remove prescient travel command behavior
Addresses reports R718, R772.1, <Someone> P's extra move bug - when there is a previously seen path or a straight path, always take it - incorporate fix to ensure no extra "." turn at the end of traveling, but still avoid stepping into traps/pools, et al - include a general "G"-command (and travel) fix to avoid stepping in known pools/lava while blind - when there is no such path, "guess" at a path by finding an intermediate location that the hero couldsee that is closest to the actual goal, the intermediate goal is re-determined at each step - when Blind, don't use couldsee for determining straight paths, just direction - do not consider doors or most boulders obstacles for picking travel paths, test_move has a new mode to differentiate this case from the regular test case - don't include known trap locations in the travel path, avoids unnecessary stops along the way, and usually doesn't affect the path length - reformatted the code a bit so I could follow it
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@@ -1977,7 +1977,7 @@ click_to_cmd(x, y, mod)
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dir = xytod(x, y);
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if (!m_at(u.ux+x, u.uy+y) && !test_move(u.ux, u.uy, x, y, 1)) {
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if (!m_at(u.ux+x, u.uy+y) && !test_move(u.ux, u.uy, x, y, TEST_MOVE)) {
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cmd[1] = (iflags.num_pad ? ndir[dir] : sdir[dir]);
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cmd[2] = 0;
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if (IS_DOOR(levl[u.ux+x][u.uy+y].typ)) {
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