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 Ruby (2.3.3) (judge verdict: Accepted)

require 'prime'
MOD=10**9+7;  cnt=0; sum=0; prev=nil; can=true; h=Hash.new(0)
def gs() gets.chomp end
def gi() gets.chomp.to_i end
def gsmi() gets.chomp.split.map(&:to_i) end

def ar2(s1,s2,de=nil) Array.new(s1){Array.new(s2,de)} end
def ar3(s1,s2,s3,de=nil) Array.new(s1){Array.new(s2){Array.new(s3,de)}} end

def desc(ar) ar.sort!{|x,y| y<=>x} end
def min(a,b) a<=b ? a : b end
def max(a,b) a>=b ? a : b end
def sum(ar) ar.inject(:+) end
def ceil(a,b) (a.to_f/b).ceil end

def C(a,b) b==0||a==b ? 1 : (b=a-b if a/2<b;(a-b+1..a).inject(:*)/(1..b).inject(:*)) end
def rui(ar) s=[0]; ar.size.times{|i| s<<s[-1]+ar[i]}; s end
def rev_rui(ar) s=[0]; ar.size.times.reverse_each{|i| s<<s[-1]+ar[i]}; s end

def puts_yesno(b) puts(b ? 'Yes' : 'No') end
def putsend(s) puts s; exit end
def pu(h) begin; require './../nemi_lib/debug.rb'; puts_val(h); rescue LoadError; end; end
########### ( ˘ω˘ )ｽﾔｧ… ###########
h,w=gsmi
s=h.times.map{gs}

bc=0
wc=0
s.each do |i|
  c=i.count('#')
  bc+=c
  wc+=w-c
end

# 迷路を解く。幅優先探索(bfs)
N, M = [h,w]
sx, sy = [0,0]
gx, gy = [w-1, h-1]
l = s

# 移動ベクトル l u r d
dx = [-1,0,1,0]
dy = [0,1,0,-1]
# stから[i][j]までの距離
d = Array.new(N){Array.new(M,-1)}
# 操作キュー
que = [[sx,sy]]
d[sy][sx]=0

q = nil
while que.size>0 do
  q = que.shift
  break if q[0]==gy && q[1]==gx

  4.times do |i|
    x1 = q[1]+dx[i]
    y1 = q[0]+dy[i]
    next if x1<0 || y1<0 || x1>=M || y1>=N
    # 走査済ならスキップ
    next if d[y1][x1]!=-1

    if l[y1][x1]!='#'
      que<<[y1,x1]
      d[y1][x1]=d[q[0]][q[1]]+1
    end
  end
end
step = d[q[0]][q[1]]+1
putsend -1 if step<h+w-1
pu step:step,wc:wc,bc:bc

puts wc-step