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8F66: Move a creature, on the axes it is allowed to move on
Used by the routine at MOVE_PLAYER.
Bits 4 and 5 of +$02 say whether the horizontal and vertical parts of a heading are to be applied. A creature pinned to one axis is not a special case in the movement code: it is the ordinary code with one of those bits clear.
APPLY_HEADING 8F66 BIT 4,(IX+$02)
8F6A JR NZ,APPLY_HEADING_0
8F6C LD A,E
8F6D ADD A,(IX+$03)
8F70 LD (IX+$03),A
APPLY_HEADING_0 8F73 BIT 5,(IX+$02)
8F77 RET NZ
8F78 LD A,D
8F79 ADD A,(IX+$04)
8F7C LD (IX+$04),A
8F7F RET
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