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Facer is learning to swim

Time Limit: 10000/5000 MS (Java/Others)    Memory Limit: 32768/32768 K (Java/Others)
Total Submission(s): 1161    Accepted Submission(s): 288


Problem Description
Facer is addicted to a game called ¡°Tidy is learning to swim¡±. But he finds it too easy. So he develops a new game called ¡°Facer is learning to swim¡± which is more difficult and more interesting.

In the new game, a robot named ¡°Facer¡± is swimming in a pool. The pool can be considered as a vertical N¡ÁM grid. The coordinates of the top-left cell is (1,1), and the coordinates of the bottom-right cell is (N,M). Cells in the top rows are called ¡°surface cells¡±, and all other cells are called ¡°under water cells¡±.

Facer starts swimming from the top-left cell (1,1) and must arrive at the top-right cell (1,M). He has a constant horizontal speed of 1 per second, and a vertical speed of v per second. v is always integer and can be changed. If v is positive, it means Facer is moving down; and if v is negative, it means Facer is moving up. So if Facer is at cell (x,y) now , he will arrive at cell (x+v,y+1) after a second. Be careful that if x+v>N, Facer will get to cell (N,y+1) because he cannot move down anymore and of course if x+v<1, Facer will get to cell (1,y+1) because he cannot fly. Please remember that all the ¡°under water cells¡± in the right-most column are poisonous. If Facer goes into those cells, he will die.

The capacity of Facer¡¯s oxygen bottle is limited, and when Facer gets into a surface cell, the oxygen bottle is refilled automatically. Facer has to refill his oxygen bottle every K seconds, which means that during the time between two refillings, Facer can only pass at most K-1 under water cells in the horizontal direction.

In every cell, there is either a ¡°speed changing machine¡± or a ¡°money box¡± (can¡¯t be both). Every speed changing machine has a value T and every money box has a value P.

You have got enough number of devices called ¡°speedo¡±. Every speedo has a value Q which is 1 or -1. You can put your speedos in any cells, but you can put at most one speedo in a cell.

When Facer reaches a cell, the speed changing machine of value T in that cell (if there is one) will change his vertical speed by T, and the speedo of value Q in that cell (if there is one) will change his vertical speed by Q. For example, if Facer¡¯s vertical speed is v when he arrives at a cell with a speed changing machine of value T and a speedo of value Q, his vertical speed will be changed to v + T + Q immediately. There are three more things you need to know about speed changing:
1.  All speed changing machines in the surface cells can¡¯t work.
2.  When reaching a surface cell without a speedo, Facer¡¯s vertical speed becomes zero immediately; and when reaching a surface cell with a speedo of value Q, Facer¡¯s vertical speed becomes Q immediately.
3.  When reaching a bottom cell, though Facer can¡¯t go down any more, his vertical speed will NOT be changed unless there is a speedo or a speed changing machine in that cell. It¡¯s maybe sound a little bit weird but Facer really is such a weird guy.

When arriving at a cell with a money box of value P, Facer gets P dollars (In fact, if P is negative, Facer loses |P| dollars). Facer¡¯s total amount of money can be negative --- that means Facer owes some money to the pool¡¯s owner.
You task is deploying your speedos in a smart way before Facer starts swimming, so Facer can get money as much as possible when he arrives at cell (1,M). Facer¡¯s initial vertical speed is zero and if you put a speedo in the cell (1,1), it will change Facer¡¯s initial vertical speed.
 

Input
Multiple test cases, ended by a line of ¡°0 0 0¡±. For each test case:
The first line contains three integers N,M and K (1<=N<=100, 1<=M<=1000, 1<=K<=10), tells the size of the pool and Facer must refill the oxygen bottle every K seconds.
Following are N lines describing the cells by top to bottom order. Each line contains M elements, separated by blanks, telling the information about the cells of a row, by left to right order. There are only two kinds of elements:
1.  a char ¡°v¡± followed by an integer T, meaning that there is a ¡°speed changing machine¡± of value T (-20<=T<=20) in the correspondent cell.
2.  a char ¡°$¡± followed by an integer P, meaning that there is a ¡°money box¡± of value P (-1000000<=P<=1000000) in the correspondent cell.
 

Output
For each test case, output one line containing an integer representing the maximum amount of money Facer can get when he reaches cell (1,M).
 

Sample Input
5 10 3 $81 $47 $3 $0 $82 $31 $89 v0 $97 v-1 $14 $94 v1 v-1 v1 $106 v1 v0 v-1 v0 $93 $105 v-1 $219 v0 v0 v-1 v1 $225 v1 v0 $160 v1 v1 $348 $120 $240 $392 $280 $172 $305 $455 $140 v-1 $455 v0 v-1 v0 v1 $410 0 0 0
 

Sample Output
430
 

Source
 

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