Combine items into groups like Common, Uncommon, Rare.
Combine monsters into treasure quality classes like Poor, Average, Good, Boss
Combine monsters into treasure quantity classes like Few, Normal, Plenty
Poor monster has a 94%/5%/1% drop chance (Common%/Uncommon%/Rare%)
Average monster has a 88%/10%/2% drop chance
Good monster has a 70%/25%/5% drop chance
Boss monster has a 0%/0%/100% drop chance
Few class monster drops 1-2 items
Normal class monster drops 2-4 items
Plenty class monster drops 4-8 items
You might also make a treasure table to store Unique drops data (for bosses), like a full set of armour after defeating the black knight. But it should be rare (unless you want to make the game till your death

).
The above might sound a bit complicated but... once you try to edit every single monster by hand you might change your mind

As for non weighted system you just add like 5 fields to the monster to store the item id and the drop percentage (so 10 fields total if you want max 5 possible drops).
If you want unlimited item system make it parent/child or prev/next system (so combine the drop table entries into chains with "next_drop_id" field pointing the next drop). The monster table points to the first drop only then.
Or even better, take a look at any C book, it will teach you how to do this and many, many other useful things
