jedioutcast/CODEmp/ui/ui_force.c
2013-04-04 09:52:42 -05:00

835 lines
20 KiB
C

//
/*
=======================================================================
FORCE INTERFACE
=======================================================================
*/
// use this to get a demo build without an explicit demo build, i.e. to get the demo ui files to build
#include "ui_local.h"
#include "../qcommon/qfiles.h"
#include "ui_force.h"
int uiForceSide = FORCE_LIGHTSIDE;
int uiForceRank = FORCE_MASTERY_JEDI_LORD;
int uiMaxRank = MAX_FORCE_RANK;
int uiMaxPoints = 20;
int uiForceUsed = 0;
int uiForceAvailable=0;
qboolean gTouchedForce = qfalse;
vmCvar_t ui_freeSaber;
void Menu_ShowItemByName(menuDef_t *menu, const char *p, qboolean bShow);
int uiForcePowersRank[NUM_FORCE_POWERS] = {
0,//FP_HEAL = 0,//instant
1,//FP_LEVITATION,//hold/duration, this one defaults to 1 (gives a free point)
0,//FP_SPEED,//duration
0,//FP_PUSH,//hold/duration
0,//FP_PULL,//hold/duration
0,//FP_TELEPATHY,//instant
0,//FP_GRIP,//hold/duration
0,//FP_LIGHTNING,//hold/duration
0,//FP_RAGE,//duration
0,//FP_PROTECT,
0,//FP_ABSORB,
0,//FP_TEAM_HEAL,
0,//FP_TEAM_FORCE,
0,//FP_DRAIN,
0,//FP_SEE,
0,//FP_SABERATTACK,
0,//FP_SABERDEFEND,
0//FP_SABERTHROW,
};
int uiForcePowerDarkLight[NUM_FORCE_POWERS] = //0 == neutral
{ //nothing should be usable at rank 0..
FORCE_LIGHTSIDE,//FP_HEAL,//instant
0,//FP_LEVITATION,//hold/duration
0,//FP_SPEED,//duration
0,//FP_PUSH,//hold/duration
0,//FP_PULL,//hold/duration
FORCE_LIGHTSIDE,//FP_TELEPATHY,//instant
FORCE_DARKSIDE,//FP_GRIP,//hold/duration
FORCE_DARKSIDE,//FP_LIGHTNING,//hold/duration
FORCE_DARKSIDE,//FP_RAGE,//duration
FORCE_LIGHTSIDE,//FP_PROTECT,//duration
FORCE_LIGHTSIDE,//FP_ABSORB,//duration
FORCE_LIGHTSIDE,//FP_TEAM_HEAL,//instant
FORCE_DARKSIDE,//FP_TEAM_FORCE,//instant
FORCE_DARKSIDE,//FP_DRAIN,//hold/duration
0,//FP_SEE,//duration
0,//FP_SABERATTACK,
0,//FP_SABERDEFEND,
0//FP_SABERTHROW,
//NUM_FORCE_POWERS
};
int uiForcePowerCost[NUM_FORCE_POWERS][NUM_FORCE_POWER_LEVELS] = //0 == neutral
{
{ 0, 2, 3, 4 }, // FP_HEAL
{ 0, 0, 1, 1 }, //FP_LEVITATION,//hold/duration
{ 0, 1, 1, 1 }, //FP_SPEED,//duration
{ 0, 1, 2, 3 }, //FP_PUSH,//hold/duration
{ 0, 1, 2, 3 }, //FP_PULL,//hold/duration
{ 0, 2, 3, 4 }, //FP_TELEPATHY,//instant
{ 0, 1, 2, 3 }, //FP_GRIP,//hold/duration
{ 0, 2, 3, 4 }, //FP_LIGHTNING,//hold/duration
{ 0, 2, 3, 4 }, //FP_RAGE,//duration
{ 0, 1, 2, 3 }, //FP_PROTECT,//duration
{ 0, 1, 2, 3 }, //FP_ABSORB,//duration
{ 0, 1, 1, 1 }, //FP_TEAM_HEAL,//instant
{ 0, 1, 1, 1 }, //FP_TEAM_FORCE,//instant
{ 0, 1, 2, 3 }, //FP_DRAIN,//hold/duration
{ 0, 1, 2, 3 }, //FP_SEE,//duration
{ 0, 1, 2, 4 }, //FP_SABERATTACK,
{ 0, 1, 2, 4 }, //FP_SABERDEFEND,
{ 0, 1, 2, 4 } //FP_SABERTHROW,
//NUM_FORCE_POWERS
};
int UI_ForceStarShaders[NUM_FORCE_STAR_IMAGES][2];
void UI_InitForceStarShaders(void)
{
UI_ForceStarShaders[0][0] = trap_R_RegisterShaderNoMip("forcestar0");
UI_ForceStarShaders[0][1] = trap_R_RegisterShaderNoMip("forcestar0");
UI_ForceStarShaders[1][0] = trap_R_RegisterShaderNoMip("forcecircle1");
UI_ForceStarShaders[1][1] = trap_R_RegisterShaderNoMip("forcestar1");
UI_ForceStarShaders[2][0] = trap_R_RegisterShaderNoMip("forcecircle2");
UI_ForceStarShaders[2][1] = trap_R_RegisterShaderNoMip("forcestar2");
UI_ForceStarShaders[3][0] = trap_R_RegisterShaderNoMip("forcecircle3");
UI_ForceStarShaders[3][1] = trap_R_RegisterShaderNoMip("forcestar3");
UI_ForceStarShaders[4][0] = trap_R_RegisterShaderNoMip("forcecircle4");
UI_ForceStarShaders[4][1] = trap_R_RegisterShaderNoMip("forcestar4");
UI_ForceStarShaders[5][0] = trap_R_RegisterShaderNoMip("forcecircle5");
UI_ForceStarShaders[5][1] = trap_R_RegisterShaderNoMip("forcestar5");
UI_ForceStarShaders[6][0] = trap_R_RegisterShaderNoMip("forcecircle6");
UI_ForceStarShaders[6][1] = trap_R_RegisterShaderNoMip("forcestar6");
UI_ForceStarShaders[7][0] = trap_R_RegisterShaderNoMip("forcecircle7");
UI_ForceStarShaders[7][1] = trap_R_RegisterShaderNoMip("forcestar7");
UI_ForceStarShaders[8][0] = trap_R_RegisterShaderNoMip("forcecircle8");
UI_ForceStarShaders[8][1] = trap_R_RegisterShaderNoMip("forcestar8");
}
// Draw the stars spent on the current force power
void UI_DrawForceStars(rectDef_t *rect, float scale, vec4_t color, int textStyle, int forceindex, int val, int min, int max)
{
int i,pad = 4;
int xPos,width = 16;
int starcolor;
if (val < min || val > max)
{
val = min;
}
if (1) // if (val)
{
xPos = rect->x;
for (i=FORCE_LEVEL_1;i<=max;i++)
{
starcolor = uiForcePowerCost[forceindex][i];
if (val >= i)
{ // Draw a star.
UI_DrawHandlePic( xPos, rect->y+6, width, width, UI_ForceStarShaders[starcolor][1] );
}
else
{ // Draw a circle.
UI_DrawHandlePic( xPos, rect->y+6, width, width, UI_ForceStarShaders[starcolor][0] );
}
xPos += width + pad;
}
}
}
// Set the client's force power layout.
void UI_UpdateClientForcePowers()
{
trap_Cvar_Set( "forcepowers", va("%i-%i-%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i",
uiForceRank, uiForceSide, uiForcePowersRank[0], uiForcePowersRank[1],
uiForcePowersRank[2], uiForcePowersRank[3], uiForcePowersRank[4],
uiForcePowersRank[5], uiForcePowersRank[6], uiForcePowersRank[7],
uiForcePowersRank[8], uiForcePowersRank[9], uiForcePowersRank[10],
uiForcePowersRank[11], uiForcePowersRank[12], uiForcePowersRank[13],
uiForcePowersRank[14], uiForcePowersRank[15], uiForcePowersRank[16],
uiForcePowersRank[17]) );
if (gTouchedForce)
{
trap_Cmd_ExecuteText( EXEC_APPEND, "forcechanged\n" );
}
gTouchedForce = qfalse;
}
//
void UpdateForceUsed()
{
int curpower, currank;
menuDef_t *menu;
// Currently we don't make a distinction between those that wish to play Jedi of lower than maximum skill.
uiForceRank = uiMaxRank;
uiForceUsed = 0;
uiForceAvailable = forceMasteryPoints[uiForceRank];
// Make sure that we have one freebie in jump.
if (uiForcePowersRank[FP_LEVITATION]<1)
{
uiForcePowersRank[FP_LEVITATION]=1;
}
menu = Menus_FindByName("ingame_player");
// Set the cost of the saberattack according to whether its free.
if (ui_freeSaber.integer)
{ // Make saber free
uiForcePowerCost[FP_SABERATTACK][FORCE_LEVEL_1] = 0;
// Make sure that we have one freebie in saber if applicable.
if (uiForcePowersRank[FP_SABERATTACK]<1)
{
uiForcePowersRank[FP_SABERATTACK]=1;
}
if (menu)
{
Menu_ShowItemByName(menu, "setfp_saberdefend", qtrue);
Menu_ShowItemByName(menu, "setfp_saberthrow", qtrue);
Menu_ShowItemByName(menu, "effectentry", qtrue);
Menu_ShowItemByName(menu, "effectfield", qtrue);
Menu_ShowItemByName(menu, "nosaber", qfalse);
}
}
else
{ // Make saber normal cost
uiForcePowerCost[FP_SABERATTACK][FORCE_LEVEL_1] = 1;
// Also, check if there is no saberattack. If there isn't, there had better not be any defense or throw!
if (uiForcePowersRank[FP_SABERATTACK]<1)
{
uiForcePowersRank[FP_SABERDEFEND]=0;
uiForcePowersRank[FP_SABERTHROW]=0;
if (menu)
{
Menu_ShowItemByName(menu, "setfp_saberdefend", qfalse);
Menu_ShowItemByName(menu, "setfp_saberthrow", qfalse);
Menu_ShowItemByName(menu, "effectentry", qfalse);
Menu_ShowItemByName(menu, "effectfield", qfalse);
Menu_ShowItemByName(menu, "nosaber", qtrue);
}
}
else
{
if (menu)
{
Menu_ShowItemByName(menu, "setfp_saberdefend", qtrue);
Menu_ShowItemByName(menu, "setfp_saberthrow", qtrue);
Menu_ShowItemByName(menu, "effectentry", qtrue);
Menu_ShowItemByName(menu, "effectfield", qtrue);
Menu_ShowItemByName(menu, "nosaber", qfalse);
}
}
}
// Make sure that we're still legal.
for (curpower=0;curpower<NUM_FORCE_POWERS;curpower++)
{ // Make sure that our ranks are within legal limits.
if (uiForcePowersRank[curpower]<0)
uiForcePowersRank[curpower]=0;
else if (uiForcePowersRank[curpower]>=NUM_FORCE_POWER_LEVELS)
uiForcePowersRank[curpower]=(NUM_FORCE_POWER_LEVELS-1);
for (currank=FORCE_LEVEL_1;currank<=uiForcePowersRank[curpower];currank++)
{ // Check on this force power
if (uiForcePowersRank[curpower]>0)
{ // Do not charge the player for the one freebie in jump, or if there is one in saber.
if ( (curpower == FP_LEVITATION && currank == FORCE_LEVEL_1) ||
(curpower == FP_SABERATTACK && currank == FORCE_LEVEL_1 && ui_freeSaber.integer))
{
// Do nothing (written this way for clarity)
}
else
{ // Check if we can accrue the cost of this power.
if (uiForcePowerCost[curpower][currank] > uiForceAvailable)
{ // We can't afford this power. Break to the next one.
// Remove this power from the player's roster.
uiForcePowersRank[curpower] = currank-1;
break;
}
else
{ // Sure we can afford it.
uiForceUsed += uiForcePowerCost[curpower][currank];
uiForceAvailable -= uiForcePowerCost[curpower][currank];
}
}
}
}
}
if (menu)
{
char info[MAX_INFO_STRING];
trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) );
// Set or reset buttons based on choices
if (atoi(Info_ValueForKey(info, "g_gametype")) >= GT_TEAM)
{ // This is a team-based game.
Menu_ShowItemByName(menu, "playerforcejoin", qtrue);
Menu_ShowItemByName(menu, "playerforcespectate", qtrue);
if (atoi(Info_ValueForKey(info, "g_forceBasedTeams")))
{ // Show red or blue based on what side is chosen.
if (uiForceSide==FORCE_LIGHTSIDE)
{
Menu_ShowItemByName(menu, "playerforcered", qfalse);
Menu_ShowItemByName(menu, "playerforceblue", qtrue);
}
else if (uiForceSide==FORCE_DARKSIDE)
{
Menu_ShowItemByName(menu, "playerforcered", qtrue);
Menu_ShowItemByName(menu, "playerforceblue", qfalse);
}
else
{
Menu_ShowItemByName(menu, "playerforcered", qtrue);
Menu_ShowItemByName(menu, "playerforceblue", qtrue);
}
}
else
{
Menu_ShowItemByName(menu, "playerforcered", qtrue);
Menu_ShowItemByName(menu, "playerforceblue", qtrue);
}
}
else
{
Menu_ShowItemByName(menu, "playerforcejoin", qtrue);
Menu_ShowItemByName(menu, "playerforcered", qfalse);
Menu_ShowItemByName(menu, "playerforceblue", qfalse);
Menu_ShowItemByName(menu, "playerforcespectate", qtrue);
}
}
}
void UI_UpdateForcePowers()
{
char *forcePowers = UI_Cvar_VariableString("forcepowers");
char readBuf[256];
int i = 0, i_f = 0, i_r = 0;
uiForceSide = 0;
if (forcePowers && forcePowers[0])
{
while (forcePowers[i])
{
i_r = 0;
while (forcePowers[i] && forcePowers[i] != '-' && i_r < 255)
{
readBuf[i_r] = forcePowers[i];
i_r++;
i++;
}
readBuf[i_r] = '\0';
if (i_r >= 255 || !forcePowers[i] || forcePowers[i] != '-')
{
uiForceSide = 0;
goto validitycheck;
}
uiForceRank = atoi(readBuf);
i_r = 0;
if (uiForceRank > uiMaxRank)
{
uiForceRank = uiMaxRank;
}
i++;
while (forcePowers[i] && forcePowers[i] != '-' && i_r < 255)
{
readBuf[i_r] = forcePowers[i];
i_r++;
i++;
}
readBuf[i_r] = '\0';
if (i_r >= 255 || !forcePowers[i] || forcePowers[i] != '-')
{
uiForceSide = 0;
goto validitycheck;
}
uiForceSide = atoi(readBuf);
i_r = 0;
i++;
i_f = FP_HEAL;
while (forcePowers[i] && i_f < NUM_FORCE_POWERS)
{
readBuf[0] = forcePowers[i];
readBuf[1] = '\0';
uiForcePowersRank[i_f] = atoi(readBuf);
if (i_f == FP_LEVITATION &&
uiForcePowersRank[i_f] < 1)
{
uiForcePowersRank[i_f] = 1;
}
if (i_f == FP_SABERATTACK &&
uiForcePowersRank[i_f] < 1 &&
ui_freeSaber.integer)
{
uiForcePowersRank[i_f] = 1;
}
i_f++;
i++;
}
if (i_f < NUM_FORCE_POWERS)
{ //info for all the powers wasn't there..
uiForceSide = 0;
goto validitycheck;
}
i++;
}
}
validitycheck:
if (!uiForceSide)
{
uiForceSide = 1;
uiForceRank = 1;
i = 0;
while (i < NUM_FORCE_POWERS)
{
if (i == FP_LEVITATION)
{
uiForcePowersRank[i] = 1;
}
else if (i == FP_SABERATTACK && ui_freeSaber.integer)
{
uiForcePowersRank[i] = 1;
}
else
{
uiForcePowersRank[i] = 0;
}
i++;
}
UI_UpdateClientForcePowers();
}
UpdateForceUsed();
}
extern int uiSkinColor;
qboolean UI_SkinColor_HandleKey(int flags, float *special, int key, int num, int min, int max, int type)
{
if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER)
{
int i = num;
if (key == K_MOUSE2)
{
i--;
}
else
{
i++;
}
if (i < min)
{
i = max;
}
else if (i > max)
{
i = min;
}
num = i;
uiSkinColor = num;
return qtrue;
}
return qfalse;
}
qboolean UI_ForceSide_HandleKey(int flags, float *special, int key, int num, int min, int max, int type)
{
if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER)
{
int i = num;
int x = 0;
if (key == K_MOUSE2)
{
i--;
}
else
{
i++;
}
if (i < min)
{
i = max;
}
else if (i > max)
{
i = min;
}
num = i;
uiForceSide = num;
// Resetting power ranks based on if light or dark side is chosen
while (x < NUM_FORCE_POWERS)
{
if (uiForcePowerDarkLight[x] && uiForceSide != uiForcePowerDarkLight[x])
{
uiForcePowersRank[x] = 0;
}
x++;
}
UpdateForceUsed();
gTouchedForce = qtrue;
return qtrue;
}
return qfalse;
}
qboolean UI_ForceMaxRank_HandleKey(int flags, float *special, int key, int num, int min, int max, int type)
{
if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER)
{
int i = num;
if (key == K_MOUSE2)
{
i--;
}
else
{
i++;
}
if (i < min)
{
i = max;
}
else if (i > max)
{
i = min;
}
num = i;
uiMaxRank = num;
// The update force used will remove overallocated powers automatically.
UpdateForceUsed();
gTouchedForce = qtrue;
return qtrue;
}
return qfalse;
}
// This function will either raise or lower a power by one rank.
qboolean UI_ForcePowerRank_HandleKey(int flags, float *special, int key, int num, int min, int max, int type)
{
qboolean raising;
if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER)
{
int forcepower, rank;
//this will give us the index as long as UI_FORCE_RANK is always one below the first force rank index
forcepower = (type-UI_FORCE_RANK)-1;
// If we are not on the same side as a power, or if we are not of any rank at all.
if (uiForcePowerDarkLight[forcepower] && uiForceSide != uiForcePowerDarkLight[forcepower])
{
return qtrue;
}
else if (forcepower == FP_SABERDEFEND || forcepower == FP_SABERTHROW)
{ // Saberdefend and saberthrow can't be bought if there is no saberattack
if (uiForcePowersRank[FP_SABERATTACK] < 1)
{
return qtrue;
}
}
if (type == UI_FORCE_RANK_LEVITATION)
{
min += 1;
}
if (type == UI_FORCE_RANK_SABERATTACK && ui_freeSaber.integer)
{
min += 1;
}
if (key == K_MOUSE2)
{ // Lower a point.
if (uiForcePowersRank[forcepower]<=min)
{
return qtrue;
}
raising = qfalse;
}
else
{ // Raise a point.
if (uiForcePowersRank[forcepower]>=max)
{
return qtrue;
}
raising = qtrue;
}
if (raising)
{ // Check if we can accrue the cost of this power.
rank = uiForcePowersRank[forcepower]+1;
if (uiForcePowerCost[forcepower][rank] > uiForceAvailable)
{ // We can't afford this power. Abandon ship.
return qtrue;
}
else
{ // Sure we can afford it.
uiForceUsed += uiForcePowerCost[forcepower][rank];
uiForceAvailable -= uiForcePowerCost[forcepower][rank];
uiForcePowersRank[forcepower]=rank;
}
}
else
{ // Lower the point.
rank = uiForcePowersRank[forcepower];
uiForceUsed -= uiForcePowerCost[forcepower][rank];
uiForceAvailable += uiForcePowerCost[forcepower][rank];
uiForcePowersRank[forcepower]--;
}
UpdateForceUsed();
gTouchedForce = qtrue;
return qtrue;
}
return qfalse;
}
int gCustRank = 0;
int gCustSide = 0;
int gCustPowersRank[NUM_FORCE_POWERS] = {
0,//FP_HEAL = 0,//instant
1,//FP_LEVITATION,//hold/duration, this one defaults to 1 (gives a free point)
0,//FP_SPEED,//duration
0,//FP_PUSH,//hold/duration
0,//FP_PULL,//hold/duration
0,//FP_TELEPATHY,//instant
0,//FP_GRIP,//hold/duration
0,//FP_LIGHTNING,//hold/duration
0,//FP_RAGE,//duration
0,//FP_PROTECT,
0,//FP_ABSORB,
0,//FP_TEAM_HEAL,
0,//FP_TEAM_FORCE,
0,//FP_DRAIN,
0,//FP_SEE,
0,//FP_SABERATTACK,
0,//FP_SABERDEFEND,
0//FP_SABERTHROW,
};
/*
=================
UI_ForceConfigHandle
=================
*/
void UI_ForceConfigHandle( int oldindex, int newindex )
{
fileHandle_t f;
int len = 0;
int i = 0;
int c = 0;
int iBuf = 0, forcePowerRank, currank;
char fcfBuffer[8192];
char singleBuf[64];
if (oldindex == 0)
{ //switching out from custom config, so first shove the current values into the custom storage
i = 0;
while (i < NUM_FORCE_POWERS)
{
gCustPowersRank[i] = uiForcePowersRank[i];
i++;
}
gCustRank = uiForceRank;
gCustSide = uiForceSide;
}
if (newindex == 0)
{ //switching back to custom, shove the values back in from the custom storage
i = 0;
uiForceUsed = 0;
gTouchedForce = qtrue;
while (i < NUM_FORCE_POWERS)
{
uiForcePowersRank[i] = gCustPowersRank[i];
uiForceUsed += uiForcePowersRank[i];
i++;
}
uiForceRank = gCustRank;
uiForceSide = gCustSide;
return;
}
//If we made it here, we want to load in a new config
len = trap_FS_FOpenFile(va("forcecfg/%s.fcf", uiInfo.forceConfigNames[newindex]), &f, FS_READ);
if (len <= 0)
{
return;
}
if (len >= 8192)
{
return;
}
trap_FS_Read(fcfBuffer, len, f);
fcfBuffer[len] = 0;
trap_FS_FCloseFile(f);
i = 0;
//now that we're done with the handle, it's time to parse our force data out of the string
//we store strings in rank-side-xxxxxxxxx format (where the x's are individual force power levels)
while (fcfBuffer[i] && fcfBuffer[i] != '-')
{
singleBuf[c] = fcfBuffer[i];
c++;
i++;
}
singleBuf[c] = 0;
c = 0;
i++;
iBuf = atoi(singleBuf);
if (iBuf > uiMaxRank || iBuf < 0)
{ //this force config uses a rank level higher than our currently restricted level.. so we can't use it
//FIXME: Print a message indicating this to the user
return;
}
uiForceRank = iBuf;
while (fcfBuffer[i] && fcfBuffer[i] != '-')
{
singleBuf[c] = fcfBuffer[i];
c++;
i++;
}
singleBuf[c] = 0;
c = 0;
i++;
uiForceSide = atoi(singleBuf);
if (uiForceSide != FORCE_LIGHTSIDE &&
uiForceSide != FORCE_DARKSIDE)
{
uiForceSide = FORCE_LIGHTSIDE;
return;
}
//clear out the existing powers
while (c < NUM_FORCE_POWERS)
{
if (c==FP_LEVITATION)
{
uiForcePowersRank[c]=1;
}
else if (c==FP_SABERATTACK && ui_freeSaber.integer)
{
uiForcePowersRank[c]=1;
}
else
{
uiForcePowersRank[c] = 0;
}
c++;
}
uiForceUsed = 0;
uiForceAvailable = forceMasteryPoints[uiForceRank];
gTouchedForce = qtrue;
for (c=0;fcfBuffer[i]&&c<NUM_FORCE_POWERS;c++,i++)
{
singleBuf[0] = fcfBuffer[i];
singleBuf[1] = 0;
iBuf = atoi(singleBuf); // So, that means that Force Power "c" wants to be set to rank "iBuf".
if (iBuf < 0)
{
iBuf = 0;
}
forcePowerRank = iBuf;
if (forcePowerRank > FORCE_LEVEL_3 || forcePowerRank < 0)
{ //err.. not correct
continue; // skip this power
}
if (uiForcePowerDarkLight[c] && uiForcePowerDarkLight[c] != uiForceSide)
{ //Apparently the user has crafted a force config that has powers that don't fit with the config's side.
continue; // skip this power
}
// Accrue cost for each assigned rank for this power.
for (currank=FORCE_LEVEL_1;currank<=forcePowerRank;currank++)
{
if (uiForcePowerCost[c][currank] > uiForceAvailable)
{ // Break out, we can't afford any more power.
break;
}
// Pay for this rank of this power.
uiForceUsed += uiForcePowerCost[c][currank];
uiForceAvailable -= uiForcePowerCost[c][currank];
uiForcePowersRank[c]++;
}
}
UpdateForceUsed();
}