# Exercise: Create an isWall function In this exercise we will write some helper functions for the game board. The file [`Board.cpp`](../../../lib/Board.cpp) defines functions to manipulate the game Board, for example finding where the walls and the portals are. ## Board.cpp The Board itself is represented in memory as a 2 dimensional array. A cell in this grid can be for example walkable, a wall, a pellet, a super pellet or a portal. `Cell` is an enum representing the different types of cells. `isWalkableForGhost` and `isWalkableForPacMan` are two functions which need to check whether a cell is a wall. ```cpp bool isWalkableForPacMan(GridPosition point) { return cellAtPosition(point) != Cell::wall && cellAtPosition(point) != Cell::pen; } bool isWalkableForGhost(GridPosition point, GridPosition origin, bool isEyes) { const Cell cell = cellAtPosition(point); if (cell == Cell::wall) return false; return isEyes || isInPen(origin) || !isInPen(point); } ``` ## Exercise Let's add a simple helper function. You might notice that `isWalkableForPacMan` and `isWalkableForGhost` both call `cellAtPosition` with a `GridPosition` variable and check if it is a wall. Maybe we can lift that check into a separate function (call it `isWall`) to avoid repeating ourselves? 1. Create a function called `isWall` between `cellAtPosition` and `isWalkableForPacMan` that returns true if the `GridPosition` parameter is a wall. A function needs to be defined before it is called, so the order of functions is important. Try to define `isWall` after ``isWalkableForPacMan` or before `cellAtPosition`. It does not compile 2. Replace the checks within `isWalkableForPacMan` and `isWalkableForGhost` with your new function. 3. Check to see that the game still works as expected.