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[Gameplay Functions]

void _UpdateInitCursor(dword *CastleArray, dword *X, dword *Y, word InputFlags)

void _UpdateCursor(dword *X, dword *Y, word MinX, word MinY, word MaxX, word MaxY, word InputFlags)

void _RotateBlock(dword *Block, word InputFlags)

dword _BoundaryInRegion(dword *MapOff, word X, word Y, word Width, word Height, word RegionVal)

dword _BlockInRegion(dword *MapOff, word Block, word X, word Y, word RegionVal)

void _UpdateEnclosedRegion(dword *MapOff)

void _BuildCastle(dword *MapOff, word X, word Y, word WallVal, dword *NumTerritory, word InputFlags, word CurrentPhase)

void _BuildCannon(dword *MapOff, dword *CannonArray, dword *NumCannon, dword *TotalCannon, word X, word Y, word InputFlags, word Region, word CurrentPhase)

void _BuildWall(dword *MapOff, word X, word Y, dword *Block, word InputFlags)

void _GenerateRandomBlock(dword *Block)

void _UpdateCannonBall(dword *MapOff, dword *CannonBallArray)

void _FireCannon(dword *MapOff, dword *CannonArray, dword *CannonBallArray, word X, word Y, word InputFlags)

void _ScrollBanner(dword *BannerX, dword *BannerY)

dword _Random(word MaxNum)