This may be totaly off the wall here, but have you thought about using libxml instead? Using a fairly standardized node system, you could safely read new structures into the game, since libxml has a really nice error catcher all of it's own. Then an easy little bottleneck function could sit and watch the files and reload/unload the structures as needed. Example: <?xml version="1.0"?> <commands> <cinfo> <author>Shane P. Lee</author> <datewritten>September 9, 2002</datewritten> <fname>Commands.xml</fname> </cinfo> <cmd cnum="1"> <name>say</name> <self>You say, </self> <room>Says, </room> <nself>Say what?</nself> <call>do_say</call> </cmd> </commands> While that may be a very poor example, you get the idea. Of course there are lots more to a command than what I showed in the example. Xml works great in that you can also use outside editors to change or add the nodes as the game runs, xmlnotepad springs to mind. -FIRE ===== ************************************** * "Mommy! Make the bad man go away!" * ************************************** __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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