.bmp file format of Heroes of Might and Magic: C++98/STL parsing library

Application

Heroes of Might and Magic

File extension

bmp

KS implementation details

License: CC0-1.0

This page hosts a formal specification of .bmp file format of Heroes of Might and Magic using Kaitai Struct. This specification can be automatically translated into a variety of programming languages to get a parsing library.

Usage

Runtime library

All parsing code for C++98/STL generated by Kaitai Struct depends on the C++/STL runtime library. You have to install it before you can parse data.

For C++, the easiest way is to clone the runtime library sources and build them along with your project.

Code

Using Kaitai Struct in C++/STL usually consists of 3 steps.

  1. We need to create an STL input stream (std::istream). One can open local file for that, or use existing std::string or char* buffer.
    #include <fstream>
    
    std::ifstream is("path/to/local/file.bmp", std::ifstream::binary);
    
    #include <sstream>
    
    std::istringstream is(str);
    
    #include <sstream>
    
    const char buf[] = { ... };
    std::string str(buf, sizeof buf);
    std::istringstream is(str);
    
  2. We need to wrap our input stream into Kaitai stream:
    #include "kaitai/kaitaistream.h"
    
    kaitai::kstream ks(&is);
    
  3. And finally, we can invoke the parsing:
    heroes_of_might_and_magic_bmp_t data(&ks);
    

After that, one can get various attributes from the structure by invoking getter methods like:

data.magic() // => get magic

C++98/STL source code to parse .bmp file format of Heroes of Might and Magic

heroes_of_might_and_magic_bmp.h

#ifndef HEROES_OF_MIGHT_AND_MAGIC_BMP_H_
#define HEROES_OF_MIGHT_AND_MAGIC_BMP_H_

// This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild

#include "kaitai/kaitaistruct.h"
#include <stdint.h>

#if KAITAI_STRUCT_VERSION < 9000L
#error "Incompatible Kaitai Struct C++/STL API: version 0.9 or later is required"
#endif

class heroes_of_might_and_magic_bmp_t : public kaitai::kstruct {

public:

    heroes_of_might_and_magic_bmp_t(kaitai::kstream* p__io, kaitai::kstruct* p__parent = 0, heroes_of_might_and_magic_bmp_t* p__root = 0);

private:
    void _read();
    void _clean_up();

public:
    ~heroes_of_might_and_magic_bmp_t();

private:
    uint16_t m_magic;
    uint16_t m_width;
    uint16_t m_height;
    std::string m_data;
    heroes_of_might_and_magic_bmp_t* m__root;
    kaitai::kstruct* m__parent;

public:
    uint16_t magic() const { return m_magic; }
    uint16_t width() const { return m_width; }
    uint16_t height() const { return m_height; }
    std::string data() const { return m_data; }
    heroes_of_might_and_magic_bmp_t* _root() const { return m__root; }
    kaitai::kstruct* _parent() const { return m__parent; }
};

#endif  // HEROES_OF_MIGHT_AND_MAGIC_BMP_H_

heroes_of_might_and_magic_bmp.cpp

// This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild

#include "heroes_of_might_and_magic_bmp.h"

heroes_of_might_and_magic_bmp_t::heroes_of_might_and_magic_bmp_t(kaitai::kstream* p__io, kaitai::kstruct* p__parent, heroes_of_might_and_magic_bmp_t* p__root) : kaitai::kstruct(p__io) {
    m__parent = p__parent;
    m__root = this;

    try {
        _read();
    } catch(...) {
        _clean_up();
        throw;
    }
}

void heroes_of_might_and_magic_bmp_t::_read() {
    m_magic = m__io->read_u2le();
    m_width = m__io->read_u2le();
    m_height = m__io->read_u2le();
    m_data = m__io->read_bytes((width() * height()));
}

heroes_of_might_and_magic_bmp_t::~heroes_of_might_and_magic_bmp_t() {
    _clean_up();
}

void heroes_of_might_and_magic_bmp_t::_clean_up() {
}