QUEEN: Move current detection code into separate source file.
QUEEN: Minor cleanup of detection code.
QUEEN: Initial work to migrate to Advanced Detector.

This breaks the detection until the required checksums for each version
are added and/or the fallback detection is fixed.
QUEEN: Add detection entries for Advanced Detector.

Some of the uncompressed language variant entries are missing
currently.
BUILD: Enable RTTI again.
DEVTOOLS: Enable RTTI in create_project generated project files.
SDL: Let SdlGraphicsManager inherit from GraphicsManager.
SDL: Make activateManager/deactivateManager SdlGraphicsManager specific.

We can do this now that we can use virtual inheritance and dynamic_cast
because we enabled RTTI.
SDL: Further small cleanup related to manager switching.
QUEEN: Add further detection entries for Advanced Detector.

These are based on queen.1 file lengths from qtable devtool.
QUEEN: Restore previous detection code as fallback detector.
QUEEN: Switch unknown md5sums in detection entries for NULL.

This tells the advanced detector to skip MD5 validation for this
detection entry, so only filename and size are used as per the
original detection code.
QUEEN: Disable detection entries with unknown MD5sums.

This forces detection of the entries with missing MD5sums via the
fallback detector. This triggers will then trigger a warning
with the associated md5sum for the user to report to the team.
QUEEN: Fix missing GUIO_NOSPEECH flag on Demo and Floppy AD entries.

Also, add missing Spanish DOS CD entry in skeleton form.
QUEEN: Migrate listSaves() function to game target for save naming.
AGOS: Slightly clean up ArchiveMan code.

This removes the (always true) _fallBack flag which determined whether
SearchMan should be searched.
AGOS: Get rid of ArchiveMan in favor of global SearchMan.

This in fact slightly changes the priority order of added archives. Formerly,
all archives in SearchMan were preferred to the customly added ones in
ArchiveMan. All standard paths (i.e. path and extrapath) will be still be
searched before the custom ones (which are all priority 0 right now) but system
specific paths will be searched after (due to their priority being -1). Since
system specific paths shouldn't contain any game data files this should
hopefully be harmless.

This wasn't tested for games with CAB archives.
AGOS: Use Common::File instead of SearchMan.

This makes sure the hack from Common::File for filenames with a trailing dot
is used as expected.
ENGINES: Introduce method Engine::initializePath which sets up SearchMan.

This replaces the hardcoded addition of the game path in runGame in
base/main.cpp by an engine configurable one.
TINSEL: Take advante of Engine::initializePath.

This makes sure that the game path is only ever added once for the PSX version
of DW1. Most noticably this will make the warning about the game path being
present in SearchSet disappear on startup.