K - Curling 2.0 POJ - 3009

On Planet MM-21, after their Olympic games this year, curling is getting popular. But the rules are somewhat different from ours. The game is played on an ice game board on which a square mesh is marked. They use only a single stone. The purpose of the game is to lead the stone from the start to the goal with the minimum number of moves.

Fig. 1 shows an example of a game board. Some squares may be occupied with blocks. There are two special squares namely the start and the goal, which are not occupied with blocks. (These two squares are distinct.) Once the stone begins to move, it will proceed until it hits a block. In order to bring the stone to the goal, you may have to stop the stone by hitting it against a block, and throw again.


Fig. 1: Example of board (S: start, G: goal)

The movement of the stone obeys the following rules:

  • At the beginning, the stone stands still at the start square.
  • The movements of the stone are restricted to x and y directions. Diagonal moves are prohibited.
  • When the stone stands still, you can make it moving by throwing it. You may throw it to any direction unless it is blocked immediately(Fig. 2(a)).
  • Once thrown, the stone keeps moving to the same direction until one of the following occurs:
    • The stone hits a block (Fig. 2(b), (c)).
      • The stone stops at the square next to the block it hit.
      • The block disappears.
    • The stone gets out of the board.
      • The game ends in failure.
    • The stone reaches the goal square.
      • The stone stops there and the game ends in success.
  • You cannot throw the stone more than 10 times in a game. If the stone does not reach the goal in 10 moves, the game ends in failure.


Fig. 2: Stone movements

Under the rules, we would like to know whether the stone at the start can reach the goal and, if yes, the minimum number of moves required.

With the initial configuration shown in Fig. 1, 4 moves are required to bring the stone from the start to the goal. The route is shown in Fig. 3(a). Notice when the stone reaches the goal, the board configuration has changed as in Fig. 3(b).


Fig. 3: The solution for Fig. D-1 and the final board configuration

Input

The input is a sequence of datasets. The end of the input is indicated by a line containing two zeros separated by a space. The number of datasets never exceeds 100.

Each dataset is formatted as follows.

the width(=w) and the height(=h) of the board 
First row of the board
 
... 
h-th row of the board

The width and the height of the board satisfy: 2 <= w <= 20, 1 <= h <= 20.

Each line consists of w decimal numbers delimited by a space. The number describes the status of the corresponding square.

0vacant square
1block
2start position
3goal position

The dataset for Fig. D-1 is as follows:

6 6 
1 0 0 2 1 0 
1 1 0 0 0 0 
0 0 0 0 0 3 
0 0 0 0 0 0 
1 0 0 0 0 1 
0 1 1 1 1 1

Output

For each dataset, print a line having a decimal integer indicating the minimum number of moves along a route from the start to the goal. If there are no such routes, print -1 instead. Each line should not have any character other than this number.

Sample Input
2 1
3 2
6 6
1 0 0 2 1 0
1 1 0 0 0 0
0 0 0 0 0 3
0 0 0 0 0 0
1 0 0 0 0 1
0 1 1 1 1 1
6 1
1 1 2 1 1 3
6 1
1 0 2 1 1 3
12 1
2 0 1 1 1 1 1 1 1 1 1 3
13 1
2 0 1 1 1 1 1 1 1 1 1 1 3
0 0
Sample Output
1
4
-1
4
10
-1

题意:冰壶比赛,2代表冰壶起点,3表示终点,1代表障碍物,冰壶从起点出发,每次只能往一个方向前进,只有碰到障碍物才会停止,同时碰到的障碍物会消失,这个冰壶最多走10步,如果超过这个步数就无法到达终点。


思路:深搜,每次对于一个方向搜索到障碍物,到达障碍物时将障碍物消除,从改点出发继续搜索,如果起点被障碍物包围,结束该层递归,搜索所以方案,更新记录步数的变量。

错误:第一次行和列搞反了,惯性思维坑死人啊


#include<stdio.h>
#include<string.h>
int s[50][50];
int z; 
int max=1e9,min,m,n,p,q; 
void dfs(int x,int y)
{
//	printf("x==%d  y==%d  z==%d\n",z,x,y);
	int next[5][3]={{1,0},{0,1},{-1,0},{0,-1}};
	int tx,ty,f,i;	
	if(z>=10)//超过10步不在递归
		return ;
	for(i=0;i<=3;i++)
	{
		tx=x;
		ty=y;
		f=1;
		while(f)//无限循环只走一个方向,遇到障碍物停止
		{
			tx+=next[i][0];
			ty+=next[i][1]; 
			if(tx>n||tx<1||ty>m||ty<1)
				break;
		//	printf("tx==%d  ty==%d z==%d  min=%d\n",tx,ty,z,min);
			if(tx==p&&ty==q)//该种方案时步数与其他方案步数比较,记录最小值
			{
				z++;
				if(min>z)
					min=z;
				z--; 
				return ;
			}
			else if(s[tx][ty]==1)
			{
				if(tx-next[i][0]!=x||ty-next[i][1]!=y)//判断该方向起点旁边是否为障碍物
				{
					s[tx][ty]=0;//障碍物消失
					z++;
					dfs(tx-next[i][0],ty-next[i][1]);
					s[tx][ty]=1; 
					z--;
				}
				break;
			}
		}
	}
}
int main()
{
	int i,j,k,x,y;
	while(scanf("%d%d",&m,&n),m+n!=0)
	{
		memset(s,0,sizeof(s));
		for(i=1;i<=n;i++)
		{
			for(j=1;j<=m;j++)
			{
				scanf("%d",&s[i][j]);
				if(s[i][j]==2)
				{
					x=i;
					y=j;
				}
				if(s[i][j]==3)
				{
					p=i;
					q=j; 
				}
			}
		}
	
		min=max;
		z=0;
		dfs(x,y);
		
		if(min!=max)
			printf("%d\n",min);
		else
			printf("-1\n");
	}
	return 0;
}


## 软件功能详细介绍 1. **文本片段管理**:可以添加、编辑、删除常用文本片段,方便快速调用 2. **分组管理**:支持创建多个分组,不同类型的文本片段可以分类存储 3. **热键绑定**:为每个文本片段绑定自定义热键,实现一键粘贴 4. **窗口置顶**:支持窗口置顶功能,方便在其他应用程序上直接使用 5. **自动隐藏**:可以设置自动隐藏,减少桌面占用空间 6. **数据持久化**:所有配置和文本片段会自动保存,下次启动时自动加载 ## 软件使用技巧说明 1. **快速添加文本**:在文本输入框中输入内容后,点击"添加内容"按钮即可快速添加 2. **批量管理**:可以同时编辑多个文本片段,提高管理效率 3. **热键冲突处理**:如果设置的热键与系统或其他软件冲突,会自动提示 4. **分组切换**:使用分组按钮可以快速切换不同类别的文本片段 5. **文本格式化**:支持在文本片段中使用换行符和制表符等格式 ## 软件操作方法指南 1. **启动软件**:双击"大飞哥软件自习室——快捷粘贴工具.exe"文件即可启动 2. **添加文本片段**: - 在主界面的文本输入框中输入要保存的内容 - 点击"添加内容"按钮 - 在弹出的对话框中设置热键和分组 - 点击"确定"保存 3. **使用热键粘贴**: - 确保软件处于运行状态 - 在需要粘贴的位置按下设置的热键 - 文本片段会自动粘贴到当前位置 4. **编辑文本片段**: - 选中要编辑的文本片段 - 点击"编辑"按钮 - 修改内容或热键设置 - 点击"确定"保存修改 5. **删除文本片段**: - 选中要删除的文本片段 - 点击"删除"按钮 - 在确认对话框中点击"确定"即可删除
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