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 Python (3.4.3) (judge verdict: Accepted)

from collections import deque
R,C = map(int,input().split())
sy,sx = 1,1  #スタートの座標
gy,gx = R,C  #ゴールの座標
L = []
for i in range(R):
  L.append(list(input()))   #迷路の情報を受け取る
dy_dx = [[1,0],[-1,0],[0,1],[0,-1]]   #移動
black = 0
for i in range(R):
  for j in range(C):
    if L[i][j] == '#':
      black += 1
que = deque([[sy-1,sx-1]])   #queには次に見るべき座標が入る。括弧が二重になっていることに留意
L[sy-1][sx-1] = 0  #スタートの座標（迷路上）の情報を0に
while len(que) > 0:  #queが空でないときは
  cur = que.popleft()   #queの一番左を見る
  for i in range(4):  #現在見ているマスの上下左右をチェック
    if 0 <= cur[0]+dy_dx[i][0] <= R-1 and 0 <= cur[1]+dy_dx[i][1] <= C-1:  #移動した後も迷路内にあるかの確認
      if L[cur[0]+dy_dx[i][0]][cur[1]+dy_dx[i][1]] == '.':  #まだ見ていない通路であれば
        L[cur[0]+dy_dx[i][0]][cur[1]+dy_dx[i][1]] = L[cur[0]][cur[1]]+1  #現在見ているマスの手数+1を入れる
        que.append([cur[0]+dy_dx[i][0],cur[1]+dy_dx[i][1]])   #queの末尾に今チェックした座標を入れる
if L[gy-1][gx-1] == '#':
  print(-1)
elif L[gy-1][gx-1] == '.':
  print(-1)
else:
  print(R*C-L[gy-1][gx-1]-1-black)