private bool CheckFit( Map map, Point3D p, int height )
{
if ( map == Map.Internal )
return false;
int x = p.X;
int y = p.Y;
int z = p.Z;
Sector sector = map.GetSector( x, y );
List<Item> items = sector.Items;
List<Mobile> mobs = sector.Mobiles;
for ( int i = 0; i < items.Count; ++i )
{
Item item = items[i];
if ( !(item is BaseMulti) && item.ItemID <= TileData.MaxItemValue && item.AtWorldPoint( x, y ) && !(item is BaseDoor) )
{
ItemData id = item.ItemData;
bool surface = id.Surface;
bool impassable = id.Impassable;
if ( (surface || impassable) && (item.Z + id.CalcHeight) > z && (z + height) > item.Z )
return false;
}
}
for ( int i = 0; i < mobs.Count; ++i )
{
Mobile m = mobs[i];
if ( m.Location.X == x && m.Location.Y == y )
{
if ( m.Hidden && m.AccessLevel > AccessLevel.Player )
continue;
if ( !m.Alive )
continue;
if ( (m.Z + 16) > z && (z + height) > m.Z )
return false;
}
}
return true;
}