--- /dev/null
+#include "world/world-object.h"
+#include "dungeon/dungeon-flag-types.h"
+#include "dungeon/dungeon.h"
+#include "object-enchant/item-apply-magic.h"
+#include "object/object-kind.h"
+#include "system/alloc-entries.h"
+#include "system/floor-type-definition.h"
+#include "view/display-messages.h"
+#include "world/world.h"
+
+/*!
+ * @brief グローバルオブジェクト配列から空きを取得する /
+ * Acquires and returns the index of a "free" object.
+ * @param floo_ptr 現在フロアへの参照ポインタ
+ * @return 開いているオブジェクト要素のID
+ * @details
+ * This routine should almost never fail, but in case it does,
+ * we must be sure to handle "failure" of this routine.
+ */
+OBJECT_IDX o_pop(floor_type *floor_ptr)
+{
+ if (floor_ptr->o_max < current_world_ptr->max_o_idx) {
+ OBJECT_IDX i = floor_ptr->o_max;
+ floor_ptr->o_max++;
+ floor_ptr->o_cnt++;
+ return i;
+ }
+
+ for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++) {
+ object_type *o_ptr;
+ o_ptr = &floor_ptr->o_list[i];
+ if (o_ptr->k_idx)
+ continue;
+ floor_ptr->o_cnt++;
+
+ return i;
+ }
+
+ if (current_world_ptr->character_dungeon)
+ msg_print(_("アイテムが多すぎる!", "Too many objects!"));
+
+ return 0;
+}
+
+/*!
+ * @brief オブジェクト生成テーブルからアイテムを取得する /
+ * Choose an object kind that seems "appropriate" to the given level
+ * @param owner_ptr プレーヤーへの参照ポインタ
+ * @param level 生成階
+ * @return 選ばれたオブジェクトベースID
+ * @details
+ * This function uses the "prob2" field of the "object allocation table",\n
+ * and various local information, to calculate the "prob3" field of the\n
+ * same table, which is then used to choose an "appropriate" object, in\n
+ * a relatively efficient manner.\n
+ *\n
+ * It is (slightly) more likely to acquire an object of the given level\n
+ * than one of a lower level. This is done by choosing several objects\n
+ * appropriate to the given level and keeping the "hardest" one.\n
+ *\n
+ * Note that if no objects are "appropriate", then this function will\n
+ * fail, and return zero, but this should *almost* never happen.\n
+ */
+OBJECT_IDX get_obj_num(player_type *owner_ptr, DEPTH level, BIT_FLAGS mode)
+{
+ int i, j, p;
+ KIND_OBJECT_IDX k_idx;
+ long value, total;
+ object_kind *k_ptr;
+ alloc_entry *table = alloc_kind_table;
+
+ if (level > MAX_DEPTH - 1)
+ level = MAX_DEPTH - 1;
+
+ if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER)) {
+ if (one_in_(GREAT_OBJ)) {
+ level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
+ }
+ }
+
+ total = 0L;
+ for (i = 0; i < alloc_kind_size; i++) {
+ if (table[i].level > level)
+ break;
+
+ table[i].prob3 = 0;
+ k_idx = table[i].index;
+ k_ptr = &k_info[k_idx];
+
+ if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST))
+ continue;
+
+ table[i].prob3 = table[i].prob2;
+ total += table[i].prob3;
+ }
+
+ if (total <= 0)
+ return 0;
+
+ value = randint0(total);
+ for (i = 0; i < alloc_kind_size; i++) {
+ if (value < table[i].prob3)
+ break;
+
+ value = value - table[i].prob3;
+ }
+
+ p = randint0(100);
+ if (p < 60) {
+ j = i;
+ value = randint0(total);
+ for (i = 0; i < alloc_kind_size; i++) {
+ if (value < table[i].prob3)
+ break;
+
+ value = value - table[i].prob3;
+ }
+
+ if (table[i].level < table[j].level)
+ i = j;
+ }
+
+ if (p >= 10)
+ return (table[i].index);
+
+ j = i;
+ value = randint0(total);
+ for (i = 0; i < alloc_kind_size; i++) {
+ if (value < table[i].prob3)
+ break;
+
+ value = value - table[i].prob3;
+ }
+
+ if (table[i].level < table[j].level)
+ i = j;
+ return (table[i].index);
+}