This describes how the map works, and how to use it. There is a world built
on a coordinate system. This system is almost unlimited in size, which means
that it is not possible to save all rooms. There is one room for every
coordinate.

This is solved by creating the file defining the room only when it is needed.
That is detected by the move() function in /basic/move.c. It will call
/secure/master.c::create_map_object() to do this. After the room has been
loaded, the file will be removed. The room will automatically self-destruct
when clean_up() is called, but only if the room is empty.

All castles must be dropped at rooms in the map, and only there. That way,
a player can walk around in the map, and find castles to enter.

All rooms in the map are written in /room/map, and are named mX_Y.c, where
X and Y is the coordinate. It is possible to make a permanent room, by
constructing a file with such a name, and not let it have a function
'volatile()' return 1 ! If volatile() returns 1, then the file will be
removed after loading.
