Adds all the new stuff back again, PR issues.
Missing define.
Adds some missing drone things from the previous PR:
 +Missing head/mask slot because drones.dm is not currently being compiled
 +Missing weapon/storage not allowing drones to MouseDrop
 +Missing uplink buy() preventing non-humans to use it
 +Missing syndrone sprites

Adds new drone things that weren't in the previous PR:
 +Drone pings respect factions
 +Moved drone ping message functionality into its own proc
 +Alerts all drones about newly activated/reactivated drones
 +Alerts all drones about dead drones
 +Gives the syndrone the "syndicate" faction, overriding the default "neutral"
 ->Redirected gib() to dust()
 ->Redirected update_inv_l_hand() to update_inv_hands()
 ->Redirected update_inv_r_hand() to update_inv_hands()
 ->Redirected update_inv_wear_mask() to update_inv_head()
Merge pull request #6 from JJRcop/droneimprove-restore

Adds some missing drone things from the previous PR/new drone things
Drone law 3 changed. Syndidrone laws rewritten

All Laws discussed in the IRC
Cannot repair clientless drones
Adds default toolbox for drones, Moves drone hud to drone hud file, ticks drone hud file.
fixes accidental removal of toggle light verb
Cleanup, Added implode,min,max,randseed
Adds multi-query support in SDQL2
Editing example to fit example description
Fixes the Drone infinite loop (Naughty JJRcop!)
Dead drones pick up like normal items
I accidentally made querys run anyway even if they had parsing errors, fixed that
Moves the asteroid secret room creation and away mission load from the master controller New() to the world New()
Blob rounds are now reported as a win if the blob wins and vice versa (just like malf, nuke, rev)
Remove sleep
+Adds drone chat, overrides binary chat
+Adds an argument to alert_drones that specifies whether dead people can also hear the message
-Removes check_laws() from drone emp_act()
-Removes drone ability to hear binary chat
Merge pull request #7 from JJRcop/DroneImprove-botchat

+Adds drone chat, overrides binary chat
Predictably Random Z-levels and the SPACECUBE

The layout of the accessible z levels in relation to each other are now lain out in a massive preshuffled SPACECUBE. Every Z-level is no more than two screens from every other Z-level, and can be moved through in a predictable order* with a little ingenuity

*Except z.6

See pull for the full details