SCUMM: Implement original AD AdLib output.

This implements the original AD output and enables it for Indy3 and Loom DOS.
It is not enabled for Monkey Island DOS because it would break multi MIDI
support. However, there are also drawbacks for Indy3. In the catacombs
we were able to play sfx (Indy walking around) and the background music
at once. This was not supported in the original player and thus also does
not work with this reimplementation.

This fixes bug #2027877 "INDY3: Non-Looping Sound Effects".
This fixes bug #1159581 "ADLIB: Adlib Emulation doesn't Respect Volume Settings"
for Indy3 and Loom.
I18N: Move specification of engine specific files to enginedir/POTFILES.

This allows to keep the engines to specfiy the files for translation close to
the engine sources itself.

Thanks to criezy for his suggestion on this approach.
FULLPIPE: Add gameobj.h from the German version
FULLPIPE: Add engine to the build system
FULLPIPE: Initial engine skeleton with detection
LASTEXPRESS: Fix uninitialized scalar field (CID1002847)
LASTEXPRESS: Fix unchecked return value in LastExpressEngine::pollEvents() (CID1004167)
LASTEXPRESS: Remove unneeded check for loaded sequence (CID1003911)

The sequence loading helper should already check if the sequence is loaded and clean up the instance if not
LASTEXPRESS: Fix unchecked return value (CID1003850)
LASTEXPRESS: Fix unchecked return value (CID1003854)
LASTEXPRESS: Fix uninitialized scalar field (CID1002849)
CREATE_PROJECT: Add extra configuration for compilation with LLVM
FULLPIPE: Implemented NMI archive parser
FULLPIPE: Added constants for object names and partial translation
FULLPIPE: translated rest of the object names
FULLPIPE: Initial stub for all classes in loadGam()
FULLPIPE: Add loader for GameProject
FULLPIPE: Refactored pascal style string reader
FULLPIPE: Read SceneTags from fullpipe.gam
FULLPIPE: Moved global variables to fullpipe.cpp