This submission is migrated from previous version of oj.uz, which used different machine for grading. This submission may have different result if resubmitted.
#include "rainbow.h"
#include <bits/stdc++.h>
using namespace std;
struct BIT {
set<pair<int, int>> S;
vector<unordered_map<int, int>> bit;
int R, C;
void init(int _R, int _C) {
R = _R;
C = _C;
bit.resize(R + 1);
}
void add(int x, int y) {
if (x < 1 || x > R || y < 1 || y > C || S.find({x, y}) != S.end()) {
return;
}
S.insert({x, y});
}
void update(int x, int y) {
for (int i = x; i <= R; i += i & (-i)) {
for (int j = y; j <= C; j += j & (-j)) {
bit[i][j]++;
}
}
}
void build() {
for (auto p: S) {
int x = p.first;
int y = p.second;
update(x, y);
}
}
int get(int x, int y) {
int res = 0;
for (int i = x; i > 0; i -= i & (-i)) {
for (int j = y; j > 0; j -= j & (-j)) {
auto it = bit[i].find(j);
if (it != bit[i].end()) {
res += it->second;
}
}
}
return res;
}
long long get(int lx, int ly, int rx, int ry) {
return 1LL * (rx - lx + 1) * (ry - ly + 1) - get(rx, ry) + get(rx, ly - 1) + get(lx - 1, ry) - get(lx - 1, ly - 1);
}
} V, row_E, col_E, F;
int max_X, min_X, max_Y, min_Y;
void add(int cx, int cy) {
max_X = max(max_X, cx);
min_X = min(min_X, cx);
max_Y = max(max_Y, cy);
min_Y = min(min_Y, cy);
V.add(cx, cy);
row_E.add(cx - 1, cy);
row_E.add(cx, cy);
col_E.add(cx, cy - 1);
col_E.add(cx, cy);
F.add(cx - 1, cy - 1);
F.add(cx - 1, cy);
F.add(cx, cy - 1);
F.add(cx, cy);
}
void init(int R, int C, int cx, int cy, int M, char *S) {
V.init(R, C);
row_E.init(R, C);
col_E.init(R, C);
F.init(R, C);
max_X = cx;
min_X = cx;
max_Y = cy;
min_Y = cy;
add(cx, cy);
for (int i = 0; i < M; i++) {
if (S[i] == 'N') {
cx--;
}
if (S[i] == 'E') {
cy++;
}
if (S[i] == 'S') {
cx++;
}
if (S[i] == 'W') {
cy--;
}
add(cx, cy);
}
V.build();
row_E.build();
col_E.build();
F.build();
}
int colour(int lx, int ly, int rx, int ry) {
return V.get(lx, ly, rx, ry) - row_E.get(lx, ly, rx - 1, ry) - col_E.get(lx, ly, rx, ry - 1) + F.get(lx, ly, rx - 1, ry - 1) + (lx < min_X && max_X < rx && ly < min_Y && max_Y < ry);
}
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