// Spread to the next hex downwind on a 12 if the first hex wasn't
// burning...
// unless a higher hex intervenes
IHex nextHex = game.getBoard().getHex(nextCoords);
IHex jumpHex = game.getBoard().getHex(nextCoords.translated(windDir));
if ((nextHex != null) && (jumpHex != null) && !(nextHex.containsTerrain(Terrains.FIRE))
&& ((curHeight >= nextHex.ceiling()) || (jumpHex.ceiling() >= nextHex.ceiling()))) {
// we've already gone one step in the wind direction, now go another
directroll.addModifier(3, "crossing non-burning hex");
spreadFire(nextCoords.translated(windDir), directroll, curHeight);