void NewPosition(MazewarInstance::Ptr m)
//void NewPosition(MazewarInstance *m)
{
	Loc newX(0);
	Loc newY(0);
	Direction dir(0); /* start on occupied square */

	while (M->maze_[newX.value()][newY.value()]) {
	  /* MAZE[XY]MAX is a power of 2 */
	  newX = Loc(random() & (MAZEXMAX - 1));
	  newY = Loc(random() & (MAZEYMAX - 1));

	  /* In real game, also check that square is
	     unoccupied by another rat */
	}

	/* prevent a blank wall at first glimpse */

	if (!m->maze_[(newX.value())+1][(newY.value())]) dir = Direction(NORTH);
	if (!m->maze_[(newX.value())-1][(newY.value())]) dir = Direction(SOUTH);
	if (!m->maze_[(newX.value())][(newY.value())+1]) dir = Direction(EAST);
	if (!m->maze_[(newX.value())][(newY.value())-1]) dir = Direction(WEST);

	m->xlocIs(newX);
	m->ylocIs(newY);
	m->dirIs(dir);
}
void
__leftTurn(void)
{
	M->dirIs(_leftTurn[MY_DIR]);
	updateView = TRUE;
}
void
__rightTurn(void)
{
	M->dirIs(_rightTurn[MY_DIR]);
	updateView = TRUE;
}
void
__aboutFace(void)
{
	M->dirIs(_aboutFace[MY_DIR]);
	updateView = TRUE;
}