case SWORD_1: Weapon="Iron Sword"; return; case SWORD_2: Weapon="Iron Broad Sword"; return; case SWORD_3: Weapon="Steel Long Sword"; return; case SWORD_4: Weapon="Steel Two-Edged Sword"; return; case SWORD_5: Weapon="Titanium-Steel Alloy Short Sword"; return; case SWORD_6: Weapon="Titanium-Steel Alloy Long Sword"; return; case SWORD_7: Weapon="Titanium Serpent Sword"; return; default: Weapon="None";
case SWORD_1: E->Weapon="Iron Sword"; return; case SWORD_2: E->Weapon="Iron Broad Sword"; return; case SWORD_3: E->Weapon="Steel Long Sword"; return; case SWORD_4: E->Weapon="Steel Two-Edged Sword"; return; case SWORD_5: E->Weapon="Titanium-Steel Alloy Short Sword"; return; case SWORD_6: E->Weapon="Titanium-Steel Alloy Long Sword"; return; case SWORD_7: E->Weapon="Titanium Serpent Sword"; return; default: E->Weapon="None";
void process_equipment(int equipment_part, Uint8 equipment_id){    if(equipment_part == KIND_OF_WEAPON)    {        //None        if(equipment_id == WEAPON_NONE)        {            Weapon="None";            return;        }                    //Normal Swords        if(equipment_id >= SWORD_1 && equipment_id <= SWORD_7)        {            switch(equipment_id) {                case SWORD_1: Weapon="Iron Sword";                    return;                case SWORD_2: Weapon="Iron Broad Sword";                    return;                case SWORD_3: Weapon="Steel Long Sword";                    return;                case SWORD_4: Weapon="Steel Two-Edged Sword";                    return;                case SWORD_5: Weapon="Titanium-Steel Alloy Short Sword";                    return;                case SWORD_6: Weapon="Titanium-Steel Alloy Long Sword";                    return;                case SWORD_7: Weapon="Titanium Serpent Sword";                    return;                default: Weapon="None";                    return;            }        }                //Staffs and hammers        if(equipment_id >= STAFF_1 && equipment_id <= HAMMER_2)        {            switch(equipment_id) {                case STAFF_1: Weapon="Wooden Staff";                    return;                case STAFF_2: Weapon="Quarter Staff";                    return;                case STAFF_3: Weapon="Teh Magicz-rz Staff 1";                    return;                case STAFF_4: Weapon="Teh Magicz-rz Staff 2";                    return;                case HAMMER_1: Weapon="Wooden Battle Hammer";                    return;                case HAMMER_2: Weapon="Iron Battle Hammer";                    return;                default: Weapon="None";                    return;            }        }                //Pickaxe        if(equipment_id == PICKAX)        {            Weapon="Pickaxe";            return;        }                //Enhanced swords: Iron Fire to Steel 2-edged Thermal                                                                                if(equipment_id >= SWORD_1_FIRE && equipment_id <= SWORD_4_THERMAL)        {            switch(equipment_id) {                case SWORD_1_FIRE: Weapon="Fire Iron Sword";                    return;                case SWORD_2_FIRE: Weapon="Fire Iron Broad Sword";                    return;                case SWORD_2_COLD: Weapon="Cold Iron Broad Sword";                    return;                case SWORD_3_FIRE: Weapon="Fire Steel Long Sword";                    return;                case SWORD_3_COLD: Weapon="Cold Steel Long Sword";                    return;                case SWORD_3_MAGIC: Weapon="Magic Steel Long Sword";                    return;                case SWORD_4_FIRE: Weapon="Fire Steel Two-edged Sword";                    return;                case SWORD_4_COLD: Weapon="Cold Steel Two-edged Sword";                    return;                case SWORD_4_MAGIC: Weapon="Magic Steel Two-edged Sword";                    return;                case SWORD_4_THERMAL: Weapon="Thermal Steel Two-edged Sword";                    return;                default: Weapon="None";                    return;            }        }                //Enhanced swords: Titanium-Steel Fire to Titanium Serpent Thermal                                                                                if(equipment_id >= SWORD_5_FIRE && equipment_id <= SWORD_7_THERMAL)        {            switch(equipment_id) {                case SWORD_5_FIRE: Weapon="Fire Titanium-Steel Short Sword";                    return;                case SWORD_5_COLD: Weapon="Cold Titanium-Steel Short Sword";                    return;                case SWORD_5_MAGIC: Weapon="Magic Titanium-Steel Short Sword";                    return;                case SWORD_5_THERMAL: Weapon="Thermal Titanium-Steel Short Sword";                    return;                case SWORD_6_FIRE: Weapon="Fire Titanium-Steel Long Sword";                    return;                case SWORD_6_COLD: Weapon="Cold Titanium-Steel Long Sword";                    return;                case SWORD_6_MAGIC: Weapon="Magic Titanium-Steel Long Sword";                    return;                case SWORD_6_THERMAL: Weapon="Thermal Titanium-Steel Long Sword";                    return;                case SWORD_7_FIRE: Weapon="Fire Titanium Serpent Sword";                    return;                case SWORD_7_COLD: Weapon="Cold Titanium Serpent Sword";                    return;                case SWORD_7_MAGIC: Weapon="Magic Titanium Serpent Sword";                    return;                case SWORD_7_THERMAL: Weapon="Thermal Titanium Serpent Sword";                    return;                default: Weapon="None";                    return;            }        }                //Magic Pickaxe        if(equipment_id == PICKAX_MAGIC)        {            Weapon="Magic Pickaxe";            return;        }                //Iron Battleaxe to Titanium magic Battleaxe        if(equipment_id >= BATTLEAXE_IRON && equipment_id <= BATTLEAXE_TITANIUM_MAGIC)        {            switch(equipment_id) {                case BATTLEAXE_IRON: Weapon="Iron Battleaxe";                    return;                case BATTLEAXE_STEEL: Weapon="Steel Battleaxe";                    return;                case BATTLEAXE_TITANIUM: Weapon="Titanium Battleaxe";                    return;                case BATTLEAXE_IRON_FIRE: Weapon="Fire Iron Battleaxe";                    return;                case BATTLEAXE_STEEL_COLD: Weapon="Cold Steel Battleaxe";                    return;                case BATTLEAXE_STEEL_FIRE: Weapon="Fire Steel Battleaxe";                    return;                case BATTLEAXE_TITANIUM_COLD: Weapon="Cold Titanium Battleaxe";                    return;                case BATTLEAXE_TITANIUM_FIRE: Weapon="Fire Titanium Battleaxe";                    return;                case BATTLEAXE_TITANIUM_MAGIC: Weapon="Magic Titanium Battleaxe";                    return;                default: Weapon="None";                    return;            }        }    }        if(equipment_part == KIND_OF_SHIELD)    {        switch(equipment_id)        {            case SHIELD_WOOD: Shield="Wooden Shield";                 return;            case SHIELD_WOOD_ENHANCED: Shield="Enhanced Wooden Shield";                 return;            case SHIELD_IRON: Shield="Iron Shield";                 return;            case SHIELD_STEEL: Shield="Steel Shield";                 return;            default: Shield="None";                 return;        }    }            /*if(equipment_part == KIND_OF_CAPE)    {        if(            } */       if(equipment_part == KIND_OF_HELMET)    {        switch(equipment_id)        {            case HELMET_IRON: Helmet="Iron Helm";                 return;            case HELMET_FUR: Helmet="Fur Cap";                 return;            case HELMET_LEATHER: Helmet="Leather Helm";                 return;            default: Helmet="None";                 return;        }        }    if(equipment_part == KIND_OF_LEG_ARMOR)    {        switch(equipment_id)        {            case PANTS_LEATHER: legarmor="Leather Pants";                 return;            case PANTS_IRON_CUISSES: legarmor="Iron Cuisses";                 return;            default: legarmor="None";                 return;        }        }    if(equipment_part == KIND_OF_BODY_ARMOR)    {        switch(equipment_id)        {            case SHIRT_LEATHER_ARMOR: bodyarmor="Leather Armor";                 return;            case SHIRT_CHAIN_ARMOR: bodyarmor="Iron Chainmail";                 return;            case SHIRT_STEEL_CHAIN_ARMOR: bodyarmor="Steel Chainmail";                 return;            case SHIRT_TITANIUM_CHAIN_ARMOR: bodyarmor="Titanium Chainmail";                 return;            case SHIRT_IRON_PLATE_ARMOR: bodyarmor="Iron Plate";                 return;            case SHIRT_ARMOR_6: bodyarmor="Some kind of shirt armor!?";                 return;            default: bodyarmor="None";                 return;        }    }    if(equipment_part == KIND_OF_BOOT_ARMOR)    {        switch(equipment_id)        {            case BOOTS_LEATHER: Boots="Leather Boots";                return;            case BOOTS_FUR: Boots="Fur Boots";                return;            case BOOTS_IRON_GREAVE: Boots="Iron Greaves";                return;            default: Boots="None";                return;        }        }}   