JavaScript library for mastering the wizardry that is Blizzard's game files.
Blizzardry currently focusses on Wrath of the Lich King game content.
Licensed under the MIT license.
Blizzardry is available via npm:
npm install blizzardry
Or for usage in the browser, soon™.
Map tiles containing terrain and object information.
A map tile consists of 16 by 16 map chunks.
var r = require('blizzardry/lib/restructure');
var ADT = require('blizzardry/lib/adt');
var io = fs.readFileSync('Azeroth_31_39.adt');
var stream = new r.DecodeStream(io);
var adt = ADT.decode(stream);
adt.version // 18
adt.flags // 0
adt.MTEX.filenames // ['Tileset\\Wetlands\\Wetlandsdirt01.blp', ...]
adt.MMDX.filenames // ['WORLD\\AZEROTH\\ELWYNN\\PASS...\\ELWYNNBUSH09.M2', ...]
adt.MCNKs.forEach(function(chunk) {
chunk.areaID // 2365
chunk.position // { x: -3733.33, y: 533.33, z: -462.37 }
chunk.indexX // 0
chunk.indexY // 0
});
Texture format holding up to 16 pre-rendered mipmaps.
Blizzardry uses BLPConverter to process BLPs.
Install using Homebrew:
brew install --HEAD https://raw.githubusercontent.com/timkurvers/homebrew-games/formula/blp-converter/blp-converter.rb
Download BLPConverter and generate the project using CMake:
cmake -DWITH_LIBRARY=YES CMakeLists.txt
Build the DLL using Visual Studio in Release mode, rename blp.dll
to libblp.dll
and ensure it ends up on the load PATH.
By default, node-gyp compiles ffi for x64 so make sure libblp.dll
matches this architecture.
sudo apt-get install cmake git gcc
git clone git://github.com/Kanma/BLPConverter.git
cd BLPConverter
cmake CMakeLists.txt -DWITH_LIBRARY=YES
sudo make install
sudo ldconfig
Compile from source and ensure the library ends up on the load path.
var BLP = require('blizzardry/lib/blp');
BLP.open('RabbitSkin.blp', function(blp) {
blp.version // 2
blp.mipmapCount // 8
blp.largest.width // 128
blp.largest.height // 128
blp.largest.data // <Buffer a2 a2 a2 dd a2 ...>
blp.smallest.width // 1
blp.smallest.height // 1
blp.smallest.data // <Buffer 7e 98 af ee>
// Or directly:
blp.mipmaps[3].width // 16
blp.mipmaps[3].height // 16
});
// Or alternatively:
var blp = BLP.open('RabbitSkin.blp');
// ...
blp.close();
Archive format, used in recent Blizzard games. Supersedes MPQ.
Blizzardry will use CascLib to handle CASC storage containers.
Support to be added soon™.
Client database format, containing data on items, NPCs, environments and more.
var r = require('blizzardry/lib/restructure');
var DBC = require('blizzardry/lib/dbc');
var io = fs.readFileSync('Faction.dbc');
var stream = new r.DecodeStream(io);
var dbc = DBC.decode(stream);
dbc.signature // 'WDBC'
dbc.recordCount // 396
dbc.records[0] // <Buffer 01 00 00 00 ff ff ff ff ...>
Use pre-defined DBC entities for convenience:
var Faction = require('blizzardry/lib/dbc/entities/faction');
var dbc = Faction.dbc.decode(stream);
dbc.records.forEach(function(record) {
record.id // 576
record.parentID // 1118
record.name // 'Timbermaw Hold'
record.description // 'As the last uncorrupted furbolg tribe ...'
});
3D model format for player characters, NPCs and doodads, among others.
var r = require('blizzardry/lib/restructure');
var M2 = require('blizzardry/lib/m2');
var io = fs.readFileSync('Rabbit.m2');
var stream = new r.DecodeStream(io);
var m2 = M2.decode(stream);
m2.signature // 'MD20'
m2.name // 'Rabbit'
m2.vertices[0].position // [ -0.2735.., -0.0035.., 0.3579.. ]
Archive format, used in most Blizzard games. Superseded by CASC.
Blizzardry uses StormLib to handle MPQ archives.
Install using Homebrew:
brew tap homebrew/games
brew install stormlib
Download StormLib and build the DLL in Release mode using StormLib_dll.vcproj
(Visual Studio),
rename StormLib.dll
to libstorm.dll
and ensure it ends up on the load PATH.
By default, node-gyp compiles ffi for x64 so make sure libstorm.dll
matches this architecture.
sudo apt-get install cmake git gcc zlib1g-dev
git clone git://github.com/ladislav-zezula/StormLib.git
cd StormLib
cmake CMakeLists.txt -DBUILD_SHARED_LIBS=ON
sudo make install
sudo ldconfig
Compile from source and ensure the library ends up on the load path.
var MPQ = require('blizzardry/lib/mpq');
MPQ.open('common.MPQ', function(mpq) {
mpq.files.contains('Creature\\Illidan\\Illidan.m2') // true
// Extract to local filesystem
mpq.files.extract('Creature\\Illidan\\Illidan.m2', '~/Illidan.m2');
// Iterate over all entries
mpq.files.all.forEach(function(result) {
result.filename // 'SPELLS\\ArcaneBomb_Missle.M2'
result.name // 'ArcaneBomb_Missle.M2'
result.filesize // 28928
});
// Search for entries (supports wildcards)
mpq.files.find('*Illidan*');
// Accessing file data
var file = mpq.files.get('Creature\\Illidan\\Illidan.m2');
file.name // 'Creature\\Illidan\\Illidan.m2'
file.size // 1888368
file.data // <Buffer 4d 44 32 30 08 01 00 00 ...>
});
// Or alternatively:
var mpq = MPQ.open('common.MPQ');
// ...
mpq.close();
World definition file specifying which map tiles are present.
A map consists of 64 by 64 map tiles.
var r = require('blizzardry/lib/restructure');
var WDT = require('blizzardry/lib/wdt');
var io = fs.readFileSync('Azeroth.wdt');
var stream = new r.DecodeStream(io);
var wdt = WDT.decode(stream);
wdt.version // 18
wdt.flags // 0
wdt.tiles[30 * 64 + 24] // 0
wdt.tiles[30 * 64 + 25] // 1
Root world map definition file listing textures, doodads and orientation.
Actual model data is stored in group files.
var r = require('blizzardry/lib/restructure');
var WMO = require('blizzardry/lib/wmo');
var io = fs.readFileSync('trolltent.wmo');
var stream = new r.DecodeStream(io);
var wmo = WMO.decode(stream);
wmo.version // 17
wmo.flags // 1
wmo.groupCount // 1
wmo.MOTX.filenames // ['DUNGEONS\\TEXTURES\\ROOF\\BM_TROLL_KOTOSKIN01.BLP', ...]
For a root file named trolltent.wmo
, its group files are named trolltent_000.wmo
,
trolltent_001.wmo
and so forth.
The amount of groups is exposed as groupCount
in the root file (see above).
var r = require('blizzardry/lib/restructure');
var WMOGroup = require('blizzardry/lib/wmo/group');
var io = fs.readFileSync('trolltent_000.wmo');
var stream = new r.DecodeStream(io);
var group = WMOGroup.decode(stream);
group.version // 17
group.flags // 1
group.MOVT.vertices[0] // [ 3.1721.., 10.4109.., 5.7666.. ]
Blizzardry is written in ES2015, compiled by Babel, developed with Gulp and tested through Mocha.
Getting this toolchain up and running, is easy and straight-forward:
-
Get the code:
git clone git://github.com/wowserhq/blizzardry.git
-
Download and install Node.js – including
npm
– for your platform. -
Install dependencies:
npm install
-
Install BLPConverter and StormLib as outlined above.
-
Run
npm run gulp
which will automatically build and test the project when source files change.
When contributing, please:
- Fork the repository
- Accompany each logical unit of operation with at least one test
- Open a pull request