- // Apply bonuses from former levels
- switch (player_status.bonus) {
- case PlayerStatus::NO_BONUS:
- break;
-
- case PlayerStatus::FLOWER_BONUS:
- player->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
- // fall through
-
- case PlayerStatus::GROWUP_BONUS:
- player->grow(false);
- break;
-
- default:
- std::cerr << "Unknown bonus in PlayerStatus?!?\n";
- break;
- }
-