#include "fastfile_cod2_360.h" #include "utils.h" #include "compression.h" #include "zonefile_cod2_360.h" #include #include FastFile_COD2_360::FastFile_COD2_360() : FastFile() { SetCompany(COMPANY_INFINITY_WARD); SetType(FILETYPE_FAST_FILE); SetSignage(SIGNAGE_UNSIGNED); SetMagic(0); SetVersion(0); SetPlatform("360"); SetGame("COD2"); } FastFile_COD2_360::FastFile_COD2_360(const QByteArray& aData) : FastFile_COD2_360() { if (!aData.isEmpty()) { Load(aData); } } FastFile_COD2_360::FastFile_COD2_360(const QString aFilePath) : FastFile_COD2_360() { if (!aFilePath.isEmpty()) { Load(aFilePath); } } FastFile_COD2_360::~FastFile_COD2_360() { } QByteArray FastFile_COD2_360::GetBinaryData() const { return QByteArray(); } bool FastFile_COD2_360::Load(const QString aFilePath) { 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 SetStem(aFilePath.section("/", -1, -1)); if (!Load(file->readAll())) { qDebug() << "Error: Failed to load fastfile: " << GetStem(); return false; } file->close(); // Open zone file after decompressing ff and writing return true; } bool FastFile_COD2_360::Load(const QByteArray aData) { // Create a XDataStream on the input data. XDataStream fastFileStream(aData); fastFileStream.setByteOrder(XDataStream::LittleEndian); Utils::ReadUntilHex(&fastFileStream, "78"); QByteArray compressedData = aData.mid(fastFileStream.device()->pos()); QByteArray decompressedData = Compression::DecompressZLIB(compressedData); Utils::ExportData(GetBaseStem() + ".zone", decompressedData); // Load the zone file with the decompressed data (using an Xbox platform flag). ZoneFile_COD2_360* zoneFile = new ZoneFile_COD2_360(); zoneFile->SetStem(GetBaseStem() + ".zone"); if (!zoneFile->Load(decompressedData)) { qWarning() << "Failed to load ZoneFile!"; return false; } SetZoneFile(zoneFile); return true; }