
    
    
        if(random_weapon == 20)
          {weapon = create_object(get_obj_index(OBJ_EQ_CHITIN_SHORTSWORD), 0);}
    
    
        if(random_weapon == 21)
          {weapon = create_object(get_obj_index(OBJ_EQ_EBONY_SHORTSWORD), 0);}
    
    
        if(random_weapon == 22)
          {weapon = create_object(get_obj_index(OBJ_EQ_DAEDRIC_SHORTSWORD), 0);}
    
    
        if(random_weapon == 23)
          {weapon = create_object(get_obj_index(OBJ_EQ_DWARVEN_SHORTSWORD), 0);}
    
    
        if(random_weapon == 24)
          {weapon = create_object(get_obj_index(OBJ_EQ_GLASS_SHORTSWORD), 0);}
    
    
        if(random_weapon == 25)
          {weapon = create_object(get_obj_index(OBJ_EQ_ELVEN_SHORTSWORD), 0);}
    
    
        if(random_weapon == 26)
          {weapon = create_object(get_obj_index(OBJ_EQ_ADAMANTIUM_SHORTSWORD), 0);}
    
    
        if(random_weapon == 27)
          {weapon = create_object(get_obj_index(OBJ_EQ_IRON_SHORTSWORD), 0);}
    
    
        if(random_weapon == 28)
          {weapon = create_object(get_obj_index(OBJ_EQ_IRON_WAKIZASHI), 0);}
    
    
        if(random_weapon == 29)
          {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_WAKIZASHI), 0);}
    
    
        if(random_weapon == 30)
          {weapon = create_object(get_obj_index(OBJ_EQ_DAEDRIC_WAKIZASHI), 0);}
    
    
        if(random_weapon == 31)
          {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_LONGBOW), 0);}
    
    
        if(random_weapon == 32)
          {weapon = create_object(get_obj_index(OBJ_EQ_BONEMOLD_LONGBOW), 0);}
    
    
        if(random_weapon == 33)
          {weapon = create_object(get_obj_index(OBJ_EQ_SILVER_LONGBOW), 0);}
    
    
        if(random_weapon == 34)
          {weapon = create_object(get_obj_index(OBJ_EQ_DWARVEN_LONGBOW), 0);}
    
    
        if(random_weapon == 35)
          {weapon = create_object(get_obj_index(OBJ_EQ_ELVEN_LONGBOW), 0);}
    
    
        if(random_weapon == 36)
          {weapon = create_object(get_obj_index(OBJ_EQ_GLASS_LONGBOW), 0);}
    
    
        if(random_weapon == 37)
          {weapon = create_object(get_obj_index(OBJ_EQ_EBONY_LONGBOW), 0);}
    
    
        if(random_weapon == 38)
          {weapon = create_object(get_obj_index(OBJ_EQ_IRON_LONGBOW2), 0);}
    
    
        if(random_weapon == 39)
          {weapon = create_object(get_obj_index(OBJ_EQ_DAEDRIC_LONGBOW), 0);}
    
    
        if(random_weapon == 40)
          {weapon = create_object(get_obj_index(OBJ_EQ_IRON_LONGBOW), 0);}
    
    
        if(random_weapon == 41)
          {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_CROSSBOW), 0);}
    
    
        if(random_weapon == 42)
          {weapon = create_object(get_obj_index(OBJ_EQ_DWARVEN_CROSSBOW), 0);}
    
    
        obj_to_char(weapon, ch);
        equip_char(ch, weapon, WEAR_WIELD);
        }
    
    
      return rNONE;
    }

  2. #2
    C++ Witch laserlight's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Posts
    28,412
    Chuck the various constants into a few (static) arrays. Then instead of huge if-else chains, you just select the constant by accessing the relevant array by index, after which you can call gey_obj_index and create_object using the constant.
    Quote Originally Posted by Bjarne Stroustrup (2000-10-14)
    I get maybe two dozen requests for help with some sort of programming or design problem every day. Most have more sense than to send me hundreds of lines of code. If they do, I ask them to find the smallest example that exhibits the problem and send me that. Mostly, they then find the error themselves. "Finding the smallest program that demonstrates the error" is a powerful debugging tool.
    Look up a C++ Reference and learn How To Ask Questions The Smart Way

  3. #3
    Registered User rstanley's Avatar
    Join Date
    Jun 2014
    Location
    New York, NY
    Posts
    1,101
    Without seeing more details about the program, I would use "weapon" as an index to an array of whatever "OBJ_EQ_DWARVEN_CROSSBOW" and other similar constants represents. You then could then reduce the 42 statements to one.

    The same with the other "OBJ_DATA" pointers.

  4. #4
    and the hat of int overfl Salem's Avatar
    Join Date
    Aug 2001
    Location
    The edge of the known universe
    Posts
    39,656
    Every time you use ctrl-c / ctrl-v, you need to stop coding and start thinking.

    Specifically, you need to think about how you generalise the thing you just copied.

    Code:
    #include <cstddef>
    #define ASIZE(x)  (sizeof(x)/sizeof(*x))
    ch_ret tes_equipment_thief(int sn, int level, CHAR_DATA * ch, void *vo)
    {
      const int apparel[] = {
        WEAR_BODY,
        WEAR_LEGS,
        WEAR_HEAD,
        WEAR_HANDS,
        WEAR_FEET,
        WEAR_ARMS,
        WEAR_WIELD,
      };
      const int body[] = {
        OBJ_EQ_BOILED_NETCH_LEATHER_CUIRASS,
        OBJ_EQ_NETCH_LEATHER_CUIRASS,
        OBJ_EQ_NORDIC_BEARSKIN_CUIRASS,
        OBJ_EQ_MITHRIL_CUIRASS,
        OBJ_EQ_GLASS_CUIRASS,
        OBJ_EQ_IMPERIAL_STUDDED_LEATHER_CUIRASS,
        OBJ_EQ_CHITIN_CUIRASS,
        OBJ_EQ_FUR_CUIRASS,
        OBJ_EQ_LEATHER_CUIRASS,
        OBJ_EQ_LEATHER_CUIRASS,
        OBJ_EQ_COMMON_ROBE,
        OBJ_EQ_EXPENSIVE_ROBE,
        OBJ_EQ_EXTRAVAGANT_ROBE,
        OBJ_EQ_EXQUISITE_ROBE,
        OBJ_EQ_COMMON_SHIRT,
        OBJ_EQ_EXPENSIVE_SHIRT,
        OBJ_EQ_EXTRAVAGANT_SHIRT,
        OBJ_EQ_EXQUISITE_SHIRT,
      };
      const int legs[] = {
        OBJ_EQ_FUR_GREAVES,
        OBJ_EQ_NETCH_LEATHER_GREAVES,
        OBJ_EQ_CHITIN_GREAVES,
        OBJ_EQ_GLASS_GREAVES,
        OBJ_EQ_MITHRIL_GREAVES,
        OBJ_EQ_LEATHER_GREAVES,
        OBJ_EQ_COMMON_PANTS,
        OBJ_EQ_EXPENSIVE_PANTS,
        OBJ_EQ_EXTRAVAGANT_PANTS,
        OBJ_EQ_EXQUISITE_PANTS,
        OBJ_EQ_IMPERIAL_TEMPLAR_SKIRT,
        OBJ_EQ_IMPERIAL_SKIRT,
        OBJ_EQ_COMMON_SKIRT,
      };
      const int head[] = {
        OBJ_EQ_CHITIN_MASK_HELM,
        OBJ_EQ_CHITIN_HELM,
        OBJ_EQ_MITHRIL_HELM,
        OBJ_EQ_GLASS_HELM,
        OBJ_EQ_NETCH_LEATHER_HELM,
        OBJ_EQ_COLOVIAN_FUR_HELM,
        OBJ_EQ_MORAG_TONG_HELM,
        OBJ_EQ_REDORAN_WATCHMAN_HELM,
        OBJ_EQ_TELVANI_CEPHALOPOD_HELM,
        OBJ_EQ_TELVANI_DUST_ADEPT_HELM,
        OBJ_EQ_TELVANI_MOLE_CRAB_HELM,
        OBJ_EQ_BOILED_NETCH_LEATHER_HELM,
        OBJ_EQ_LEATHER_HELM,
        OBJ_EQ_FUR_HELM,
      };
      const int hands[] = {
        OBJ_EQ_LEATHER_GAUNTLETS,
        OBJ_EQ_FUR_GAUNTLETS,
        OBJ_EQ_MITHRIL_GAUNTLETS,
        OBJ_EQ_GLASS_GAUNTLETS,
        OBJ_EQ_CHITIN_GAUNTLETS,
        OBJ_EQ_NETCH_LEATHER_GAUNTLETS,
        OBJ_EQ_LEATHER_BRACERS,
        OBJ_EQ_CLOTH_BRACERS,
        OBJ_EQ_COMMON_GLOVES,
        OBJ_EQ_EXPENSIVE_GLOVES,
        OBJ_EQ_EXTRAVAGANT_GLOVES,
      };
      const int feet[] = {
        OBJ_EQ_CHITIN_BOOTS,
        OBJ_EQ_GLASS_BOOTS,
        OBJ_EQ_MITHRIL_BOOTS,
        OBJ_EQ_FUR_BOOTS,
        OBJ_EQ_LEATHER_BOOTS,
        OBJ_EQ_NETCH_LEATHER_BOOTS,
        OBJ_EQ_COMMON_SHOES,
        OBJ_EQ_EXPENSIVE_SHOES,
        OBJ_EQ_EXTRAVAGANT_SHOES,
        OBJ_EQ_EXQUISITE_SHOES,
      };
      const int arms[] = {
        OBJ_EQ_CHITIN_PAULDRONS,
        OBJ_EQ_GLASS_PAULDRONS,
        OBJ_EQ_NETCH_LEATHER_PAULDRONS,
        OBJ_EQ_NORD_FUR_PAULDRONS,
      };
      const int weild[] = {
        OBJ_EQ_IRON_CESTUS,
        OBJ_EQ_STEEL_CESTUS,
        OBJ_EQ_SILVER_CESTUS,
        OBJ_EQ_GLASS_CESTUS,
        OBJ_EQ_IRON_DAGGER,
        OBJ_EQ_STEEL_DAGGER,
        OBJ_EQ_CHITIN_DAGGER,
        OBJ_EQ_SILVER_DAGGER,
        OBJ_EQ_DAEDRIC_DAGGER,
        OBJ_EQ_DWARVEN_DAGGER,
        OBJ_EQ_ELVEN_DAGGER,
        OBJ_EQ_GLASS_DAGGER,
        OBJ_EQ_EBONY_DAGGER,
        OBJ_EQ_IRON_TANTO,
        OBJ_EQ_STEEL_TANTO,
        OBJ_EQ_DAEDRIC_TANTO,
        OBJ_EQ_IMPERIAL_SHORTSWORD,
        OBJ_EQ_STEEL_SHORTSWORD,
        OBJ_EQ_SILVER_SHORTSWORD,
        OBJ_EQ_CHITIN_SHORTSWORD,
        OBJ_EQ_EBONY_SHORTSWORD,
        OBJ_EQ_DAEDRIC_SHORTSWORD,
        OBJ_EQ_DWARVEN_SHORTSWORD,
        OBJ_EQ_GLASS_SHORTSWORD,
        OBJ_EQ_ELVEN_SHORTSWORD,
        OBJ_EQ_ADAMANTIUM_SHORTSWORD,
        OBJ_EQ_IRON_SHORTSWORD,
        OBJ_EQ_IRON_WAKIZASHI,
        OBJ_EQ_STEEL_WAKIZASHI,
        OBJ_EQ_DAEDRIC_WAKIZASHI,
        OBJ_EQ_STEEL_LONGBOW,
        OBJ_EQ_BONEMOLD_LONGBOW,
        OBJ_EQ_SILVER_LONGBOW,
        OBJ_EQ_DWARVEN_LONGBOW,
        OBJ_EQ_ELVEN_LONGBOW,
        OBJ_EQ_GLASS_LONGBOW,
        OBJ_EQ_EBONY_LONGBOW,
        OBJ_EQ_IRON_LONGBOW2,
        OBJ_EQ_DAEDRIC_LONGBOW,
        OBJ_EQ_IRON_LONGBOW,
        OBJ_EQ_STEEL_CROSSBOW,
        OBJ_EQ_DWARVEN_CROSSBOW,
      };
      const struct {
        size_t     num_items;
        const int *items;
      } objects[] = {
        { ASIZE(body),  body },
        { ASIZE(legs),  legs },
        { ASIZE(head),  head },
        { ASIZE(hands), hands },
        { ASIZE(feet),  feet },
        { ASIZE(arms) , arms },
        { ASIZE(weild), weild },
      };
      for( size_t i = 0 ; i < ASIZE(apparel) ; i++ ) {
        if( get_eq_char(ch, apparel[i]) == NULL ) {
          size_t r = number_range(0,objects[i].num_items);
          OBJ_DATA *obj = create_object(get_obj_index(objects[i].items[r]), 0);
          obj_to_char(obj, ch);
          equip_char(ch, obj, apparel[i]);
        }
      }
      return rNONE;
    }
    If you dance barefoot on the broken glass of undefined behaviour, you've got to expect the occasional cut.
    If at first you don't succeed, try writing your phone number on the exam paper.

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