#include "fastfile_cod7_ps3.h" #include "zonefile_cod7_ps3.h" #include "utils.h" #include "compression.h" #include "encryption.h" #include #include FastFile_COD7_PS3::FastFile_COD7_PS3() : FastFile() { SetCompany(COMPANY_INFINITY_WARD); SetType(FILETYPE_FAST_FILE); SetSignage(SIGNAGE_UNSIGNED); SetMagic(0); SetVersion(0); SetGame("COD7"); SetPlatform("PS3"); } FastFile_COD7_PS3::FastFile_COD7_PS3(const QByteArray& aData) : FastFile_COD7_PS3() { if (!aData.isEmpty()) { Load(aData); } } FastFile_COD7_PS3::FastFile_COD7_PS3(const QString aFilePath) : FastFile_COD7_PS3() { if (!aFilePath.isEmpty()) { Load(aFilePath); } } FastFile_COD7_PS3::~FastFile_COD7_PS3() { } QByteArray FastFile_COD7_PS3::GetBinaryData() { return QByteArray(); } bool FastFile_COD7_PS3::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 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_COD7_PS3::Load(const QByteArray aData) { 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); SetPlatform(pCalculateFFPlatform(version)); SetGame("COD7"); // Load the zone file with the decompressed data (using an Xbox platform flag). ZoneFile_COD7_PS3 zoneFile; zoneFile.SetStem(GetStem()); // For COD7/COD9, use BigEndian. fastFileStream.setByteOrder(QDataStream::BigEndian); if (GetPlatform() == "PC") { fastFileStream.setByteOrder(QDataStream::LittleEndian); // Select key based on game. QByteArray key; fastFileStream.skipRawData(4); if (GetPlatform() == "360") { key = QByteArray::fromHex("1ac1d12d527c59b40eca619120ff8217ccff09cd16896f81b829c7f52793405d"); } else if (GetPlatform() == "PS3") { key = QByteArray::fromHex("46D3F997F29C9ACE175B0DAE3AB8C0C1B8E423E2E3BF7E3C311EA35245BF193A"); // or // key = QByteArray::fromHex("0C99B3DDB8D6D0845D1147E470F28A8BF2AE69A8A9F534767B54E9180FF55370"); } // Read the 8-byte magic. QByteArray fileMagic(8, Qt::Uninitialized); fastFileStream.readRawData(fileMagic.data(), 8); if (fileMagic != "PHEEBs71") { qWarning() << "Invalid fast file magic!"; return false; } fastFileStream.skipRawData(4); // Read IV table name (32 bytes). QByteArray fileName(32, Qt::Uninitialized); fastFileStream.readRawData(fileName.data(), 32); // Build the IV table from the fileName. QByteArray ivTable = Encryption::InitIVTable(fileName); // Skip the RSA signature (256 bytes). QByteArray rsaSignature(256, Qt::Uninitialized); fastFileStream.readRawData(rsaSignature.data(), 256); // Now the stream should be positioned at 0x13C, where sections begin. int sectionIndex = 0; while (true) { qint32 sectionSize = 0; fastFileStream >> sectionSize; qDebug() << "Section index:" << sectionIndex << "Size:" << sectionSize << "Pos:" << fastFileStream.device()->pos(); if (sectionSize == 0) break; // Read the section data. QByteArray sectionData; sectionData.resize(sectionSize); fastFileStream.readRawData(sectionData.data(), sectionSize); // Compute the IV for this section. QByteArray iv = Encryption::GetIV(ivTable, sectionIndex); // Decrypt the section using Salsa20. QByteArray decData = Encryption::salsa20DecryptSection(sectionData, key, iv); // Compute SHA1 hash of the decrypted data. QByteArray sectionHash = QCryptographicHash::hash(decData, QCryptographicHash::Sha1); // Update the IV table based on the section hash. Encryption::UpdateIVTable(ivTable, sectionIndex, sectionHash); // Build a compressed data buffer by prepending the two-byte zlib header. QByteArray compressedData; compressedData.append(char(0x78)); compressedData.append(char(0x01)); compressedData.append(decData); decompressedData.append(Compression::DecompressZLIB(compressedData)); sectionIndex++; } zoneFile.Load(decompressedData); } SetZoneFile(std::make_shared(zoneFile)); return true; }