COL_GRID, COL_CLUE, COL_CURSOR,
COL_TRACK, COL_TRACK_CLUE, COL_SLEEPER,
COL_DRAGON, COL_DRAGOFF,
- COL_ERROR, COL_FLASH,
+ COL_ERROR, COL_FLASH, COL_ERROR_BACKGROUND,
NCOLOURS
};
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
for (i = 0; i < 3; i++) {
- ret[COL_TRACK_CLUE * 3 + i] = 0.0F;
- ret[COL_TRACK * 3 + i] = 0.5F;
- ret[COL_CLUE * 3 + i] = 0.0F;
- ret[COL_GRID * 3 + i] = 0.75F;
- ret[COL_CURSOR * 3 + i] = 0.6F;
+ ret[COL_TRACK_CLUE * 3 + i] = 0.0F;
+ ret[COL_TRACK * 3 + i] = 0.5F;
+ ret[COL_CLUE * 3 + i] = 0.0F;
+ ret[COL_GRID * 3 + i] = 0.75F;
+ ret[COL_CURSOR * 3 + i] = 0.6F;
+ ret[COL_ERROR_BACKGROUND * 3 + i] = 1.0F;
}
ret[COL_SLEEPER * 3 + 0] = 0.5F;
ds->num_errors[i] = state->num_errors[i];
draw_clue(dr, ds, w, state->numbers->numbers[i], i,
ds->num_errors[i] ? COL_ERROR : COL_CLUE,
- COL_BACKGROUND);
+ ds->num_errors[i] ? COL_ERROR_BACKGROUND : COL_BACKGROUND);
}
}