# Retail radar/compass pseudocode — 2026-07-10 ## Oracle and scope This note records the primary retail behavior used by acdream's retained radar port. The oracle is the September 2013 named client: - `gmRadarUI` fields: `named-retail/acclient.h:54506-54548` - color/shape: `gmRadarUI::GetBlipColor` `0x004D76F0`, `gmRadarUI::GetBlipShape` `0x004D7B60` - coordinates/compass/draw: `UpdateCoordinates` `0x004D8C80`, `UpdateCompassTokens` `0x004D9060`, `DrawObjects` `0x004D9380`, `DrawChildren` `0x004D9720` - cadence/list maintenance: `UseTime` `0x004D98A0`, `AddObject` `0x004D9A00`, `Init` `0x004D9B90`, `PostInit` `0x004D9D30` - production DAT layout: `LayoutDesc 0x21000074` in `2026-06-25-retail-ui-layout-dump.json` The older AC2D-derived `1.18 × range`, rotating player arrow, and horizontal scrolling compass strip are rejected by the named retail implementation. ## Retained UI ownership The production root is a 120×140 `gmRadarUI` element of class `0x10000010`. Custom properties set center `(60,60)` (`0x1000002E`, nested `0x1000002F/30`) and pixel radius `50` (`0x1000002D`). `LayoutImporter` owns the static DAT children and media. A dedicated `UiRadar` owns the dynamic draw/tick/input behavior. Core owns the pure projection, classification, marker geometry, compass, and coordinate algorithms. `GameWindow` supplies live snapshots and selection/settings actions only. This is a screen-space retained panel. It is not an ImGui panel and does not use the raw world-space TextRenderer overlay path. ## Per-tick pseudocode ```text every 0.025 seconds: range = player is outdoors ? 75 : 25 heading = physical player heading in degrees move N/E/S/W child tokens around radar center if CoordinatesOnRadar and LandDefs.gid_to_lcoord(playerCell): ns = (lcoordY - 1024) * 0.1 + 0.5 ew = (lcoordX - 1024) * 0.1 + 0.5 coordinateText = abs(ns) + N/S + "," + abs(ew) + E/W show footer/text else: hide footer/text ``` ```text for each maintained object except the player: require a physics/world entity require RadarBehavior in { ShowMovement=2, ShowAttacking=3, ShowAlways=4 } relative = convert object position into player's oriented frame if relative.X² + relative.Y² >= (range - 1)²: continue scale = radarPixelRadius / range x = trunc(centerX + relative.X * scale) y = trunc(centerY - relative.Y * scale) rgbBrightness = abs(relative.Z) < 5 ? 1.0 : 0.65 color = exact _blipColor override 1..10, otherwise retail classification shape = fellowship/allegiance/PK relationship shape, otherwise Plus draw marker pixels if selected: draw the open selection outline at offsets ±3 ``` After all object blips, draw the player's fixed bright-green center plus. Hover selects the nearest projected blip within squared distance 36; its name is the tooltip. A left click selects that object. The lock button drives the existing retained-window drag gate; the drag affordance is hidden while locked. Completed moves are clamped inside the UI root and persisted per character through `SettingsStore`. ## Production assets | Role | Element | Rect | RenderSurface | |---|---:|---:|---:| | Face | `0x1000003F` | `(0,0) 120×120` | `0x06004CC1` | | Coordinate footer | `0x1000003E` | `(0,120) 120×18` | `0x06004CC0` | | N / E / S / W | `0x10000040..43` | four 10×9 tokens | `0x060011FB`, `0x06001938`, `0x0600193A`, `0x0600193C` | | Lock | `0x10000619` | `(6,6) 27×27` | `0x060074B7` / `0x060074B8` | | Drag | `0x100006A3` | `(87,6) 27×27` | `0x060074C9` | The child token orbit uses `center + (sin(angle), cos(angle)) * magnitude` with angles N=`heading+π`, E=`heading+π/2`, S=`heading`, W=`heading+3π/2`. ## Wire contract PublicWeenieDesc flag `0x00100000` carries nullable byte `RadarBlipColor`; flag `0x00800000` carries nullable byte `RadarBehavior`. Absent is distinct from an explicitly transmitted zero. Both values flow through `CreateObject.Parsed`, `WorldSession.EntitySpawn`, and `ClientObjectTable`. Do not infer ShowMovement/ShowAttacking from local motion. Retail's `InqShowableOnRadar` accepts values 2, 3, and 4 directly; server/quality changes are authoritative.