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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@@ -106,11 +106,7 @@ static struct Bool_Opt {
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#endif
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{ "clicklook", &iflags.clicklook, FALSE, SET_IN_GAME },
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{ "cmdassist", &iflags.cmdassist, TRUE, SET_IN_GAME },
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#if defined(MICRO) || defined(WIN32) || defined(CURSES_GRAPHICS)
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{ "color", &iflags.wc_color, TRUE, SET_IN_GAME }, /*WC*/
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#else /* systems that support multiple terminals, many monochrome */
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{ "color", &iflags.wc_color, FALSE, SET_IN_GAME }, /*WC*/
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#endif
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{ "color", &iflags.wc_color, TRUE, SET_IN_GAME }, /* on/off: use WC or not */
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{ "confirm", &flags.confirm, TRUE, SET_IN_GAME },
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{ "dark_room", &flags.dark_room, TRUE, SET_IN_GAME },
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{ "eight_bit_tty", &iflags.wc_eight_bit_input, FALSE, SET_IN_GAME }, /*WC*/
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