partial workaround to #2 bug of UnNetHack

"Dragons get false color on first turn after loading" -
http://sourceforge.net/apps/trac/unnethack/ticket/2
remove interface screw from randomized dragons

Unidentified dragons are brown, identified get colours recognisable from
vanilia.

Dragon is identified by
* player noticing visible dragon using breath weapon
* player using dragon breath weapon
* identify cast on dragon scales or dragon scale mail

Dragon identification results also in identification of relevant scales
and scale mail.

Note: it is done only for tty mode, tiles are unaffected
rename gold dragon to glowing dragon

It allows to have this monster in colour depending on breath type
(greend D named gold dragon is rather confusing), it also makes more
sense to have to light emiting scales on glowing dragon rather than on a
gold one.

Save compatibile! <happydance>
partial workaround to #2 bug of UnNetHack

to stop leaking information all dragons have the same starting
pseudocolor (showed only due this bug, only immediately after loading)

"Dragons get false color on first turn after loading"
-
http://sourceforge.net/apps/trac/unnethack/ticket/2

previous part: 8d9f9949be3645fc01cb685e619518fd8b09e556
Now only glowing dragons are infravisible

Note: as names are randomized it means than one random dragon is
infravisible.
add comment about UnNetHack Dragon randomization
Glowing dragons are no longer infravisible

as dragon names are shuffled it caused random dragon to be infravisible
Merge remote-tracking branch 'refs/remotes/origin/master' into dragonfix
track rename of gold dragon to glowing dragon
Merge branch 'refs/heads/master' into dragonfix
Merge branch 'refs/heads/dragonfix'

Solved conflicts:
	src/monst.c
note dragonfix in changelog