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
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