Go: package main

import (
	"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)
	pq.Push(start)
	dx := []int64{0, 1, 0, -1}
	dy := []int64{1, 0, -1, 0}
	memo := make(map[PersonPosition]int64, 0)
	ans := int64(101)
	for pq.Len() > 0 {
		//now := heap.Pop(&pq).(*Status)
		now := pq.Pop().(*Status)
		if now.Person.Distance() == 0 && ans > now.Turn {
			ans = now.Turn
		}
		if v, ok := memo[now.Person]; ok && v <= now.Turn {
			continue
		}
		if ans<=now.Turn {
			continue
		}
		memo[now.Person] = now.Turn
		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)
				pq.Push(next)
			}
		}
	}
	if ans == 101 {
		fmt.Println("NA")
	} else {
		fmt.Println(ans)
	}
}

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

C++: #include <iostream>
#include <vector>
#include <utility>
#include <queue>
#include <set>
using namespace std;

const int needleX[4] = {-1, 0, 1, 0};
const int needleY[4] = {0, -1, 0, 1};

pair<int, int> newPoint(pair<int, int>& nowPoint, int i, vector<vector<bool> >& depart, bool takayuki){
  pair<int, int> result;
  result.first = nowPoint.first + (needleX[i] * (takayuki ? 1 : -1));
  result.second = nowPoint.second + (needleY[i] * (takayuki ? 1 : -1));
  if(!depart[result.first][result.second]){ result = nowPoint; }
  return result;
}

int main(void){
  while(true){
    int w, h;
    cin >> w >> h;
    if(w == 0 && h == 0){ break; }
    pair<int, int> takayuki, kazuyuki;
    cin >> takayuki.first >> takayuki.second;
    cin >> kazuyuki.first >> kazuyuki.second;

    int input;
    vector<vector<bool> > depart(h + 2, vector<bool>(w + 2, false));
    for(int i = 1; i <= h; i++){
      for(int j = 1; j <= w; j++){
        cin >> input;
        if(input == 0){ depart[i][j] = true; }
      }
    }

    int ans = -1;
    set<pair<pair<int, int>, pair<int, int> > > used;
    queue<pair<int, pair<pair<int, int>, pair<int, int> > > > wait;
    used.insert(make_pair(takayuki, kazuyuki));
    wait.push(make_pair(0, make_pair(takayuki, kazuyuki)));
    while(!wait.empty()){
      int cost = wait.front().first;
      pair<int, int> t = wait.front().second.first;
      pair<int, int> k = wait.front().second.second;
      wait.pop();
      
      if(t == k){
        ans = cost;
        break;
      }

      for(int i = 0; i < 4; i++){
        pair<int, int> newt = newPoint(t, i, depart, true);
        pair<int, int> newk = newPoint(k, i, depart, false);
        if(used.count(make_pair(newt, newk)) == 0){
          used.insert(make_pair(newt, newk));
          wait.push(make_pair(cost + 1, make_pair(newt, newk)));
        }
      }
    }
    
    if(ans == -1){ cout << "NA" << endl; }
    else{ cout << ans << endl; }
  }
  
  return 0;
}

C++: #include <iostream>
#include <queue>
using namespace std;

struct state{ int lx,ly,rx,ry; };

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

int main(){
	int h,w;
	while(cin >> w >> h,w){
		int ax,ay,bx,by,mi = 101;
		bool used[50][50][50][50] = {},field[50][50];
		cin >> ax >> ay >> bx >> by; ax--;ay--;bx--;by--;
		for(int i = 0;i < h;i++){
			for(int j = 0;j < w;j++) cin >> field[i][j];
		}
		queue<state> que;
		que.push({ax,ay,bx,by});
		used[ax][ay][bx][by] = true;
		for(int i = 0;i < 100;i++){
			int siz = que.size();
			if(!siz) break;
			for(int j = 0;j < siz;j++){
				state s = que.front();que.pop();
				if(s.lx == s.rx && s.ly == s.ry) mi = min(i,mi);
				for(int k = 0;k < 4;k++){
					int nlx = s.lx + dx[k],nly = s.ly + dy[k],nrx = s.rx + dx[(k + 2) % 4],nry = s.ry + dy[(k + 2) % 4];
					bool move = false;
					if(nlx >= 0 && nlx < h && nly >= 0 && nly < w && !field[nlx][nly]) move = true;
					else{
						nlx = s.lx;
						nly = s.ly;
					}
					if(nrx >= 0 && nrx < h && nry >= 0 && nry < w && !field[nrx][nry]) move = true;
					else{
						nrx = s.rx;
						nry = s.ry;
					}
					if(move && !used[nlx][nly][nrx][nry]){
						used[nlx][nly][nrx][nry] = true;
						que.push({nlx,nly,nrx,nry});
					}
				}
			}
		}
		if(mi == 101) cout << "NA" << endl;
		else cout << mi << endl;
	}
	return 0;
}