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.
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.
Using Kaitai Struct in C++/STL usually consists of 3 steps.
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);
#include "kaitai/kaitaistream.h"
kaitai::kstream ks(&is);
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
#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_
// 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() {
}