#include <map>
#include <set>
#include <array>
#include <cmath>
#include <deque>
#include <bitset>
#include <random>
#include <string>
#include <vector>
#include <cassert>
#include <complex>
#include <iomanip>
#include <iostream>
#include <algorithm>
#include <unordered_map>
#include <unordered_set>
using namespace std;
struct Point{
int128_t x, y;
//Point(int128_t x, int128_t y): x(x), y(y) {}
Point(int128_t x, int128_t y): x(x), y(y) {}
Point(): x(0), y(0) {}
};
Point operator+(const Point& first, const Point& second) {
return Point(first.x + second.x, first.y + second.y);
}
Point operator-(const Point& first, const Point& second) {
return Point(first.x - second.x, first.y - second.y);
}
int128_t cross(const Point& first, const Point& second) {
return first.x * second.y - first.y * second.x;
}
int128_t dot(const Point& first, const Point& second) {
return first.x * second.x + first.y * second.y;
}
int128_t sqrlen(const Point& P) {
return P.x * P.x + P.y * P.y;
}
Point operator*(const Point& A, int128_t c) {
return Point(A.x * c, A.y * c);
}
bool operator==(const Point& P, const Point& Q) {
return P.x == Q.x && P.y == Q.y;
}
void print(Point P) {
cout << int(P.x) << ' ' << int(P.y) << '\n';
}
void print(int128_t x) {
cout << int(x) << '\n';
}
int128_t r, d;
struct Circle {
Point c;
int128_t t1, t2;
Circle(Point c, int128_t t1, int128_t t2): c(c), t1(t1), t2(t2) {}
};
struct MoveCircle {
Point a, b;
int128_t t1, t2;
MoveCircle(Point a, Point b, int128_t t1, int128_t t2): a(a), b(b), t1(t1), t2(t2) {}
};
bool circles_intersect_good(Circle C1, Circle C2, int128_t d) {
int128_t t1 = max(C1.t1, C2.t1);
int128_t t2 = min(C1.t2, C2.t2);
if (t1 > t2)
return false;
return sqrlen(C1.c - C2.c) <= d;
}
struct Line {
int128_t a;
int128_t b;
int128_t c;
Line(Point A, Point B) {
a = A.y - B.y;
b = B.x - A.x;
c = -a * A.x - b * A.y;
}
int128_t at(Point P) {
return a * P.x + b * P.y + c;
}
};
int128_t sign(int128_t x) {
if (x > 0)
return 1;
if (x < 0)
return -1;
return 0;
}
int128_t abs(int128_t x) {
return x * sign(x);
}
bool point_segm_intersect_good(Point A, Point B, Point C, int128_t d) {
assert(abs(A.x) <= 1e7);
assert(abs(A.y) <= 1e7);
assert(abs(B.x) <= 1e7);
assert(abs(B.y) <= 1e7);
assert(abs(C.x) <= 1e7);
assert(abs(C.y) <= 1e7);
if (B == C) {
return sqrlen(A - B) <= d;
}
if (dot(A - B, C - B) >= 0 && dot(A - C, B - C) >= 0) {
Line l(B, C);
return l.at(A) * l.at(A) <= d * (l.a * l.a + l.b * l.b); // might overflow
}
return min(sqrlen(A - C), sqrlen(A - B)) <= d;
}
bool segm_segm_intersect_good(Point A, Point B, Point C, Point D, int128_t d) {
if (point_segm_intersect_good(A, C, D, d) || point_segm_intersect_good(B, C, D, d) || point_segm_intersect_good(C, A, B, d) || point_segm_intersect_good(D, A, B, d))
return true;
if (A == B)
return false;
if (C == D)
return false;
Line l1(A, B);
Line l2(C, D);
if (sign(l1.at(C)) * sign(l1.at(D)) <= 0 && sign(l2.at(A)) * sign(l2.at(B)) <= 0)
return true;
return false;
}
bool slider_with_circle(Circle C, MoveCircle k) {
int128_t t1 = max(C.t1, k.t1 - d);
int128_t t2 = min(C.t2, k.t2 + d);
if (t1 > t2)
return false;
return point_segm_intersect_good(C.c, k.a, k.b, 4 * r * r);
}
bool circle_moving_circle(Circle C, MoveCircle k) {
Circle kek1(k.a, k.t1 - d, k.t1);
Circle kek2(k.b, k.t2, k.t2 + d);
if (circles_intersect_good(C, kek1, 4 * r * r)) {
return true;
}
if (circles_intersect_good(C, kek2, 4 * r * r)) {
return true;
}
int128_t to_mul = k.t2 - k.t1;
Point P = C.c * to_mul;
Point delta = k.b - k.a;
Point A = k.a * to_mul;
Point B = k.b * to_mul;
int128_t t1 = max(C.t1, k.t1);
int128_t t2 = min(C.t2, k.t2);
if (t1 > t2)
return false;
A = A + delta * (t1 - k.t1);
B = B - delta * (k.t2 - t2);
return point_segm_intersect_good(P, A, B, 4 * r * r * to_mul * to_mul);
}
int main() {
ios::sync_with_stdio(false);
cin.tie(0);
cout.tie(0);
int n, rr, dd;
cin >> n >> rr >> dd;
r = rr;
d = dd;
vector<Circle> circles;
vector<MoveCircle> move_circles;
for (int i = 0; i < n; ++i) {
int t;
cin >> t;
if (t == 1) {
int x, y, t;
cin >> x >> y >> t;
circles.emplace_back(Point(x, y), t - d, t + d);
} else {
int x1, y1, x2, y2, u, v;
cin >> x1 >> y1 >> x2 >> y2 >> u >> v;
move_circles.emplace_back(Point(x1, y1), Point(x2, y2), u, v);
}
}
int ans = 0;
// circle with circle
for (int i = 0; i < circles.size(); ++i) {
for (int j = 0; j < i; ++j) {
Circle C1 = circles[i];
Circle C2 = circles[j];
if (circles_intersect_good(C1, C2, 4 * r * r))
++ans;
}
}
// circle with moving
for (Circle C : circles) {
for (MoveCircle k : move_circles) {
ans += circle_moving_circle(C, k);
}
}
// circle with slider
for (Circle C : circles) {
for (MoveCircle k : move_circles) {
ans += slider_with_circle(C, k);
}
}
// slider with slider
for (int i = 0; i < move_circles.size(); ++i) {
for (int j = 0; j < i; ++j) {
auto lol = move_circles[i];
auto kek = move_circles[j];
int128_t t1 = max(lol.t1 - d, kek.t1 - d);
int128_t t2 = min(lol.t2 + d, kek.t2 + d);
if (t1 <= t2) {
ans += segm_segm_intersect_good(lol.a, lol.b, kek.a, kek.b, 4 * r * r);
}
}
}
// slider with moving
for (auto lol : move_circles) {
for (auto kek : move_circles) {
if (slider_with_circle(Circle(kek.a, kek.t1 - d, kek.t1), lol)) {
++ans;
continue;
}
if (slider_with_circle(Circle(kek.b, kek.t2, kek.t2 + d), lol)) {
++ans;
continue;
}
int128_t to_mul = kek.t2 - kek.t1;
Point delta = kek.b - kek.a;
int128_t t1 = max(lol.t1 - d, kek.t1);
int128_t t2 = min(lol.t2 + d, kek.t2);
if (t1 > t2)
continue;
Point A = kek.a * to_mul + delta * (t1 - kek.t1);
Point B = kek.b * to_mul - delta * (kek.t2 - t2);
if (segm_segm_intersect_good(lol.a * to_mul, lol.b * to_mul, A, B, 4 * r * r * to_mul * to_mul)) {
++ans;
}
}
}
// moving with moving
for (int i = 0; i < move_circles.size(); ++i) {
for (int j = 0; j < i; ++j) {
auto lol = move_circles[i];
Circle lol1(lol.a, lol.t1 - d, lol.t1);
Circle lol2(lol.b, lol.t2, lol.t2 + d);
auto kek = move_circles[j];
Circle kek1(kek.a, kek.t1 - d, kek.t1);
Circle kek2(kek.b, kek.t2, kek.t2 + d);
if (circle_moving_circle(lol1, kek) || circle_moving_circle(lol2, kek) ||
circle_moving_circle(kek1, lol) || circle_moving_circle(kek2, lol)) {
++ans;
continue;
}
int128_t t1 = max(lol.t1, kek.t1);
int128_t t2 = min(lol.t2, kek.t2);
if (t1 > t2)
continue;
int128_t lol_t = lol.t2 - lol.t1;
int128_t kek_t = kek.t2 - kek.t1;
// up to 1e10
Point lol_a = lol.a * lol_t * kek_t;
Point lol_b = lol.b * lol_t * kek_t;
Point kek_a = kek.a * lol_t * kek_t;
Point kek_b = kek.b * lol_t * kek_t;
// up to 1e7
Point move_lol = (lol.b - lol.a) * kek_t;
Point move_kek = (kek.b - kek.a) * lol_t;
Point real_st = (lol_a + move_lol * (t1 - lol.t1)) - (kek_a + move_kek * (t1 - kek.t1));
Point real_move = move_lol - move_kek;
// up to 2e14
int128_t a = sqrlen(real_move);
// up to 4e17
int128_t b = 2 * real_move.x * real_st.x + 2 * real_move.y * real_st.y;
// up to 2e20
int128_t c = sqrlen(real_st);
int128_t mxt = t2 - t1;
int128_t need = 4 * r * r * kek_t * kek_t * lol_t * lol_t;
if (c <= need || a * mxt * mxt + b * mxt + c <= need) {
++ans;
continue;
}
// min is in the (-b/(2a))
if (b >= 0)
continue;
if (-b >= 2 * a * mxt)
continue;
// b^2/(4a) >= c - need
if (b * b / (4 * a) >= c - need) {
++ans;
}
}
}
cout << ans << '\n';
return 0;
}