LURE: Use the mouse pointer for menus on the Wii

Without this, this game is almost unplayable, since the
scrolling menus respond to the slightest tilt of the
Wiimote, typically scrolling from the top straight to the
bottom.  Using a mouse pointer in the menus is much easier.
FULLPIPE: Implement sceneHandler18and19_animateRiders()
VOYEUR: Fix default value of _computerTextId
VOYEUR: Add Computer Hotspot in debugger
FULLPIPE: Implement sceneHandler18_showManJumpTo()
FULLPIPE: Implement sceneHandler18_clickBoard()
FULLPIPE: Fix warning
ANDROID: Modify configure script for multi architecture builds.

The host targets for Android ARM builds are changed to "android-arm"
and "android-arm-v7a", from "android" and "android-v7a", and two new
targets are added of "android-mips" for MIPS and "android-x86" for
x86.

The older "android" and "android-v7a" targets are still supported,
but are deprecated.
Merge pull request #447 from damien-hackadl/master

LURE: Use the mouse pointer for menus on the Wii
VOYEUR: Simplify the use of _vPort
VOYEUR: Make checkForKey() less verbose
FULLPIPE: Some renames in scenes18 and 19
VOYEUR: Hide the mouse cursor when the low battery screen is displayed
VOYEUR: Hide the mouse cursor when the low battery screen is displayed
VOYEUR: Get rid of some magic values
FULLPIPE: Further var renames in scene18and19
VOYEUR: Add a check to avoid potential use of negative value as an array index
VOYEUR: Move the initialization of vm to the constructor of BoltFilesState
AVALANCHE: Add a safeguard to avoid trying to highlight a dummy (out of bound) line
CGE: Move several variable initializations to the constructor