OpenGl C++: problem with multiple objects rotation

I am Shazad, a beginner in openGl c++ programming . I am working on a project , which is a car parking lot Game, it is a top view of a parking lot and we are supposed to park the car with out colliding other surrounding objects. I have started with the car and have finished only 10 to 15 percent of the game ,as i am stuck with a part where i introduced other objects. I use glRotatef function to turn the car, but the problem is other objects too turn along with the car.
I have tried using push and pop matrix functions, nothing seems to work.
I will be very grateful to you all who try helping me out.
the below is my code

#include <iostream>
#include <stdlib.h> //Needed for “exit” function

//Include OpenGL header files, so that we can use OpenGL

#include <GL/glut.h>

#include<stdio.h>
void drawcar();

void keyspecial( int key, int x, int y );

GLfloat vertices[][3] = {{-0.7f, -1.0f, -5.0f},{0.7f, -1.0f, -5.0f},{0.7f, 1.0f, -5.0f},{-0.7f, 1.0f, -5.0f},{-1.2f, 2.0f, -7.0f},
{1.2f, 2.0f, -7.0f},{1.2f, -1.7f, -7.0f},{-1.2f, -1.7f, -7.0f},
{1.2f,0.0f,-7.0f},{0.7,0.0f,-5.0f},{-1.2f,0.0f,-7.0f},{-0.7,0.0f,-5.0},{-1.0f, 4.0f, -7.0f},
{-0.8f, 5.0f, -7.0f},{1.0f, 4.0f, -7.0f},{0.8f, 5.0f, -7.0f},{-1.0f, -2.1f, -7.0f},{1.0f, -2.1f, -7.0f},
{1.0f, -2.3f, -9.0f},{-1.0f, -2.3f, -9.0f},{-1.2f, -1.9f, -9.0f},{1.2f, -1.9f, -9.0f},{1.4f, 2.0f, -9.0f},{-1.4f, 2.0f, -9.0f},
{-1.2f, 4.0f, -9.0f},{1.2f, 4.0f, -9.0f},{-0.8f, 5.0f, -9.0f},{0.8f, 5.0f, -9.0f},{0.0f,0.0f,0.0f}};

//Called when a key is pressed
void handleKeypress(unsigned char key, //The key that was pressed
int x, int y) { //The current mouse coordinates
switch (key) {
case 27: //Escape key
exit(0); //Exit the program
}
}

void init()
{
glClearColor(1.0,1.0,1.0,1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); //Reset the drawing perspective
glOrtho(-25,25,-25,25,-25,25);
glMatrixMode(GL_MODELVIEW); //Switch to the drawing perspective
}
//Initializes 3D rendering
void initRendering() {

//Makes 3D drawing work when something is in front of something else
glEnable(GL_DEPTH_TEST);
}

//just a example part of background which is supposed to be stationary

void back() {

glPushMatrix();
glTranslatef(5,2,0);
glBegin(GL_LINE_LOOP);
glPointSize(5.0);
glColor3d(1,0,1);
glVertex3f(8,4,0);
glVertex3f(2,4,0);
glVertex3f(2,0,0);
glVertex3f(8,0,0);
glEnd();

glutSwapBuffers();
glFlush();
glPopMatrix();
}

//Draws the 3D scene
void drawScene() {

//Clear information from last draw
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

back();

drawcar();

}

//just a color function
void colorcar( float x,float y,float z)
{glColor3d(x,y,z);
}

//car function
void drawcar()
{

glTranslatef(0,0,0);

glBegin(GL_POLYGON); //Begin roof
colorcar(1.0,1.0,0.0);
//back glass
glVertex3fv(vertices[0]);
glVertex3fv(vertices[1]);
glVertex3fv(vertices[2]);
glVertex3fv(vertices[3]);

glEnd(); //End roof

glBegin(GL_POLYGON); //Begin front wind sheild coordinates
glColor3d(0.1, 0.5, 0.0);
//Pentagon
glVertex3fv(vertices[2]);
glVertex3fv(vertices[3]);
glVertex3fv(vertices[4]);
glVertex3fv(vertices[5]);
glEnd();

glBegin(GL_POLYGON); //Begin back wind shield
glColor3d(0.1, 0.5, 0.0);
glVertex3fv(vertices[0]);
glVertex3fv(vertices[1]);
glVertex3fv(vertices[6]);
glVertex3fv(vertices[7]);
glEnd(); //End back wind shield

glBegin(GL_POLYGON); //Begin front R window coordinates
glColor3d(0.1, 0.5, 0.0);
glVertex3fv(vertices[2]);
glVertex3fv(vertices[5]);
glVertex3fv(vertices[8]);
glVertex3fv(vertices[9]);
glEnd();

glLineWidth(5.0f);// R window line
glBegin(GL_LINES);
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[9]);
glVertex3fv(vertices[8]);
glEnd();

glBegin(GL_POLYGON); //Begin back R window coordinates
glColor3d(0.1, 0.5, 0.0);
glVertex3fv(vertices[8]);
glVertex3fv(vertices[9]);
glVertex3fv(vertices[1]);
glVertex3fv(vertices[6]);
glEnd();

glBegin(GL_POLYGON); //Begin back L window coordinates
glColor3d(0.1, 0.5, 0.0);
glVertex3fv(vertices[7]);
glVertex3fv(vertices[0]);
glVertex3fv(vertices[11]);
glVertex3fv(vertices[10]);
glEnd();

glBegin(GL_POLYGON); //Begin front L window coordinates
glColor3d(0.1, 0.5, 0.0);
glVertex3fv(vertices[10]);
glVertex3fv(vertices[11]);
glVertex3fv(vertices[3]);
glVertex3fv(vertices[4]);
glEnd();

glBegin(GL_POLYGON); //Begin front hood coordinates
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[4]);
glVertex3fv(vertices[12]);
glVertex3fv(vertices[13]);
glVertex3fv(vertices[15]);
glVertex3fv(vertices[14]);
glVertex3fv(vertices[5]);
glEnd();

glBegin(GL_POLYGON); //Begin back hood coordinates
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[7]);
glVertex3fv(vertices[16]);
glVertex3fv(vertices[17]);
glVertex3fv(vertices[6]);
glEnd();

glBegin(GL_POLYGON); //Begin back bumper coordinates
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[16]);
glVertex3fv(vertices[17]);
glVertex3fv(vertices[18]);
glVertex3fv(vertices[19]);
glEnd();

glBegin(GL_POLYGON); //Begin back Lbumper coordinates
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[16]);
glVertex3fv(vertices[19]);
glVertex3fv(vertices[20]);
glVertex3fv(vertices[7]);
glEnd();

glBegin(GL_POLYGON); //Begin back Rbumper coordinates
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[6]);
glVertex3fv(vertices[21]);
glVertex3fv(vertices[18]);
glVertex3fv(vertices[17]);
glEnd();

glBegin(GL_POLYGON); //Begin Lside skirts coordinates
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[7]);
glVertex3fv(vertices[20]);
glVertex3fv(vertices[23]);
glVertex3fv(vertices[4]);
glEnd();

glBegin(GL_POLYGON); //Begin Rside skirt coordinates
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[22]);
glVertex3fv(vertices[5]);
glVertex3fv(vertices[6]);
glVertex3fv(vertices[21]);
glEnd();

glBegin(GL_POLYGON); //Begin Lfront bumper coordinates
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[23]);
glVertex3fv(vertices[4]);
glVertex3fv(vertices[12]);
glVertex3fv(vertices[24]);
glEnd();

glBegin(GL_POLYGON); //Begin lF frnt bumper coordinates
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[24]);
glVertex3fv(vertices[12]);
glVertex3fv(vertices[13]);
glVertex3fv(vertices[26]);
glEnd();

glBegin(GL_POLYGON); //Begin R frnt bumper coordinates
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[22]);
glVertex3fv(vertices[5]);
glVertex3fv(vertices[14]);
glVertex3fv(vertices[25]);
glEnd();

glBegin(GL_POLYGON); //Begin rF frnt bumper coordinates
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[15]);
glVertex3fv(vertices[27]);
glVertex3fv(vertices[25]);
glVertex3fv(vertices[14]);
glEnd();

glLineWidth(5.0f);// L window line
glBegin(GL_LINES);
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[11]);
glVertex3fv(vertices[10]);
glEnd();

glLineWidth(5.0f);//R front window line
glBegin(GL_LINES);
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[2]);
glVertex3fv(vertices[5]);
glEnd();

glLineWidth(5.0f);//L front window line
glBegin(GL_LINES);
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[3]);
glVertex3fv(vertices[4]);
glEnd();

glLineWidth(5.0f);//L back window line
glBegin(GL_LINES);
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[0]);
glVertex3fv(vertices[7]);
glEnd();

glLineWidth(5.0f);//R back window line
glBegin(GL_LINES);
colorcar(1.0,1.0,0.0);
glVertex3fv(vertices[1]);
glVertex3fv(vertices[6]);
glEnd();

glLineWidth(2.0f);
glBegin(GL_LINE_LOOP); //Begin OUTLINE coordinates
glColor3d(0.0, 0.0, 0.0);
glVertex3fv(vertices[16]);
glVertex3fv(vertices[17]);
glVertex3fv(vertices[6]);
glVertex3fv(vertices[8]);
glVertex3fv(vertices[5]);
glVertex3fv(vertices[14]);
glVertex3fv(vertices[15]);
glVertex3fv(vertices[13]);
glVertex3fv(vertices[12]);
glVertex3fv(vertices[4]);
glVertex3fv(vertices[10]);
glVertex3fv(vertices[7]);
glVertex3fv(vertices[16]);
glVertex3fv(vertices[17]);
glEnd();

glLineWidth(2.0f);
glBegin(GL_LINE_LOOP); //Begin outer OUTLINE coordinates
glColor3d(0.0, 0.0, 0.0);
glVertex3fv(vertices[19]);
glVertex3fv(vertices[18]);
glVertex3fv(vertices[21]);
glVertex3fv(vertices[22]);
glVertex3fv(vertices[25]);
glVertex3fv(vertices[27]);
glVertex3fv(vertices[26]);
glVertex3fv(vertices[24]);
glVertex3fv(vertices[23]);
glVertex3fv(vertices[20]);
glVertex3fv(vertices[19]);
glEnd();

glutSwapBuffers();
glFlush();
}
//below functions are used by the special key function
void translator()
{
float x=vertices[28][0],y=vertices[28][1];

glTranslatef(x,y+.4,0.0);
}

void tran()
{
float x=vertices[28][0],y=vertices[28][1];

glTranslatef(-x,-y+.4,0.0);
}

void translatorb()
{
float x=vertices[28][0],y=vertices[28][1];

glTranslatef(x,y-.4,0.0);
}

void tranb()
{
float x=vertices[28][0],y=vertices[28][1];

glTranslatef(-x,-y-.4,0.0);
}

void rotaterl()
{

glRotatef(10,0,0,1);

}

void rotaterr()
{

glRotatef(-10,0,0,1);

}

//keyboard interaction to move the car
void keyspecial( GLint key, GLint x, GLint y )
{
if( key == GLUT_KEY_UP) // up
{

for(int i=0;i<29;i++)
vertices[i][1]+=.50;

}
if( key == GLUT_KEY_DOWN) // down
{
for(int i=0;i<29;i++)
vertices[i][1]-=.5;
}

//car turns left forward
if(key ==GLUT_KEY_LEFT)
{

translator() ;
rotaterl();
tran();

}
//car turns right forward
if(key ==GLUT_KEY_RIGHT)
{
translator() ;
rotaterr();
tran();

}

//car turns right backwards

if(key == GLUT_KEY_F2 )
{
translatorb() ;
rotaterl();
tranb();

}

//car turns right backwards
if(key == GLUT_KEY_F1 )
{
translatorb() ;
rotaterr();
tranb();

}

glutPostRedisplay(); // redraw everything to reflect the changes

}

int main(int argc, char** argv)
{

//Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(1400, 800); //Set the window size
glutInitWindowPosition(0,0);

//Create the window
glutCreateWindow(“car”);

//Set handler functions for drawing, keypresses, and window resizes
glutDisplayFunc(drawScene);

glutKeyboardFunc(handleKeypress);
glutSpecialFunc(keyspecial);
init();
initRendering(); //Initialize rendering
glutMainLoop(); //Start the main loop. glutMainLoop doesn’t return.
return 0; //This line is never reached
}

the vertices array is the car vertices array

I have tried using push and pop matrix functions, nothing seems to work.

Then your push and popmatrix commands are in the wrong place.
Use these two commands to preserve the current modelview matrix (aka the camera) every time you draw an object.