handle_monster_move() still wasn't dealing quite right with invoking

apply_enchantments(), since a monster could have apply_enchantments() not called for a normal-speed player turn, and then get called twice in a row during the next turn. This fix also makes zero-speed monsters like plants have apply_enchantments() be handled the same way as other monsters, so enchantments are now allways processed in time increments of 10 energy units (cloud processing for zero speed monsters is still handled separately, though).

git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2456 c06c8d41-db1a-0410-9941-cceddc491573

Created by  zelgadis  on October 13, 2007
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