munching through unit visibility / battle turn-overs

- several significant function-name changes.
- lots of debug msg's in place ...
SavedBattleGame: recalcFoV *after* calcUnitLighting

during Turn rollovers
- because Mc'd units cast light on hostile units further away.
	- ie. the latter can be left flagged _visible for the next turn
		 when they're no longer visible()==TRUE
		to the spotter unit(s).
I've seen that happen before a few times and decided to fix it,

BattlescapeGame: move calculateUnitLighting() to SBG.
NextTurnState: fix my muckup of Autosave

- remove debug messages.