SCUMM: Fix sound playback if fast-mode is on

Sounds are played that fast in fast-mode that the queue gets stuck.
This is just a workaround and only fixes the symptoms. Check the queue handling for a correct fix.
SCUMM: Fix meteor actor index

- Now the correct actor name is shown with "give ... to meteor". Formerly the name was "".
- Add actor names that do not have a string assigned
SCUMM: Fix bug with tracker ID 3072094

MANIAC C64: Bug while getting the stamps from the parcel - ID: 3072094
MMC64: use stamps with envelope - ID: 3095595
SCUMM: make verbs working better
SCUMM: Fix pickupObject()
SCUMM: changed handling of _activeInventory/_activeActor to _activeObject(2)/_activeObject(2)Type

Note: the transition is not completed yet. The code compiles but is probably not runnable as not every occurrence of _activeInventory has been properly replaced.
The usage of _v0ObjectIndex and _v0ObjectInInventory should be revised too and both variables should be replaced by another mechanism (maybe by using a single variable "obj = (type << 8) | id").

- moved v0 only vars _activeInventory, _activeObject, _activeVerb from  ScummEngine_v2 to ScummEngine_v0
- removed _activeActor, _activeInvExecute, _activeObject2Inv and _activeInventory. They are handled by _activeObject/_activeObjectType and _activeObject2/_activeObject2Type now.
- removed _activeObject(2)Index as they only bloat the code without any benefit (?)
- merge prep-name tables from ScummEngine_v2::drawPreposition() and ScummEngine_v0::drawSentenceWord() by introducing ScummEngine_v2::drawPreposition()
- rename ObjectData.flags -> obj_type (quick-fix only, needs review! Maybe obj_nr and obj_type can be merged into one var: obj_nr = (obj_type << 8) | obj_nr)
- o_unknown2 is negation of o_ifActiveObject (o_ifNotEqualActiveObject2)
- renamed o_ifActiveObject -> o_ifEqualActiveObject2 as it acts only on _activeObject2
- renamed ScummEngine_v0::drawSentenceWord() -> ScummEngine_v0::getObjectName()
SCUMM: fix ScummEngine_v0::o_stopCurrentScript()
SCUMM: remove unneeded verbPrep() calls
SCUMM: start handling object type and id correctly in mm c64

- removed complicated and unnecessary _v0ObjectIndex, _v0ObjectInInventory, _v0ObjectFlag vars
- started to merge object id and type into one object value (type<<8|id)
- verb preposition ids do not dependent on language -> remove from VerbSettings

Note:
- objects with type=0 are foreground objects. They have a state, an owner and a bg overlay image.
- objects with type=1 are bg objects. They do not have a state or owner and are already contained in the bg image. The do not have an entry in objectState/OwnerTable
SCUMM: selecting inventory objects and inventory scrolling works again
SCUMM: use constants for c64 actor miscflags
SCUMM: replace verb, prep and currentMode values with symbolic constants
SCUMM: mm c64 cleanup
SCUMM: use command stack and SentenceTab in mm c64

- MM C64 uses command stack (SentenceTab, doSentence()) now
- _cmdObject... added for current SentenceTab. The _active... variables are only used to build a sentence in the inventory but never by a script.
-> many routines are not needed anymore and are removed
SCUMM: make START-button in mm c64 kid selection screen work again
SCUMM: fix verb and script handling

- getVerbEntrypoint() should not handle walk-to differently (revert 0x0D handling back to original behavior)
- VAR_ACTIVE_ACTOR actually is VAR_ACTIVE_OBJECT2
- runSentenceScript(): "if (_cmdVerb == kVerbWalkTo)" must be "if (_cmdVerb != kVerbWalkTo)"
SCUMM: fix kid selection in v0

The kid names are now displayed in the sentence line (instead of the verb area) as it is done in the original.
SCUMM: click into sentence line in v0 now performs the action
SCUMM: fix a regression in v0

Found by segra.
SCUMM: reset sentence line in v0 if sentence executed