First update on task type enumeration
[Job Manager] Design a possible way to handle job and task management.

In this factory design, the job manager maintains a list of factories and jobs.
Each concrete factory implement a standard interface and return a concrete job which also implements a standard interface.

I'm not sure this is the best design, but at least it's extensible without having to modify the job manager to add a new kind of job.
Another approach might be to codify jobs in text files and have a common utility to import them and this utility can just follow the 'script' from the file when creating a new job.
e.g.:
	JOB: Build House
	REQUIRE: 100 wood
	LOCATION: self
	TASK: build
	TASK: build

I'm not sure which approach is better.
Merge branch 'master' of github.com:barrett1733/CSCI152-Spring-14-God-Game into jimmy
[JobManager] Create Job subclasses and functions
[Job Manager] Initial Commit
[Job] Initialize the Job Structure Design
[Task] Initialize the Task Structure Design
[Task Manager] First Commit on Task Manager
getNextEntity added, setFaction added, some changes to the way info is stored in the vectors
[makefile] Add entity.o.
[Village AI] Remove unused data member. Add newline to end of file.
[World Gen] Remove non-functional lines. Remove excess whitespace. Fix indentation.
[World Gen] Add comment about areas that need to be refactored.
[World Gen] Add break to end of 'default' of switch.
[Entity, World Gen] Remove ET_TOWN_CENTER_CC because the opponent town center entity is the /same type/ as the player controlled one.

Faction information should /not/ be stored in the entity type.
[Entity, World Gen] Implement 'FactionType' instead of using int.
*** [World Gen] Note where a segfault occurs.
[Entity, WorldGen, SDL Manager] Create MobileEntity declarations and functions. Upped the fps to 120. Changed setFaction() to setFactionType()
[Job Manager] Update on job manager, fixed compiling errors
[Job] Update on job class, fixed compiling errors