has_color() performance fixes
Performance profiling showed that multiple strcmpi() calls were occurring each and every time a character was going to the map. This update: - honors the WC_COLOR capability - It allows a window-port to control individual color availability should the window-port wish to do so. - Makes checking on the individual colors for the active window-port is a straightforward table lookup at the CLR_ offset. iflags.use_color remains a master on/off switch for use of color, regardless of the capability compiled into the game (default TRUE). The has_color() routine, which is now a shared routine in src/windows.c, could likely be made into a simple macro to eliminate the function call, but this update does not go that far. This hits a lot of port files due to the window-port interface change, mostly cookie-cutter.
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@@ -245,16 +245,11 @@ unsigned mgflags;
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#ifdef TEXTCOLOR
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/* Turn off color if no color defined, or rogue level w/o PC graphics. */
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if (!has_color(color) || (Is_rogue_level(&u.uz) && !has_rogue_color))
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color = NO_COLOR;
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#endif
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color = NO_COLOR;
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*ochar = (int) ch;
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*ospecial = special;
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#ifdef TEXTCOLOR
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*ocolor = color;
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#else
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nhUse(ocolor);
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#endif
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return idx;
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}
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