/* Where these are used are non-re-entrant, so we keep 'em around */
static char **rad = NULL;
static char *radbuf = NULL;
- static char **vis = NULL;
- static char *visbuf = NULL;
+ static signed char **vis = NULL;
+ static signed char *visbuf = NULL;
if (!snxtitem(&ni, EF_SHIP, player->argp[1]))
return RET_SYN;
}
}
if (!vis && visbuf) {
- vis = malloc(WORLD_Y * sizeof(char *));
+ vis = malloc(WORLD_Y * sizeof(signed char *));
if (vis) {
for (x = 0; x < WORLD_Y; x++) {
vis[x] = &visbuf[(WORLD_X + 1) * x];