Support SDL2's mouse wheel event in mouse_handler_base.

Allows to scroll the map with the wheel.
Wrap old SDL code in a preproc directive.
Support for SDL2's mouse wheel event in the GUI1 slider.
Wrap old SDL code in a preproc directive.
Support for SDL2's mouse wheel event in the GUI1 scrollarea.
Support for SDL2's mouse wheel event in the GUI1 scrollbar.
Wrap old SDL code in a preproc directive.
Switch vertical scrolling directions.
Support for SDL2's mousw wheel event in the palette manager.
Wrap old SDL code in a preproc directive.
Make a constant variable a reference.
Support for SDL2's mouse wheel event in GUI2.
Wrap old SDL code in a preproc directive.
sound: Include SDL_Mixer channel layout in debug output
sound: Increase the mixer channel allocation from 16 to 32

This raises the sound effect (SOUND_FX) channel group size from 5 to
21.

The rationale for this change is that the current SFX channel group size
is not enough in some situations (particularly during cutscenes and with
accelerated animations enabled), and decreasing the channel group size
for sound sources (currently 8, preserved as-is in this commit) doesn't
seem like the best solution at this point considering that the sound
source feature is neglected enough as it is. Three other channels are
reserved for the turn bell, turn timer countdown sound, and UI sounds,
and it'd be an even worse idea to drop those.

The SDL_mixer documentation suggests that increased mixer channel
allocations may be a memory usage concern with a high number of channels
("We're talking REALLY high!", their words), but hopefully this small
increase is good enough for our and the UMC making community's purposes
without impacting memory usage or performance on our main supported
platforms. At least Wesnoth's RSS didn't seem to change over a megabyte
when testing this patch on Linux (using ALSA).

Note:

Should this increased limit cause issues on some platform that matters
(hopefully not!) an alternative would be to reengineer the sound channel
selection done in sound::play_sound_internal() so instead of skipping
sounds when all channels are busy, the oldest playing channel is stopped
and reset to the requested sound, for channels in the SOUND_FX group.
However, this seems too complicated to do at this point for 1.12, so yet
another alternative would be to simply reduce the number of channels
reserved for sound sources and give those back to SOUND_FX.
Adds the option to use a suffix to the image paths.

Implemented for using image path functions.
A second change fixes size problems with image type buttons.
Made the orb and minimap colors configurable by the preferences.
LoW 07: Made the map bigger, adjusted starting positions and more.

* Got a bigger map
* The third former ally is now cotrolled by the player(s)
* Removed the annoying bird sounds
* Introduced an unallied monster side to the south
* Removed the early appearance of Olurf, he will arrive always at end
* Some fixes to the mp port, may still not work properly
No longer write the map_data header anymore.

Like discussed at the FOSDEM, those embedded WML attributes are not used
anymore.
Removed obsolete map header.