Cannonball
시간 제한2초메모리 제한1024 MB
위치 S에서 파워 1로 오른쪽으로 출발해 점프 패드(파워를 높이고 방향을 뒤집음)와 타겟 위를 튕기며 선을 벗어나거나 영원히 반복되기 전에 부순 타겟의 수를 구한다.
문제
Bessie has mastered the art of turning into a cannonball and bouncing along a number line of length with locations numbered from left to right. She starts at some integer location bouncing to the right with a starting power of . If Bessie has power , her next bounce will be at a distance forward from her current location.
Every integer location from to is either a target or a jump pad. Each target and jump pad has an integer value in the range to inclusive. A jump pad with a value of increases Bessie's power by and reverses her direction. A target with a value of will be broken if landed on with a power of at least . Landing on a target does not change Bessie's power or direction. A target that is broken will remain broken and Bessie can still bounce on it, also without changing power or direction.
If Bessie bounces for an infinite amount of time or until she leaves the number line, how many targets will she break?
If Bessie starts on a target that she can break, she will immediately do so. Similarly, if Bessie starts on a jump pad, the pad's effects will be applied before her first jump.
입력
The first line of the input contains and , where is the length of the number line and is Bessie's starting location.
The next lines describe each of the locations. The th of these lines contains integers and , where if location is a jump pad and if location is a target, and where is the value of location .
출력
Output one number representing the number of targets that will be broken.