Go: package main

import (
	"container/heap"
	"fmt"
	"math"
)

type Position struct {
	X int64
	Y int64
}

func (one Position) Distance(another Position) int64 {
	return int64(math.Abs(float64(one.X-another.X)) + math.Abs(float64(one.Y-another.Y)))
}

type PersonPosition struct {
	Takayuki Position
	Kazuyuki Position
}

func (one PersonPosition) Distance() int64 {
	return one.Takayuki.Distance(one.Kazuyuki)
}

type Status struct {
	Person PersonPosition
	Turn   int64
}

type PQStatus []*Status

func (pq PQStatus) Len() int {
	return len(pq)
}
func (pq PQStatus) Less(i, j int) bool {
	if pq[i].Turn == pq[j].Turn {
		return pq[i].Person.Distance() < pq[j].Person.Distance()
	}
	return pq[i].Turn < pq[j].Turn
}

func (pq PQStatus) Swap(i, j int) {
	pq[i], pq[j] = pq[j], pq[i]
}

func (pq *PQStatus) Push(x interface{}) {
	item := x.(*Status)
	*pq = append(*pq, item)
}

func (pq *PQStatus) Pop() interface{} {
	old := *pq
	n := len(old)
	item := old[n-1]
	*pq = old[0 : n-1]
	return item
}

func solve(h, w int64) {
	var tx, ty, kx, ky int64
	fmt.Scan(&tx, &ty, &kx, &ky)
	tx--
	ty--
	kx--
	ky--
	m := make([][]int64, h)
	for i := range m {
		m[i] = make([]int64, w)
		for j := int64(0); j < w; j++ {
			fmt.Scan(&m[i][j])
		}
	}
	start := &Status{Person: PersonPosition{Takayuki: Position{X: tx, Y: ty}, Kazuyuki: Position{X: kx, Y: ky}}, Turn: 0}
	pq := make(PQStatus, 0)
	heap.Init(&pq)
	heap.Push(&pq, start)
	dx := []int64{0, 1, 0, -1}
	dy := []int64{1, 0, -1, 0}
	memo := make(map[PersonPosition]struct{}, 0)
	for pq.Len() > 0 {
		now := heap.Pop(&pq).(*Status)
		if now.Person.Distance() == 0 {
			fmt.Println(now.Turn)
			return
		}
		if _, ok := memo[now.Person]; ok {
			continue
		}
		memo[now.Person] = struct{}{}
		for i := 0; i < 4; i++ {
			next := &Status{}
			*next = *now
			next.Person.Kazuyuki.X += dx[i]
			next.Person.Kazuyuki.Y += dy[i]
			if next.Person.Kazuyuki.X < 0 || next.Person.Kazuyuki.X >= w ||
				next.Person.Kazuyuki.Y < 0 || next.Person.Kazuyuki.Y >= h ||
				m[next.Person.Kazuyuki.Y][next.Person.Kazuyuki.X] == 1 {
				next.Person.Kazuyuki.X -= dx[i]
				next.Person.Kazuyuki.Y -= dy[i]
			}
			next.Person.Takayuki.X -= dx[i]
			next.Person.Takayuki.Y -= dy[i]
			if next.Person.Takayuki.X < 0 || next.Person.Takayuki.X >= w ||
				next.Person.Takayuki.Y < 0 || next.Person.Takayuki.Y >= h ||
				m[next.Person.Takayuki.Y][next.Person.Takayuki.X] == 1 {
				next.Person.Takayuki.X += dx[i]
				next.Person.Takayuki.Y += dy[i]
			}
			next.Turn += 1
			if next.Turn <= 100 {
				heap.Push(&pq, next)
			}
		}
	}
	fmt.Println("NA")
}

func main() {
	var h, w int64
	for {
		fmt.Scan(&h, &w)
		if h == 0 && w == 0 {
			break
		}
		solve(h, w)
	}
}

C++: #include <iostream>
#include <queue>
#include <map>

#define INF 100000000
#define MAX_X 1000
#define MAX_Y 1000

using namespace std;

typedef pair<pair<int,int>,pair<int,int> > P;

int d[MAX_Y][MAX_X][MAX_Y][MAX_X];

int tx,ty,kx,ky,ntx,nty,nkx,nky;
int ans;

short maze[MAX_Y][MAX_X];
int Y,X;

int dx[4]={1,0,-1,0},dy[4]={0,1,0,-1};

bool bfs(){
	queue<P> que;
	map<P,int> mat;
	que.push(make_pair(make_pair(ty,tx),make_pair(ky,kx)));
	
	mat[que.front()]=0;
	while (que.size()) {
		P p=que.front();
		que.pop();
		if (p.first.first==p.second.first&&p.first.second==p.second.second) {
			ans=d[p.first.first][p.first.second][p.second.first][p.second.second];
			return true;
		}
		if (d[p.first.first][p.first.second][p.second.first][p.second.second]>=100) {
			return false;
		}
		if (mat[que.front()]) {
			continue;
		}
		for (int i=0; i<4; i++) {
			ntx=p.first.second+dx[i],nty=p.first.first+dy[i],nkx=p.second.second+dx[i]*(-1),nky=p.second.first+dy[i]*(-1);
			int flag=2;
			if (!(0<=ntx&&ntx<X&&0<=nty&&nty<Y&&maze[nty][ntx]!=1)){
				flag-=1;
				ntx=p.first.second;
				nty=p.first.first;
			}
			if (!(0<=nkx&&nkx<X&&0<=nky&&nky<Y&&maze[nky][nkx]!=1)) {
				flag-=1;
				nkx=p.second.second;
				nky=p.second.first;
			}
			if (flag!=0) {
				que.push(P(make_pair(nty,ntx),make_pair(nky,nkx)));
				d[nty][ntx][nky][nkx]=d[p.first.first][p.first.second][p.second.first][p.second.second]+1;
			}
			mat[que.front()] = d[nty][ntx][nky][nkx];
		}
	}
	return false;
}

int main(){
	while (cin>>X>>Y&&X&&Y) {
		cin>>tx>>ty>>kx>>ky;
		tx-=1;
		ty-=1;
		kx-=1;
		ky-=1;
		for (int i=0; i<Y; i++) {
			for (int j=0; j<X; j++) {
				cin>>maze[i][j];
			}
		}
		if(bfs()){
			cout << ans <<endl;
		}
		else {
			cout << "NA" << endl;
		}
	}
}

C++: #include <iostream>
#include <queue>
#include <set>

using namespace std;
typedef pair<int, int> Point;
typedef pair<pair<Point, Point>, int> Node;
int main() {
	int x;
	int y;
	int dx[] = { 0, 1, 0, -1 };
	int dy[] = { 1, 0, -1, 0 };
	while (cin >> x >> y, x | y) {
		int sax;
		int say;
		int sbx;
		int sby;
		cin >> sax >> say >> sbx >> sby;
		sax--;
		say--;
		sbx--;
		sby--;
		int map[y][x];
		for (int i = 0; i < y; i++) {
			for (int j = 0; j < x; j++) {
				cin >> map[i][j];
			}
		}
		queue<Node> q;
		Point sa = make_pair(sax, say);
		Point sb = make_pair(sbx, sby);
		q.push(make_pair(make_pair(sa, sb), 0));
		set<pair<Point, Point> > visited;
		while (1) {
			if (q.empty()) {
				cout << "NA" << endl;
				break;
			}
			Node tmp = q.front();
			q.pop();
			pair<Point, Point> ps = tmp.first;
			int t = tmp.second;
			int size = visited.size();
			visited.insert(ps);
			if (size == visited.size()) {
				continue;
			}
			Point a = ps.first;
			Point b = ps.second;
			int ax = a.first;
			int ay = a.second;
			int bx = b.first;
			int by = b.second;
			if (t > 100) {
				cout << "NA" << endl;
				break;
			}
			if (ax == bx && ay == by) {
				cout << t << endl;
				break;
			}
			for (int i = 0; i < 4; i++) {
				int nax = ax + dx[i];
				int nay = ay + dy[i];
				int nbx = bx - dx[i];
				int nby = by - dy[i];
				if (nax < 0 || nay < 0 || nax >= x || nay >= y
						|| map[nay][nax]) {
					nax = ax;
					nay = ay;
				}
				if (nbx < 0 || nby < 0 || nbx >= x || nby >= y
						|| map[nby][nbx]) {
					nbx = bx;
					nby = by;
				}
				Point na = make_pair(nax, nay);
				Point nb = make_pair(nbx, nby);
				q.push(make_pair(make_pair(na, nb), t + 1));
			}
		}
	}
	return 0;
}