text: //for getting collor of player
  void get_colour(int owner){
  if(owner==-1)
  glColor3f(0,0,0);
  else if(owner==0)
  glColor3f(1,0,0);
  else if(owner==1)
  glColor3f(0,1,0);
  else if(owner==2)
  glColor3f(0,0,1);
  else if(owner==3)
  glColor3f(1,1,0);
  else if(owner==4)
  glColor3f(1,0,1);
  else if(owner==5)
  glColor3f(0,1,1);
  
  }
  
  
  class country_func{
        public:
  
        int arm;
        float val;
        std::vector<int > neb;
  
  country_func(){};
  
  
  
        };
  
  //////////////////////////////////////////////////////////////////////////////
  class country:public country_func
  {
  public:
  
  int x,y,owner;
  float worth;
  country():x(0),y(0),owner(-1),worth(0){};
  
  void setcoord(int p,int q)
  {x=p,y=q;
  arm=0;}
  
  void draw()
  {
  glColor3f(0,0,0);
  glPointSize(5);
  glBegin(GL_LINES);
  glVertex3f(x,y,-1);
  glVertex3f(x,y+20,-1);
  glEnd();
  
  get_colour(owner);
  glBegin(GL_QUADS);
  glVertex3f(x,y+40,-1);
  glVertex3f(x+30,y+40,1);
  glVertex3f(x+30,y+20,-1);
  glVertex3f(x,y+20,-1);
  glEnd();
  
  glColor3f(1,1,1);
  glRasterPos3f(x+5,y+27,-1);
  char p[3];
  itoa(arm,p,10);
  if(p[1]=='\0')
  glRasterPos3f(x+10,y+27,-1);
  for(int i=0;p[i]!='\0';++i)
  glutBitmapCharacter(GLUT_BITMAP_9_BY_15,p[i]);
  glColor3f(1,1,1);
  
  }
  };
  
  //////////////////////////////////////////////
  
  //////////////////////////////////////////////////////scroll
  class moving
  {
  
  int par,nx,val;
  public:
  moving(int p):par(p-2),nx(365),val(1){};
  int movescrolldraw(int mx,int my,int rx,int tid)
  {
  glEnable(GL_TEXTURE_2D);
  glColor4f(1,1,1,0.95);
  glBindTexture(GL_TEXTURE_2D,tid);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  glBegin(GL_QUADS);
  glTexCoord2f(0,0);
  glVertex3f(300,250,0);
  glTexCoord2f(1,0);
  glVertex3f(556,250,0);
  glTexCoord2f(1,1);
  glVertex3f(556,378,0);
  glTexCoord2f(0,1);
  glVertex3f(300,378,0);
  glEnd();
  /////cancel
  nx=rx;
  if(rx<365)
  nx=365;
  if(rx>465)
  nx=465;
   glColor3f(1,1,0);
  
          glBegin(GL_QUADS);
         glVertex3f(nx,318,0);
           glVertex3f(nx+20,318,0);
            glVertex3f(nx+20,338,0);
             glVertex3f(nx,338,0);
          glEnd();
     
  val=par*((nx-365)/100.0)+1;
  
  glColor4f(1,1,1,0.8);
  glRasterPos2f(410,290);
  char p[3];
  itoa(val,p,10);
  if(p[1]=='\0')
  glRasterPos2f(410+5,290);
  for(int i=0;p[i]!='\0';++i)
  glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18,p[i]);
  
  if(((mx-345)*(mx-354))/(25*25)+((my-270)*(my-270))/(15*15)-1<0)
  {
      glColor4f(1,1,1,0.2);
      glBegin(GL_POLYGON);
      for(float i=0;i<6.28;i=i+0.3)
      {
          glVertex3f(345+25*cos(i),270+15*sin(i),0);
  		
      }
  
      glEnd();
      val=1;
      return -1;
  
  
  }
  if(((mx-510)*(mx-510))/(25*25)+((my-270)*(my-270))/(15*15)-1<0)
  {
      glColor4f(1,1,1,0.2);
      glBegin(GL_POLYGON);
      for(float i=0;i<6.28;i=i+0.3)
      {
          glVertex3f(500+25*cos(i),270+15*sin(i),0);
      }
  
      glEnd();
      return val;
  
  
  }
  return 0;
  }
  
  };
  
  ///////////////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////////////////////
  ///////////////////////dice;
  
              class dice{int r;
  
      public:
             dice()
             {
  r=60;
             }
            int  draw()
             {
              char  tid[6][50]={"texture/one.bmp","texture/two.bmp","texture/three.bmp","texture/four.bmp","texture/five.bmp","texture/six.bmp"};
             srand(time(0));
             //int val=rand()%6;
             GLuint t=load(tid[r/10-1]);
             glEnable(GL_TEXTURE_2D);
             glBindTexture(GL_TEXTURE_2D,t);
             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
             glBegin(GL_QUADS);
  
  glTexCoord2f(1,0);
  glVertex3f(100,10,0);
  glTexCoord2f(1,1);
  glVertex3f(100,110,0);
  glTexCoord2f(0,1);
  glVertex3f(0,110,0);
  glTexCoord2f(0,0);
   glVertex3f(0,10,0);
  glEnd();
  glDisable(GL_TEXTURE_2D);
  
  
  if(r--<=0)
  r=60;
             //return r+1;
             }
  };
  