Fixed Human's and Zombie's animations
Here are the new animations (tested this time ^^) :
walk_legs : make legs move for walking (walk or sneak)
walk_arms : make arms move for walking
sneak : make torso and arms crouch in a sneak position
interact : too use in any moving mode, make the right arm do a large
gesture
zombie : place the arms at the horizontal, and a little more fantasy
for zombie mode ;)

Actually, it seems you can only play 2 animations on an entity. It could
be fine to be able to lauch more of them (walk_legs + sneak +
interact).

Signed-off-by: Thomas LAMSON <tomlabete@numericable.fr>
Merge pull request #575 from Tomlabete/master

Fixed Human's and Zombie's animations
cleanup op and time commands

Signed-off-by: Nick Minkler <sleaker@gmail.com>
Added enchantment mechanics on enchantment table
*Added methods to api/enchantment/Enchantment.java to generate and add random enchantments
*Logic based on Minecraft 1.4.7 source
*Changed "enchantment level" to "power level" in places to distinguish between the power level of an enchantment (I, II, III, IV, V) and the enchantment level displayed in the enchantment interface (1 to 30)
*Fixed bug in Enchantments.values(), which was assuming the enchantment ids were consecutive
*Fixed bug in Enchantment.addEnchantment etc, which weren't putting the NBT data in the correct format (http://www.minecraftwiki.net/wiki/Player.dat_Format#Item_structure)
*Fixed bug in ToolEnchantment.canEnchant (returned true on bows and swords)
*Simplified xp code
*Update EnchantmentTable's level display when it changes, rather than every tick
*Allow bookshelves on one side of table to contribute despite blocks on the other side (still not quite identical to Vanilla)
*Moved enchantment levels from EnchantmentTableInventory to EnchantmentTableWindow
*Added tests EnchantmentTest and LevelComponentTest
Signed-off-by: stewbasic <stewbasic@gmail.com>