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-rw-r--r--crawl-ref/source/effects.cc11
1 files changed, 3 insertions, 8 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index 2d21ad2004..aa63d036be 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -935,7 +935,6 @@ static int _find_acquirement_subtype(object_class_type class_wanted,
switch (you.species)
{
case SP_OGRE:
- case SP_OGRE_MAGE:
case SP_TROLL:
case SP_RED_DRACONIAN:
case SP_WHITE_DRACONIAN:
@@ -996,14 +995,10 @@ static int _find_acquirement_subtype(object_class_type class_wanted,
// Do this here, before acquirement()'s call to can_wear_armour(),
// so that caps will be just as common as helmets for those
// that can't wear helmets.
- // We could use player_mutation_level for the horns, but let's just
- // check for the mutation directly to avoid acquirement fiddles.
+ // We check for the mutation directly to avoid acquirement fiddles
+ // with vampires.
if (type_wanted == ARM_HELMET
- && ((you.species >= SP_OGRE && you.species <= SP_OGRE_MAGE)
- || player_genus(GENPC_DRACONIAN)
- || you.species == SP_KENKU
- || you.species == SP_SPRIGGAN
- || you.mutation[MUT_HORNS]))
+ && (!you_can_wear(EQ_HELMET) || you.mutation[MUT_HORNS]))
{
type_wanted = coinflip()? ARM_CAP : ARM_WIZARD_HAT;
}