#include "fastfile_cod6_ps3.h" #include "zonefile_cod6_ps3.h" #include "utils.h" #include "compression.h" #include "statusbarmanager.h" #include #include FastFile_COD6_PS3::FastFile_COD6_PS3() : FastFile() { SetCompany(COMPANY_INFINITY_WARD); SetType(FILETYPE_FAST_FILE); SetSignage(SIGNAGE_UNSIGNED); SetMagic(0); SetVersion(0); SetGame("COD6"); SetPlatform("PS3"); } FastFile_COD6_PS3::FastFile_COD6_PS3(const QByteArray& aData) : FastFile_COD6_PS3() { if (!aData.isEmpty()) { Load(aData); } } FastFile_COD6_PS3::FastFile_COD6_PS3(const QString aFilePath) : FastFile_COD6_PS3() { if (!aFilePath.isEmpty()) { Load(aFilePath); } } FastFile_COD6_PS3::~FastFile_COD6_PS3() { } QByteArray FastFile_COD6_PS3::GetBinaryData() { return QByteArray(); } bool FastFile_COD6_PS3::Load(const QString aFilePath) { StatusBarManager::instance().updateStatus("Loading COD5 Fast File w/path", 1000); if (aFilePath.isEmpty()) { return false; } // Check fastfile can be read QFile *file = new QFile(aFilePath); if (!file->open(QIODevice::ReadOnly)) { qDebug() << QString("Error: Failed to open FastFile: %1!").arg(aFilePath); return false; } // Decompress fastfile and close const QString fastFileStem = aFilePath.section("/", -1, -1); SetStem(fastFileStem); if (!Load(file->readAll())) { qDebug() << "Error: Failed to load fastfile: " << fastFileStem; return false; } file->close(); // Open zone file after decompressing ff and writing return true; } bool FastFile_COD6_PS3::Load(const QByteArray aData) { StatusBarManager::instance().updateStatus("Loading COD5 Fast File w/data", 1000); QByteArray decompressedData; // Create a QDataStream on the input data. QDataStream fastFileStream(aData); fastFileStream.setByteOrder(QDataStream::LittleEndian); // Parse header values. SetCompany(pParseFFCompany(&fastFileStream)); SetType(pParseFFFileType(&fastFileStream)); SetSignage(pParseFFSignage(&fastFileStream)); SetMagic(pParseFFMagic(&fastFileStream)); quint32 version = pParseFFVersion(&fastFileStream); SetVersion(version); const QString platformStr = pCalculateFFPlatform(version); SetPlatform(platformStr); SetGame("COD5"); // For COD5, simply decompress from offset 12. decompressedData = Compression::DecompressZLIB(aData.mid(12)); Utils::ExportData(GetStem() + ".zone", decompressedData); ZoneFile_COD6_PS3 zoneFile; zoneFile.SetStem(GetStem()); zoneFile.Load(decompressedData); SetZoneFile(std::make_shared(zoneFile)); return true; }