Problem:
Score: 400 points

Problem statement

We have an H \times W grid whose squares are painted black or white. The square at the i-th row from the top and the j-th column from the left is denoted as (i, j).

Snuke would like to play the following game on this grid. At the beginning of the game, there is a character called Kenus at square (1, 1). The player repeatedly moves Kenus up, down, left or right by one square. The game is completed when Kenus reaches square (H, W) passing only white squares.

Before Snuke starts the game, he can change the color of some of the white squares to black. However, he cannot change the color of square (1, 1) and (H, W). Also, changes of color must all be carried out before the beginning of the game.

When the game is completed, Snuke's score will be the number of times he changed the color of a square before the beginning of the game. Find the maximum possible score that Snuke can achieve, or print -1 if the game cannot be completed, that is, Kenus can never reach square (H, W) regardless of how Snuke changes the color of the squares.

The color of the squares are given to you as characters s_{i, j}. If square (i, j) is initially painted by white, s_{i, j} is .; if square (i, j) is initially painted by black, s_{i, j} is #.

Constraints

H is an integer between 2 and 50 (inclusive).

W is an integer between 2 and 50 (inclusive).

s_{i, j} is . or # (1 \leq i \leq H, 1 \leq j \leq W).

s_{1, 1} and s_{H, W} are ..

Input

Input is given from Standard Input in the following format:

H W
s_{1, 1}s_{1, 2}s_{1, 3} ... s_{1, W}
s_{2, 1}s_{2, 2}s_{2, 3} ... s_{2, W}
: :
s_{H, 1}s_{H, 2}s_{H, 3} ... s_{H, W}

Output

Print the maximum possible score that Snuke can achieve, or print -1 if the game cannot be completed.

Sample Input 1

3 3
..#
#..
...

Sample Output 1

2

The score 2 can be achieved by changing the color of squares as follows:

Sample Input 2

10 37
.....................................
...#...####...####..###...###...###..
..#.#..#...#.##....#...#.#...#.#...#.
..#.#..#...#.#.....#...#.#...#.#...#.
.#...#.#..##.#.....#...#.#.###.#.###.
.#####.####..#.....#...#..##....##...
.#...#.#...#.#.....#...#.#...#.#...#.
.#...#.#...#.##....#...#.#...#.#...#.
.#...#.####...####..###...###...###..
.....................................

Sample Output 2

209

Solution in Fortran (gfortran v4.8.4) (judge verdict: Wrong Answer)

module queue
  implicit none
  type :: JagArray
    integer,allocatable :: array(:)
  end type JagArray
contains
  subroutine push(A,b)
  	integer,allocatable,dimension(:)::A
    integer::b
    A=[A,b]
  end subroutine
  subroutine pop(A)
  	integer,allocatable,dimension(:)::A
    A=A(2:)
  end subroutine
end module queue

module maze
integer,allocatable,dimension(:,:)::mazemap
contains
subroutine getmap(mazemap,R,C)
  integer,allocatable,dimension(:,:)::mazemap
  integer R,C
  character(50) linereader
  allocate(mazemap(0:R+1,0:C+1))
  mazemap(0,:)=-2;mazemap(R+1,:)=-2;mazemap(:,0)=-2;mazemap(:,C+1)=-2;
  do i=1,R
    read*,linereader
    do j=1,C
      if(linereader(j:j)==".")mazemap(i,j)=-1
      if(linereader(j:j)=="#")mazemap(i,j)=-2
    end do
  end do
end subroutine
end module maze

use queue
use maze
integer,allocatable,dimension(:)::queue_x,queue_y
integer H,W
integer numcnt
integer dirx(4),diry(4)
dirx=[1,0,-1,0]
diry=[0,1,0,-1]
read*,H,W
call getmap(mazemap,H,W)

mazemap(1,1)=1
queue_x=[1]
queue_y=[1]
do while(mazemap(H,W)==-1)
  do i=1,4
    if(mazemap(queue_x(1)+dirx(i),queue_y(1)+diry(i))==-1)then
      mazemap(queue_x(1)+dirx(i),queue_y(1)+diry(i))=mazemap(queue_x(1),queue_y(1))+1
      call push(queue_x,queue_x(1)+dirx(i))
      call push(queue_y,queue_y(1)+diry(i))
    endif
  end do
  call pop(queue_x)
  call pop(queue_y)
  if(size(queue_x)==0)exit
end do

numcnt=0
do i=1,H
  do j=1,W
    if(mazemap(i,j)==-2)numcnt=numcnt+1
  end do
end do
print"(i0)",merge(-1,H*W-mazemap(H,W)-numcnt,mazemap(i,j)==-1)
end