Go: package main

import (
	"bufio"
	"fmt"
	"os"
	"strconv"
	"strings"
)

var (
	sc = bufio.NewScanner(os.Stdin)
)

type Point struct {
	X, Y int
}

type Gem struct {
	ID int
	Point
}

type Map struct {
	Current       *Point
	Gems          map[int]*Gem
	CollectedGems map[int]*Gem
}

func (m *Map) Move(dir string, l int) {
	switch {
	case dir == "N" || dir == "S":
		a := 1
		if dir == "S" {
			a = -1
		}
		for i := 0; i < l; i++ {
			m.Current.Y += a
			for _, g := range m.Gems {
				m.TryToTakeGem(g)
			}
		}
	case dir == "E" || dir == "W":
		a := 1
		if dir == "W" {
			a = -1
		}
		for i := 0; i < l; i++ {
			m.Current.X += a
			for _, g := range m.Gems {
				m.TryToTakeGem(g)
			}
		}
	}
}

func (m *Map) HasCompleted() bool {
	return len(m.Gems) == 0
}

func (m *Map) TryToTakeGem(g *Gem) {
	if m.Current.X == g.X && m.Current.Y == g.Y {
		m.CollectedGems[g.ID] = g
		delete(m.Gems, g.ID)
	}
}

func main() {
	for sc.Scan() {
		n, _ := strconv.Atoi(sc.Text())
		if n == 0 {
			break
		}
		m := &Map{
			Current:       &Point{X: 10, Y: 10},
			Gems:          map[int]*Gem{},
			CollectedGems: map[int]*Gem{},
		}
		for i := 0; i < n; i++ {
			sc.Scan()
			chunks := strings.Split(sc.Text(), " ")
			x, _ := strconv.Atoi(chunks[0])
			y, _ := strconv.Atoi(chunks[1])
			m.Gems[i+1] = &Gem{ID: i + 1, Point: Point{X: x, Y: y}}
		}
		sc.Scan()
		opCnt, _ := strconv.Atoi(sc.Text())
		for i := 0; i < opCnt; i++ {
			sc.Scan()
			chunks := strings.Split(sc.Text(), " ")
			dir := chunks[0]
			v, _ := strconv.Atoi(chunks[1])
			m.Move(dir, v)
		}
		msg := "No"
		if m.HasCompleted() {
			msg = "Yes"
		}
		fmt.Println(msg)
	}
}

C++: #pragma GCC optimize("Ofast")
#include <bits/stdc++.h>
using namespace std;
typedef long long ll;
//#define EPS (1e-7)
#define INF (1e9)
#define rep(i, n) for(int i = 0; i < (int)(n); i++)
#define all(x) x.begin(),x.end()
#define pii pair<int, int>
#define pll pair<long long, long long>
const double PI = acos(-1);
const ll MOD = 1000000007;
// const ll MOD = 998244353;
template<class T>
inline bool chmax(T &a, T b) {
    if(a < b) {
        a = b;
        return true;
    }
    return false;
}
 
template<class T>
inline bool chmin(T &a, T b) {
    if(a > b) {
        a = b;
        return true;
    }
    return false;
}
///////////////////////////////////////////////////////////////

int main() {
    ios::sync_with_stdio(false); cin.tie(nullptr);
    const vector<char> ch = {'N','E','W','S'};
    const vector<int> dy = {1,0,0,-1};
    const vector<int> dx = {0,1,-1,0};
    while (1) {
        int N; cin >> N;
        if (N == 0) break;
        vector<vector<bool>> field(21, vector<bool>(21));
        rep(i,N) {
            int x,y; cin >> x >> y;
            field[y][x] = true;
        }
        int x = 10;
        int y = 10;
        field[y][x] = false;
        int M; cin >> M;
        rep(i,M) {
            char c; cin >> c;
            rep(j,4) {
                if (c != ch[j]) continue;
                int k; cin >> k;
                while (k) {
                    y += dy[j];
                    x += dx[j];
                    field[y][x] = false;
                    k--;
                }
            }
        }
        bool ok = true;
        rep(i,21) {
            rep(j,21) {
                if (field[i][j]) ok = false;
            }
        }

        cout << (ok ? "Yes" : "No") << endl;
    }
}

C++: #pragma warning( disable : 4996 )
#include <stdio.h>
#include <map>
#include <vector>

typedef unsigned int DWORD;		//DWORD

//２次元ベクトルクラス
class Vector2{

public:

	Vector2(){

		x = y = 0;

	}

	Vector2( int _x , int _y ){

		x = _x;
		y = _y;

	}

	int x;
	int y;

	Vector2 operator +( Vector2 &_Arg ){

		Vector2 ret;
		
		ret.x = x + _Arg.x;
		ret.y = y + _Arg.y;

		return ret;

	}

	void operator +=( Vector2 &_Arg ){

		x += _Arg.x;
		y += _Arg.y;

	}

	Vector2 operator *( int &_Arg ){

		Vector2 ret( x * _Arg , y * _Arg );

		return ret;

	}

	void operator *=( int &_Arg ){

		x *= _Arg;
		y *= _Arg;

	}

	bool operator ==( Vector2 &_Arg ){

		return ( x == _Arg.x && y == _Arg.y );

	}

	bool operator !=( Vector2 &_Arg ){

		return ( x != _Arg.x || y != _Arg.y );

	}

	static Vector2 Normalize( Vector2 _Vec ){

		Vector2 ret;

		if( _Vec.x > 0 ) ret.x = 1;
		else if( _Vec.x < 0 ) ret.x = -1;
		else ret.x = 0;

		if( _Vec.y > 0 ) ret.y = 1;
		else if( _Vec.y < 0 ) ret.y = -1;
		else ret.y = 0;

		return ret;

	}			//正規化

};

//ワールド情報クラス
class World{

public:

	World(){

		for( int i = 0 ; i < Width ; i++ ){

			for( int j = 0 ; j < Height ; j++ ){

				m_ItemFlag[i][j] = false;

			}

		}

	}		//コンストラクタ

	bool IsInArea( Vector2 _Pos ){

		return ( _Pos.x >= 0 && _Pos.x < Width && _Pos.y >= 0 && _Pos.y < Height );

	}			//範囲内か？
	
	bool IsInArea( int _x , int _y ){

		return ( _x >= 0 && _x < Width && _y >= 0 && _y < Height );

	}			//範囲内か？

	void SetItem( Vector2 _Pos ){

		m_ItemFlag[_Pos.x][_Pos.y] = true;

	}			//アイテムをセット
	
	void SetItem( DWORD _x , DWORD _y ){

		m_ItemFlag[_x][_y] = true;

	}			//アイテムをセット

	bool GetItem( Vector2 _Pos ){

		if( IsInArea( _Pos ) && m_ItemFlag[_Pos.x][_Pos.y] ){

			m_ItemFlag[_Pos.x][_Pos.y] = false;
			return true;

		}

		return false;

	}		//指定した座標にあるアイテムを取得
	bool GetItem( DWORD _x , DWORD _y ){

		if( IsInArea( _x , _y ) && m_ItemFlag[_x][_y] ){

			m_ItemFlag[_x][_y] = false;
			return true;

		}

		return false;

	}		//指定した座標にあるアイテムを取得

	DWORD GetItemsPosToPos( Vector2 _Start , Vector2 _MoveVec ){

		DWORD ret = 0;

		Vector2 LoopEnd( 0 , 0 );

		while( _MoveVec != LoopEnd ){

			Vector2 Move = Vector2::Normalize( _MoveVec );

			if( GetItem( _Start + Move ) ) ret++;

			if( _MoveVec.x > 0 ) _MoveVec.x--;
			else if( _MoveVec.x < 0 ) _MoveVec.x++;
			if( _MoveVec.y > 0 ) _MoveVec.y--;
			else if( _MoveVec.y < 0 ) _MoveVec.y++;

		}

		return ret;

	}		//_Startから_MoveVec移動した場合に取得できる

	enum {

		Width = 20 ,	//幅
		Height = 20		//高さ

	};

	DWORD GetItemNum(){

		DWORD ret = 0;

		for( int i = 0 ; i < Width ; i++ ){

			for( int j = 0 ; j < Height ; j++ ){

				if( m_ItemFlag[i][j] ) ret++;

			}

		}

		return ret;

	}			//ワールド上に落ちている残りアイテム数を取得

private:

	bool m_ItemFlag[Width][Height];		//アイテムフラグ

};

int main(){

	std::map< char , Vector2 > MoveMap;		//移動方向
	std::vector< bool > ClearFlag;			//クリアフラグ
	MoveMap['N'] = Vector2( 0 , 1 );
	MoveMap['E'] = Vector2( 1 , 0 );
	MoveMap['S'] = Vector2( 0 , -1 );
	MoveMap['W'] = Vector2( -1 , 0 );

	while( true ){

		DWORD n;
		World w;
		scanf( "%d" , &n );

		if( n == 0 ) break;

		for( DWORD i = 0 ; i < n ; i++ ){

			Vector2 ItemPos;
			scanf( "%d %d" , &ItemPos.x , &ItemPos.y );
			w.SetItem( ItemPos );

		}

		DWORD m;
		scanf( "%d" , &m );

		Vector2 Position( 10 , 10 );

		for( DWORD i = 0 ; i < m ; i++ ){

			char c , Dummy;
			int v;
			scanf( "%c%c %d" , &Dummy , &c , &v );

			Vector2 MoveVec = MoveMap[c] * v;
			
			w.GetItemsPosToPos( Position , MoveVec );
			//Position += MoveVec;

		}

		//ClearFlag.push_back( w.GetItemNum() == 0 );

	}

	for( DWORD i = 0 ; i < ClearFlag.size() ; i++ ){

		if( ClearFlag[i] ) printf( "Yes\n" );
		else printf( "No\n" );

	}

	return 0;

}

C++: #include<iostream>
using namespace std;
int main(){
  int M,l,b;
  int x,y;
  char d;
  while(cin>>b){
    int a[21][21]={};
    if(b==0)break;

    for(int i=0;i<b;i++){
      cin>>x>>y;
      a[y][x]=1;
    }

    cin>>M;

    x=10;
    y=10;

    for(int i=0;i<M;i++){
      cin>>d>>l;
      
      for(int j=0;j<l;j++){	
	if(d=='N') y++;
	else if(d=='E')x++;
	else if(d=='S')y--;
	else x--;

	if(a[y][x]==1) b--;
	a[y][x]=0;
      }
    }
    if(b==0)cout<<"Yes"<<endl;
    else cout<<"No"<<endl;
  }

  return 0;
}