#MOLE. Whac-a-Mole

Whac-a-Mole

Map While visiting a traveling fun fair you suddenly have an urge to break the high score in the Whac-a-Mole game. The goal of the Whac-a-Mole game is to... well... whack moles. With a hammer. To make the job easier you have first consulted the fortune teller and now you know the exact appearance patterns of the moles. The moles appear out of holes occupying the n2 integer points (x, y) satisfying 0 ≤ x, y <n in="" a="" two-dimensional="" coordinate="" system.="" at="" each="" time="" step,="" some="" moles="" will="" appear="" and="" then="" disappear="" again="" before="" the="" next="" step.="" after="" but="" they="" disappear,="" you="" are="" able="" to="" move="" your="" hammer="" straight="" line="" any="" position="" (x2="" ,="" y2="" )="" that="" is="" distance="" most="" d="" from="" current="" (x1="" y1="" ).="" for="" simplicity,="" we="" assume="" yo="" can="" only="" point="" having="" integer="" coordinates.="" mole="" whacked="" if="" center="" of="" hole="" it="" appears="" out="" located="" on="" between="" an="" (including="" two="" endpoints).="" every="" earns="" point.="" when="" game="" starts,="" first="" place="" anywhere="" see="" fit.="" Input

The input consists of several test cases. Each test case starts with a line containing three integers n, d and m, where n and d are as described above, and m is the total number of moles that will appear (1 ≤ n ≤ 20, 1 ≤ d ≤ 5, and 1 ≤ m ≤ 1000). Then follow m lines, each containing three integers x, y and t giving the position and time of the appearance of a mole (0 ≤ x, y < n and 1 ≤ t ≤ 10). No two moles will appear at the same place at the same time. The input is ended with a test case where n = d = m = 0. This case should not be processed.

Output

For each test case output a single line containing a single integer, the maximum possible score achievable.

Example

Input:
4 2 6
0 0 1
3 1 3
0 1 2
0 2 2
1 0 2
2 0 2
5 4 3
0 0 1
1 2 1
2 4 1
0 0 0

Output:
4
2