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[Freeciv-Dev] (PR#13790) rename notify_player_ex
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[Freeciv-Dev] (PR#13790) rename notify_player_ex

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Subject: [Freeciv-Dev] (PR#13790) rename notify_player_ex
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 26 Aug 2005 12:47:08 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13790 >

This patch renames notify_player_ex as notify_player.  It is strictly 
search-and-replace.

P.S.  What does ex mean?  extended?

-jason

Index: ai/aicity.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aicity.c,v
retrieving revision 1.238
diff -p -u -r1.238 aicity.c
--- ai/aicity.c 22 Aug 2005 21:15:49 -0000      1.238
+++ ai/aicity.c 26 Aug 2005 19:44:49 -0000
@@ -986,7 +986,7 @@ static void ai_city_choose_build(struct 
     if (!pcity->production.is_unit && is_great_wonder(pcity->production.value) 
        && (is_unit_choice_type(pcity->ai.choice.type) 
            || pcity->ai.choice.choice != pcity->production.value))
-      notify_player_ex(NULL, pcity->tile, E_WONDER_STOPPED,
+      notify_player(NULL, pcity->tile, E_WONDER_STOPPED,
                       _("The %s have stopped building The %s in %s."),
                       get_nation_name_plural(pplayer->nation),
                       get_impr_name_ex(pcity, pcity->production.value),
@@ -997,7 +997,7 @@ static void ai_city_choose_build(struct 
        && (pcity->production.is_unit 
            || pcity->production.value != pcity->ai.choice.choice)) {
       if (is_great_wonder(pcity->ai.choice.choice)) {
-       notify_player_ex(NULL, pcity->tile, E_WONDER_STARTED,
+       notify_player(NULL, pcity->tile, E_WONDER_STARTED,
                         _("The %s have started building The %s in %s."),
                         get_nation_name_plural(city_owner(pcity)->nation),
                         get_impr_name_ex(pcity, pcity->ai.choice.choice),
@@ -1318,7 +1318,7 @@ static void ai_sell_obsolete_buildings(s
        && (is_building_replaced(pcity, i)
           || building_unwanted(city_owner(pcity), i))) {
       do_sell_building(pplayer, pcity, i);
-      notify_player_ex(pplayer, pcity->tile, E_IMP_SOLD,
+      notify_player(pplayer, pcity->tile, E_IMP_SOLD,
                       _("%s is selling %s (not needed) for %d."), 
                       pcity->name, get_improvement_name(i), 
                       impr_sell_gold(i));
Index: server/barbarian.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/barbarian.c,v
retrieving revision 1.100
diff -p -u -r1.100 barbarian.c
--- server/barbarian.c  22 Aug 2005 20:46:00 -0000      1.100
+++ server/barbarian.c  26 Aug 2005 19:44:50 -0000
@@ -180,7 +180,7 @@ static struct player *create_barbarian_p
 
   freelog(LOG_VERBOSE, "Created barbarian %s, player %d",
           barbarians->name, barbarians->player_no);
-  notify_player_ex(NULL, NULL, E_UPRISING,
+  notify_player(NULL, NULL, E_UPRISING,
                    _("Barbarians gain a leader by the name %s.  Dangerous "
                      "times may lie ahead."), barbarians->name);
   gamelog(GAMELOG_PLAYER, barbarians);
@@ -468,11 +468,11 @@ static void try_summon_barbarians(void)
 
   /* There should probably be a different message about Sea Raiders */
   if (is_land_barbarian(barbarians)) {
-    notify_player_ex(victim, utile, E_UPRISING,
+    notify_player(victim, utile, E_UPRISING,
                     _("Native unrest near %s led by %s."), pc->name,
                     barbarians->name);
   } else if (map_is_known_and_seen(utile, victim)) {
-    notify_player_ex(victim, utile, E_UPRISING,
+    notify_player(victim, utile, E_UPRISING,
                     _("Sea raiders seen near %s!"), pc->name);
   }
 }
Index: server/cityhand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/cityhand.c,v
retrieving revision 1.154
diff -p -u -r1.154 cityhand.c
--- server/cityhand.c   25 Aug 2005 19:12:23 -0000      1.154
+++ server/cityhand.c   26 Aug 2005 19:44:50 -0000
@@ -113,7 +113,7 @@ void handle_city_make_specialist(struct 
     city_refresh(pcity);
     sync_cities();
   } else {
-    notify_player_ex(pplayer, pcity->tile, E_BAD_COMMAND,
+    notify_player(pplayer, pcity->tile, E_BAD_COMMAND,
                     _("You don't have a worker here.")); 
   }
   sanity_check_city(pcity);
@@ -170,7 +170,7 @@ void really_handle_city_sell(struct play
                             Impr_type_id id)
 {  
   if (pcity->did_sell) {
-    notify_player_ex(pplayer, pcity->tile, E_BAD_COMMAND, 
+    notify_player(pplayer, pcity->tile, E_BAD_COMMAND, 
                  _("You have already sold something here this turn."));
     return;
   }
@@ -179,7 +179,7 @@ void really_handle_city_sell(struct play
     return;
 
   pcity->did_sell=TRUE;
-  notify_player_ex(pplayer, pcity->tile, E_IMP_SOLD,
+  notify_player(pplayer, pcity->tile, E_IMP_SOLD,
                   _("You sell %s in %s for %d gold."), 
                   get_improvement_name(id), pcity->name,
                   impr_sell_gold(id));
@@ -218,27 +218,27 @@ void really_handle_city_buy(struct playe
   assert(pcity && player_owns_city(pplayer, pcity));
  
   if (pcity->turn_founded == game.info.turn) {
-    notify_player_ex(pplayer, pcity->tile, E_BAD_COMMAND,
+    notify_player(pplayer, pcity->tile, E_BAD_COMMAND,
                  _("Cannot buy in city created this turn."));
     return;
   }
 
   if (pcity->did_buy) {
-    notify_player_ex(pplayer, pcity->tile, E_BAD_COMMAND,
+    notify_player(pplayer, pcity->tile, E_BAD_COMMAND,
                  _("You have already bought this turn."));
     return;
   }
 
   if (get_current_construction_bonus(pcity, EFT_PROD_TO_GOLD) > 0) {
     assert(!pcity->production.is_unit);
-    notify_player_ex(pplayer, pcity->tile, E_BAD_COMMAND,
+    notify_player(pplayer, pcity->tile, E_BAD_COMMAND,
                      _("You don't buy %s!"),
                     get_improvement_name(pcity->production.value));
     return;
   }
 
   if (pcity->production.is_unit && pcity->anarchy != 0) {
-    notify_player_ex(pplayer, pcity->tile, E_BAD_COMMAND, 
+    notify_player(pplayer, pcity->tile, E_BAD_COMMAND, 
                     _("Can't buy units when city is in disorder."));
     return;
   }
@@ -257,7 +257,7 @@ void really_handle_city_buy(struct playe
   if (cost > pplayer->economic.gold) {
     /* In case something changed while player tried to buy, or player 
      * tried to cheat! */
-    notify_player_ex(pplayer, pcity->tile, E_BAD_COMMAND,
+    notify_player(pplayer, pcity->tile, E_BAD_COMMAND,
                     _("%d gold required.  You only have %d gold."), cost,
                      pplayer->economic.gold);
     return;
@@ -358,7 +358,7 @@ void handle_city_change(struct player *p
    if (!is_build_id_unit_id && !can_build_improvement(pcity, build_id))
      return;
   if (pcity->did_buy && pcity->shield_stock > 0) {
-    notify_player_ex(pplayer, pcity->tile, E_BAD_COMMAND,
+    notify_player(pplayer, pcity->tile, E_BAD_COMMAND,
                     _("You have bought this turn, can't change."));
     return;
   }
@@ -383,7 +383,7 @@ void handle_city_rename(struct player *p
   }
 
   if (!is_allowed_city_name(pplayer, name, message, sizeof(message))) {
-    notify_player_ex(pplayer, pcity->tile, E_BAD_COMMAND,
+    notify_player(pplayer, pcity->tile, E_BAD_COMMAND,
                     _("%s"),  message);
     return;
   }
Index: server/citytools.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/citytools.c,v
retrieving revision 1.344
diff -p -u -r1.344 citytools.c
--- server/citytools.c  26 Aug 2005 19:40:26 -0000      1.344
+++ server/citytools.c  26 Aug 2005 19:44:50 -0000
@@ -610,7 +610,7 @@ void transfer_city_units(struct player *
              unit_owner(vunit)->name, unit_name(vunit->type),
              vunit->tile->x, vunit->tile->y, pcity->name);
       if (verbose) {
-       notify_player_ex(unit_owner(vunit), vunit->tile,
+       notify_player(unit_owner(vunit), vunit->tile,
                         E_UNIT_LOST,
                         _("%s lost along with control of %s."),
                         unit_name(vunit->type), pcity->name);
@@ -802,7 +802,7 @@ void transfer_city(struct player *ptaker
       && city_list_find_name(ptaker->cities, pcity->name)) {
     sz_strlcpy(pcity->name,
               city_name_suggestion(ptaker, pcity->tile));
-    notify_player_ex(ptaker, pcity->tile, E_BAD_COMMAND,
+    notify_player(ptaker, pcity->tile, E_BAD_COMMAND,
                     _("You already had a city called %s."
                       " The city was renamed to %s."), old_city_name,
                     pcity->name);
@@ -1020,7 +1020,7 @@ void create_city(struct player *pplayer,
   send_city_info(NULL, pcity);
   sync_cities(); /* Will also send pcity. */
 
-  notify_player_ex(pplayer, ptile, E_CITY_BUILD,
+  notify_player(pplayer, ptile, E_CITY_BUILD,
                   _("You have founded %s"), pcity->name);
   maybe_make_contact(ptile, city_owner(pcity));
 
@@ -1090,7 +1090,7 @@ void remove_city(struct city *pcity)
        if (could_unit_move_to_tile(punit, tile1) == 1) {
          moved = handle_unit_move_request(punit, tile1, FALSE, TRUE);
          if (moved) {
-           notify_player_ex(unit_owner(punit), NULL, E_UNIT_RELOCATED,
+           notify_player(unit_owner(punit), NULL, E_UNIT_RELOCATED,
                             _("Moved %s out of disbanded city %s "
                               "to avoid being landlocked."),
                             unit_type(punit)->name, pcity->name);
@@ -1099,7 +1099,7 @@ void remove_city(struct city *pcity)
       }
     } adjc_iterate_end;
     if (!moved) {
-      notify_player_ex(unit_owner(punit), NULL, E_UNIT_LOST,
+      notify_player(unit_owner(punit), NULL, E_UNIT_LOST,
                       _("When %s was disbanded your %s could not "
                         "get out, and it was therefore lost."),
                       pcity->name, unit_type(punit)->name);
@@ -1110,7 +1110,7 @@ void remove_city(struct city *pcity)
   /* Destroy final ineligible units (land units in ocean city) */
   unit_list_iterate_safe(ptile->units, punit) {
     if (is_ocean(tile_get_terrain(ptile)) && is_ground_unit(punit)) {
-      notify_player_ex(unit_owner(punit), NULL, E_UNIT_LOST,
+      notify_player(unit_owner(punit), NULL, E_UNIT_LOST,
                       _("When %s was disbanded your %s could not "
                         "get out, and it was therefore lost."),
                       pcity->name, unit_type(punit)->name);
@@ -1222,9 +1222,9 @@ void handle_unit_enter_city(struct unit 
    * the city will be destroyed.
    */
   if (pcity->size <= 1) {
-    notify_player_ex(pplayer, pcity->tile, E_UNIT_WIN_ATT,
+    notify_player(pplayer, pcity->tile, E_UNIT_WIN_ATT,
                     _("You destroy %s completely."), pcity->name);
-    notify_player_ex(cplayer, pcity->tile, E_CITY_LOST, 
+    notify_player(cplayer, pcity->tile, E_CITY_LOST, 
                     _("%s has been destroyed by %s."), 
                     pcity->name, pplayer->name);
     gamelog(GAMELOG_LOSECITY, city_owner(pcity), pplayer, pcity, "destroyed");
@@ -1241,22 +1241,22 @@ void handle_unit_enter_city(struct unit 
   cplayer->economic.gold -= coins;
   send_player_info(cplayer, cplayer);
   if (pcity->original != pplayer) {
-    notify_player_ex(pplayer, pcity->tile, E_UNIT_WIN_ATT, 
+    notify_player(pplayer, pcity->tile, E_UNIT_WIN_ATT, 
                     _("You conquer %s, your lootings accumulate"
                       " to %d gold!"), 
                     pcity->name, coins);
-    notify_player_ex(cplayer, pcity->tile, E_CITY_LOST, 
+    notify_player(cplayer, pcity->tile, E_CITY_LOST, 
                     _("%s conquered %s and looted %d gold"
                       " from the city."),
                     pplayer->name, pcity->name, coins);
     gamelog(GAMELOG_LOSECITY, city_owner(pcity), pplayer, pcity, "conquered");
   } else {
-    notify_player_ex(pplayer, pcity->tile, E_UNIT_WIN_ATT, 
+    notify_player(pplayer, pcity->tile, E_UNIT_WIN_ATT, 
                     _("You have liberated %s!"
                       " Lootings accumulate to %d gold."),
                     pcity->name, coins);
     
-    notify_player_ex(cplayer, pcity->tile, E_CITY_LOST, 
+    notify_player(cplayer, pcity->tile, E_CITY_LOST, 
                     _("%s liberated %s and looted %d gold"
                       " from the city."),
                     pplayer->name, pcity->name, coins);
@@ -1805,7 +1805,7 @@ void change_build_target(struct player *
        because the worklist advances, then the wonder was completed -- 
        don't announce that the player has *stopped* building that wonder. 
        */
-    notify_player_ex(NULL, pcity->tile, E_WONDER_STOPPED,
+    notify_player(NULL, pcity->tile, E_WONDER_STOPPED,
                     _("The %s have stopped building The %s in %s."),
                     get_nation_name_plural(pplayer->nation),
                     get_impr_name_ex(pcity, pcity->production.value),
@@ -1837,7 +1837,7 @@ void change_build_target(struct player *
   /* Tell the player what's up. */
   /* FIXME: this may give bad grammar when translated if the 'source'
    * string can have multiple values. */
-  notify_player_ex(pplayer, pcity->tile, event,
+  notify_player(pplayer, pcity->tile, event,
                   /* TRANS: "<city> is building <production><source>." */
                   _("%s is building %s%s."),
                   pcity->name, name, source);
@@ -1845,7 +1845,7 @@ void change_build_target(struct player *
   /* If the city is building a wonder, tell the rest of the world
      about it. */
   if (!pcity->production.is_unit && is_great_wonder(pcity->production.value)) {
-    notify_player_ex(NULL, pcity->tile, E_WONDER_STARTED,
+    notify_player(NULL, pcity->tile, E_WONDER_STARTED,
                     _("The %s have started building The %s in %s."),
                     get_nation_name_plural(pplayer->nation),
                     get_impr_name_ex(pcity, pcity->production.value),
@@ -2083,7 +2083,7 @@ void city_landlocked_sell_coastal_improv
                                NULL, NULL, NULL, NULL,
                                preq)) {
           do_sell_building(pplayer, pcity, impr);
-          notify_player_ex(pplayer, tile1, E_IMP_SOLD,
+          notify_player(pplayer, tile1, E_IMP_SOLD,
                            _("You sell %s in %s (now landlocked)"
                              " for %d gold."),
                            get_improvement_name(impr), pcity->name,
Index: server/cityturn.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/cityturn.c,v
retrieving revision 1.332
diff -p -u -r1.332 cityturn.c
--- server/cityturn.c   26 Aug 2005 19:40:26 -0000      1.332
+++ server/cityturn.c   26 Aug 2005 19:44:51 -0000
@@ -120,7 +120,7 @@ void remove_obsolete_buildings_city(stru
   built_impr_iterate(pcity, i) {
     if (can_city_sell_building(pcity, i) && improvement_obsolete(pplayer, i)) {
       do_sell_building(pplayer, pcity, i);
-      notify_player_ex(pplayer, pcity->tile, E_IMP_SOLD, 
+      notify_player(pplayer, pcity->tile, E_IMP_SOLD, 
                       _("%s is selling %s (obsolete) for %d."),
                       pcity->name, get_improvement_name(i), 
                       impr_sell_gold(i));
@@ -374,7 +374,7 @@ void update_city_activities(struct playe
   /* This test include the cost of the units because pay_for_units is called
    * in update_city_activity */
   if (gold - (gold - pplayer->economic.gold) * 3 < 0) {
-    notify_player_ex(pplayer, NULL, E_LOW_ON_FUNDS,
+    notify_player(pplayer, NULL, E_LOW_ON_FUNDS,
                     _("WARNING, we're LOW on FUNDS sire."));  
   }
     /* uncomment to unbalance the game, like in civ1 (CLG)
@@ -466,12 +466,12 @@ static void city_increase_size(struct ci
   if (!city_can_grow_to(pcity, pcity->size + 1)) { /* need improvement */
     if (get_current_construction_bonus(pcity, EFT_SIZE_ADJ) > 0
         || get_current_construction_bonus(pcity, EFT_SIZE_UNLIMIT) > 0) {
-      notify_player_ex(powner, pcity->tile, E_CITY_AQ_BUILDING,
+      notify_player(powner, pcity->tile, E_CITY_AQ_BUILDING,
                       _("%s needs %s (being built) "
                         "to grow any further."), pcity->name,
                       get_improvement_name(pcity->production.value));
     } else {
-      notify_player_ex(powner, pcity->tile, E_CITY_AQUEDUCT,
+      notify_player(powner, pcity->tile, E_CITY_AQUEDUCT,
                       _("%s needs an improvement to grow any further."),
                       pcity->name);
     }
@@ -514,7 +514,7 @@ static void city_increase_size(struct ci
 
   city_refresh(pcity);
 
-  notify_player_ex(powner, pcity->tile, E_CITY_GROWTH,
+  notify_player(powner, pcity->tile, E_CITY_GROWTH,
                    _("%s grows to size %d."), pcity->name, pcity->size);
   script_signal_emit("city_growth", 2,
                      API_TYPE_CITY, pcity, API_TYPE_INT, pcity->size);
@@ -545,7 +545,7 @@ static void city_populate(struct city *p
       if (unit_type(punit)->upkeep[O_FOOD] > 0 
           && !unit_flag(punit, F_UNDISBANDABLE)) {
 
-       notify_player_ex(city_owner(pcity), pcity->tile, E_UNIT_LOST,
+       notify_player(city_owner(pcity), pcity->tile, E_UNIT_LOST,
                         _("Famine feared in %s, %s lost!"), 
                         pcity->name, unit_type(punit)->name);
  
@@ -558,11 +558,11 @@ static void city_populate(struct city *p
       }
     } unit_list_iterate_safe_end;
     if (pcity->size > 1) {
-      notify_player_ex(city_owner(pcity), pcity->tile, E_CITY_FAMINE,
+      notify_player(city_owner(pcity), pcity->tile, E_CITY_FAMINE,
                       _("Famine causes population loss in %s."),
                       pcity->name);
     } else {
-      notify_player_ex(city_owner(pcity), pcity->tile, E_CITY_FAMINE,
+      notify_player(city_owner(pcity), pcity->tile, E_CITY_FAMINE,
                       _("Famine destroys %s entirely."), pcity->name);
     }
     pcity->food_stock = (city_granary_size(pcity->size - 1)
@@ -636,7 +636,7 @@ static bool worklist_change_build_target
       /* Maybe we can just upgrade the target to what the city /can/ build. */
       if (new_target == U_NOT_OBSOLETED) {
        /* Nope, we're stuck.  Dump this item from the worklist. */
-       notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+       notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                         _("%s can't build %s from the worklist; "
                           "tech not yet available.  Postponing..."),
                         pcity->name, ptarget->name);
@@ -648,7 +648,7 @@ static bool worklist_change_build_target
       } else if (!can_eventually_build_unit(pcity, new_target)) {
        /* If the city can never build this unit or its descendants,
         * drop it. */
-       notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+       notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                         _("%s can't build %s from the worklist.  "
                           "Purging..."),
                         pcity->name,
@@ -668,7 +668,7 @@ static bool worklist_change_build_target
        continue;
       } else {
        /* Yep, we can go after new_target instead.  Joy! */
-       notify_player_ex(pplayer, pcity->tile, E_WORKLIST,
+       notify_player(pplayer, pcity->tile, E_WORKLIST,
                         _("Production of %s is upgraded to %s in %s."),
                         ptarget->name, 
                         new_target->name,
@@ -684,7 +684,7 @@ static bool worklist_change_build_target
       /* If the city can never build this improvement, drop it. */
       if (!can_eventually_build_improvement(pcity, new_target)) {
        /* Nope, never in a million years. */
-       notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+       notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                         _("%s can't build %s from the worklist.  "
                           "Purging..."),
                         pcity->name,
@@ -716,7 +716,7 @@ static bool worklist_change_build_target
            known = TRUE;
            switch (preq->source.type) {
            case REQ_TECH:
-             notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+             notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                               _("%s can't build %s from the worklist; "
                                 "tech %s not yet available.  Postponing..."),
                               pcity->name,
@@ -729,7 +729,7 @@ static bool worklist_change_build_target
                                 API_TYPE_STRING, "need_tech");
              break;
            case REQ_BUILDING:
-             notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+             notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                               _("%s can't build %s from the worklist; "
                                 "need to have %s first.  Postponing..."),
                               pcity->name,
@@ -742,7 +742,7 @@ static bool worklist_change_build_target
                                 API_TYPE_STRING, "need_building");
              break;
            case REQ_GOV:
-             notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+             notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                               _("%s can't build %s from the worklist; "
                                 "it needs %s government.  Postponing..."),
                               pcity->name,
@@ -754,7 +754,7 @@ static bool worklist_change_build_target
                                 API_TYPE_STRING, "need_government");
              break;
            case REQ_SPECIAL:
-             notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+             notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                               _("%s can't build %s from the worklist; "
                                 "%s special is required.  Postponing..."),
                               pcity->name,
@@ -766,7 +766,7 @@ static bool worklist_change_build_target
                                 API_TYPE_STRING, "need_special");
              break;
            case REQ_TERRAIN:
-             notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+             notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                               _("%s can't build %s from the worklist; "
                                 "%s terrain is required.  Postponing..."),
                               pcity->name,
@@ -780,7 +780,7 @@ static bool worklist_change_build_target
            case REQ_NATION:
              /* FIXME: we should skip rather than postpone, since we'll
               * never be able to meet this req... */
-             notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+             notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                               _("%s can't build %s from the worklist; "
                                 "only %s may build this.  Postponing..."),
                               pcity->name,
@@ -798,7 +798,7 @@ static bool worklist_change_build_target
              /* Will only happen with a bogus ruleset. */
              break;
            case REQ_MINSIZE:
-             notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+             notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                               _("%s can't build %s from the worklist; "
                                 "city must be of size %d.  Postponing..."),
                               pcity->name,
@@ -820,7 +820,7 @@ static bool worklist_change_build_target
        if (!known) {
          /* This shouldn't happen...
             FIXME: make can_build_improvement() return a reason enum. */
-         notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+         notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                           _("%s can't build %s from the worklist; "
                             "Reason unknown!  Postponing..."),
                           pcity->name,
@@ -829,7 +829,7 @@ static bool worklist_change_build_target
        continue;
       } else {
        /* Hey, we can upgrade the improvement!  */
-       notify_player_ex(pplayer, pcity->tile, E_WORKLIST,
+       notify_player(pplayer, pcity->tile, E_WORKLIST,
                         _("Production of %s is upgraded to %s in %s."),
                         get_impr_name_ex(pcity, target.value), 
                         get_impr_name_ex(pcity, new_target),
@@ -854,7 +854,7 @@ static bool worklist_change_build_target
   if (worklist_is_empty(&pcity->worklist)) {
     /* There *was* something in the worklist, but it's empty now.  Bug the
        player about it. */
-    notify_player_ex(pplayer, pcity->tile, E_WORKLIST,
+    notify_player(pplayer, pcity->tile, E_WORKLIST,
                     _("%s's worklist is now empty."),
                     pcity->name);
   }
@@ -928,7 +928,7 @@ static void upgrade_building_prod(struct
                                                  pcity->production.value);
 
   if (can_build_improvement(pcity, upgrades_to)) {
-    notify_player_ex(pplayer, pcity->tile, E_UNIT_UPGRADED,
+    notify_player(pplayer, pcity->tile, E_UNIT_UPGRADED,
                     _("Production of %s is upgraded to %s in %s."),
                     get_improvement_type(pcity->production.value)->name,
                     get_improvement_type(upgrades_to)->name,
@@ -976,7 +976,7 @@ static void upgrade_unit_prod(struct cit
 
   if (id2 && can_build_unit_direct(pcity, id2)) {
     pcity->production.value = id2->index;
-    notify_player_ex(pplayer, pcity->tile, E_UNIT_UPGRADED, 
+    notify_player(pplayer, pcity->tile, E_UNIT_UPGRADED, 
                  _("Production of %s is upgraded to %s in %s."),
                  id->name, id2->name, 
                  pcity->name);
@@ -997,7 +997,7 @@ static bool city_distribute_surplus_shie
       if (utype_upkeep_cost(unit_type(punit), pplayer, g, O_SHIELD) > 0
          && pcity->surplus[O_SHIELD] < 0
           && !unit_flag(punit, F_UNDISBANDABLE)) {
-       notify_player_ex(pplayer, pcity->tile, E_UNIT_LOST,
+       notify_player(pplayer, pcity->tile, E_UNIT_LOST,
                         _("%s can't upkeep %s, unit disbanded."),
                         pcity->name, unit_type(punit)->name);
         handle_unit_disband(pplayer, punit->id);
@@ -1016,7 +1016,7 @@ static bool city_distribute_surplus_shie
 
       if (upkeep > 0 && pcity->surplus[O_SHIELD] < 0) {
        assert(unit_flag(punit, F_UNDISBANDABLE));
-       notify_player_ex(pplayer, pcity->tile, E_UNIT_LOST,
+       notify_player(pplayer, pcity->tile, E_UNIT_LOST,
                         _("Citizens in %s perish for their failure to "
                         "upkeep %s!"), pcity->name, unit_type(punit)->name);
        if (!city_reduce_size(pcity, 1)) {
@@ -1058,7 +1058,7 @@ static bool city_build_building(struct p
   }
   upgrade_building_prod(pcity);
   if (!can_build_improvement(pcity, id)) {
-    notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+    notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                     _("%s is building %s, which "
                       "is no longer available."),
                     pcity->name, get_impr_name_ex(pcity, id));
@@ -1096,7 +1096,7 @@ static bool city_build_building(struct p
     if (is_great_wonder(id)) {
       game.info.great_wonders[id] = pcity->id;
 
-      notify_player_ex(NULL, pcity->tile, E_WONDER_BUILD,
+      notify_player(NULL, pcity->tile, E_WONDER_BUILD,
                       _("The %s have finished building %s in %s."),
                       get_nation_name_plural(pplayer->nation),
                       get_impr_name_ex(pcity, id),
@@ -1113,7 +1113,7 @@ static bool city_build_building(struct p
       gamelog(GAMELOG_BUILD, pcity);
     }
 
-    notify_player_ex(pplayer, pcity->tile, E_IMP_BUILD,
+    notify_player(pplayer, pcity->tile, E_IMP_BUILD,
                     _("%s has finished building %s."), pcity->name,
                     get_improvement_name(id));
     script_signal_emit("building_built", 2,
@@ -1141,7 +1141,7 @@ static bool city_build_building(struct p
       }
     }
     if (space_part && pplayer->spaceship.state == SSHIP_NONE) {
-      notify_player_ex(NULL, pcity->tile, E_SPACESHIP,
+      notify_player(NULL, pcity->tile, E_SPACESHIP,
                       _("The %s have started "
                         "building a spaceship!"),
                       get_nation_name_plural(pplayer->nation));
@@ -1175,7 +1175,7 @@ static bool city_build_unit(struct playe
      they build!! - Per */
   if (!can_build_unit_direct(pcity, utype)
       && !is_barbarian(pplayer)) {
-    notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+    notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
         _("%s is building %s, which is no longer available."),
         pcity->name, unit_name(utype));
     script_signal_emit("unit_cant_be_built", 3,
@@ -1197,7 +1197,7 @@ static bool city_build_unit(struct playe
     }
 
     if (pcity->size <= pop_cost) {
-      notify_player_ex(pplayer, pcity->tile, E_CITY_CANTBUILD,
+      notify_player(pplayer, pcity->tile, E_CITY_CANTBUILD,
                       _("%s can't build %s yet."),
                       pcity->name, unit_name(utype));
       script_signal_emit("unit_cant_be_built", 3,
@@ -1228,7 +1228,7 @@ static bool city_build_unit(struct playe
     pcity->before_change_shields -= unit_build_shield_cost(utype);
     pcity->shield_stock -= unit_build_shield_cost(utype);
 
-    notify_player_ex(pplayer, pcity->tile, E_UNIT_BUILT,
+    notify_player(pplayer, pcity->tile, E_UNIT_BUILT,
                     /* TRANS: <city> is finished building <unit/building>. */
                     _("%s is finished building %s."),
                     pcity->name,
@@ -1273,7 +1273,7 @@ static void pay_for_buildings(struct pla
     if (can_city_sell_building(pcity, i)
        && pplayer->government != game.government_when_anarchy) {
       if (pplayer->economic.gold - improvement_upkeep(pcity, i) < 0) {
-       notify_player_ex(pplayer, pcity->tile, E_IMP_AUCTIONED,
+       notify_player(pplayer, pcity->tile, E_IMP_AUCTIONED,
                         _("Can't afford to maintain %s in %s, "
                           "building sold!"),
                         get_improvement_name(i), pcity->name);
@@ -1308,7 +1308,7 @@ static void check_pollution(struct city 
          && !tile_has_special(ptile, S_POLLUTION)) {
        tile_set_special(ptile, S_POLLUTION);
        update_tile_knowledge(ptile);
-       notify_player_ex(city_owner(pcity), pcity->tile,
+       notify_player(city_owner(pcity), pcity->tile,
                         E_POLLUTION, _("Pollution near %s."),
                         pcity->name);
        return;
@@ -1459,7 +1459,7 @@ static void update_city_activity(struct 
     if (city_celebrating(pcity)) {
       pcity->rapture++;
       if (pcity->rapture == 1)
-       notify_player_ex(pplayer, pcity->tile, E_CITY_LOVE,
+       notify_player(pplayer, pcity->tile, E_CITY_LOVE,
                         _("We Love The %s Day celebrated in %s."), 
                         get_ruler_title(pplayer->government, pplayer->is_male,
                                         pplayer->nation),
@@ -1467,7 +1467,7 @@ static void update_city_activity(struct 
     }
     else {
       if (pcity->rapture != 0)
-       notify_player_ex(pplayer, pcity->tile, E_CITY_NORMAL,
+       notify_player(pplayer, pcity->tile, E_CITY_NORMAL,
                         _("We Love The %s Day canceled in %s."),
                         get_ruler_title(pplayer->government, pplayer->is_male,
                                         pplayer->nation),
@@ -1497,16 +1497,16 @@ static void update_city_activity(struct 
     if(city_unhappy(pcity)) { 
       pcity->anarchy++;
       if (pcity->anarchy == 1) 
-        notify_player_ex(pplayer, pcity->tile, E_CITY_DISORDER,
+        notify_player(pplayer, pcity->tile, E_CITY_DISORDER,
                         _("Civil disorder in %s."), pcity->name);
       else
-        notify_player_ex(pplayer, pcity->tile, E_CITY_DISORDER,
+        notify_player(pplayer, pcity->tile, E_CITY_DISORDER,
                         _("CIVIL DISORDER CONTINUES in %s."),
                         pcity->name);
     }
     else {
       if (pcity->anarchy != 0)
-        notify_player_ex(pplayer, pcity->tile, E_CITY_NORMAL,
+        notify_player(pplayer, pcity->tile, E_CITY_NORMAL,
                         _("Order restored in %s."), pcity->name);
       pcity->anarchy=0;
     }
@@ -1515,7 +1515,7 @@ static void update_city_activity(struct 
     send_city_info(NULL, pcity);
     if (pcity->anarchy>2 
         && get_player_bonus(pplayer, EFT_REVOLUTION_WHEN_UNHAPPY) > 0) {
-      notify_player_ex(pplayer, pcity->tile, E_ANARCHY,
+      notify_player(pplayer, pcity->tile, E_ANARCHY,
                       _("The people have overthrown your %s, "
                         "your country is in turmoil."),
                       get_government_name(g));
@@ -1540,7 +1540,7 @@ static bool disband_city(struct city *pc
 
   if (!rcity) {
     /* What should we do when we try to disband our only city? */
-    notify_player_ex(pplayer, ptile, E_CITY_CANTBUILD,
+    notify_player(pplayer, ptile, E_CITY_CANTBUILD,
                     _("%s can't build %s yet, "
                     "and we can't disband our only city."),
                     pcity->name, unit_name(utype));
@@ -1562,7 +1562,7 @@ static bool disband_city(struct city *pc
   transfer_city_units(pplayer, pplayer, pcity->units_supported, rcity, 
                       pcity, -1, TRUE);
 
-  notify_player_ex(pplayer, ptile, E_UNIT_BUILT,
+  notify_player(pplayer, ptile, E_UNIT_BUILT,
                   /* TRANS: Settler production leads to disbanded city. */
                   _("%s is disbanded into %s."), 
                   pcity->name,
Index: server/diplhand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/diplhand.c,v
retrieving revision 1.102
diff -p -u -r1.102 diplhand.c
--- server/diplhand.c   26 Aug 2005 19:40:26 -0000      1.102
+++ server/diplhand.c   26 Aug 2005 19:44:51 -0000
@@ -333,10 +333,10 @@ void handle_diplomacy_accept_treaty_req(
       switch (pclause->type) {
       case CLAUSE_EMBASSY:
         establish_embassy(pdest, pgiver); /* sic */
-        notify_player_ex(pgiver, NULL, E_TREATY_SHARED_VISION,
+        notify_player(pgiver, NULL, E_TREATY_SHARED_VISION,
                          _("You gave an embassy to %s."),
                          pdest->name);
-        notify_player_ex(pdest, NULL, E_TREATY_SHARED_VISION,
+        notify_player(pdest, NULL, E_TREATY_SHARED_VISION,
                          _("%s allowed you to create an embassy!"),
                          pgiver->name);
         gamelog(GAMELOG_TREATY, GL_EMBASSY, pgiver, pdest);
@@ -353,7 +353,7 @@ void handle_diplomacy_accept_treaty_req(
                  get_nation_name_plural(pgiver->nation));
           break;
         }
-       notify_player_ex(pdest, NULL, E_TECH_GAIN,
+       notify_player(pdest, NULL, E_TECH_GAIN,
                         _("You are taught the knowledge of %s."),
                         get_tech_name(pdest, pclause->value));
 
@@ -405,11 +405,11 @@ void handle_diplomacy_accept_treaty_req(
            break;
          }
 
-         notify_player_ex(pdest, pcity->tile, E_CITY_TRANSFER,
+         notify_player(pdest, pcity->tile, E_CITY_TRANSFER,
                           _("You receive city of %s from %s."),
                           pcity->name, pgiver->name);
 
-         notify_player_ex(pgiver, pcity->tile, E_CITY_LOST,
+         notify_player(pgiver, pcity->tile, E_CITY_LOST,
                           _("You give city of %s to %s."),
                           pcity->name, pdest->name);
 
@@ -423,10 +423,10 @@ void handle_diplomacy_accept_treaty_req(
        pgiver->diplstates[pdest->player_no].turns_left=16;
        pdest->diplstates[pgiver->player_no].type=DS_CEASEFIRE;
        pdest->diplstates[pgiver->player_no].turns_left=16;
-       notify_player_ex(pgiver, NULL, E_TREATY_CEASEFIRE,
+       notify_player(pgiver, NULL, E_TREATY_CEASEFIRE,
                         _("You agree on a cease-fire with %s."),
                         pdest->name);
-       notify_player_ex(pdest, NULL, E_TREATY_CEASEFIRE,
+       notify_player(pdest, NULL, E_TREATY_CEASEFIRE,
                         _("You agree on a cease-fire with %s."),
                         pgiver->name);
         gamelog(GAMELOG_TREATY, GL_CEASEFIRE, pgiver, pdest);
@@ -443,10 +443,10 @@ void handle_diplomacy_accept_treaty_req(
           MAX(DS_PEACE, pgiver->diplstates[pdest->player_no].max_state);
        pdest->diplstates[pgiver->player_no].max_state = 
           MAX(DS_PEACE, pdest->diplstates[pgiver->player_no].max_state);
-       notify_player_ex(pgiver, NULL, E_TREATY_PEACE,
+       notify_player(pgiver, NULL, E_TREATY_PEACE,
                         _("You agree on a peace treaty with %s."),
                         pdest->name);
-       notify_player_ex(pdest, NULL, E_TREATY_PEACE,
+       notify_player(pdest, NULL, E_TREATY_PEACE,
                         _("You agree on a peace treaty with %s."),
                         pgiver->name);
         gamelog(GAMELOG_TREATY, GL_PEACE, pgiver, pdest);
@@ -463,10 +463,10 @@ void handle_diplomacy_accept_treaty_req(
           MAX(DS_ALLIANCE, pgiver->diplstates[pdest->player_no].max_state);
        pdest->diplstates[pgiver->player_no].max_state = 
           MAX(DS_ALLIANCE, pdest->diplstates[pgiver->player_no].max_state);
-       notify_player_ex(pgiver, NULL, E_TREATY_ALLIANCE,
+       notify_player(pgiver, NULL, E_TREATY_ALLIANCE,
                         _("You agree on an alliance with %s."),
                         pdest->name);
-       notify_player_ex(pdest, NULL, E_TREATY_ALLIANCE,
+       notify_player(pdest, NULL, E_TREATY_ALLIANCE,
                         _("You agree on an alliance with %s."),
                         pgiver->name);
 
@@ -476,10 +476,10 @@ void handle_diplomacy_accept_treaty_req(
        break;
       case CLAUSE_VISION:
        give_shared_vision(pgiver, pdest);
-       notify_player_ex(pgiver, NULL, E_TREATY_SHARED_VISION,
+       notify_player(pgiver, NULL, E_TREATY_SHARED_VISION,
                         _("You give shared vision to %s."),
                         pdest->name);
-       notify_player_ex(pdest, NULL, E_TREATY_SHARED_VISION,
+       notify_player(pdest, NULL, E_TREATY_SHARED_VISION,
                         _("%s gives you shared vision."),
                         pgiver->name);
         gamelog(GAMELOG_TREATY, GL_VISION, pgiver, pdest);
Index: server/diplomats.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/diplomats.c,v
retrieving revision 1.91
diff -p -u -r1.91 diplomats.c
--- server/diplomats.c  22 Aug 2005 21:15:49 -0000      1.91
+++ server/diplomats.c  26 Aug 2005 19:44:51 -0000
@@ -93,7 +93,7 @@ void spy_poison(struct player *pplayer, 
 
   /* If city is too small, can't poison. */
   if (pcity->size < 2) {
-    notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+    notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                     _("Your %s could not poison the water"
                       " supply in %s."),
                     unit_name(pdiplomat->type), pcity->name);
@@ -107,10 +107,10 @@ void spy_poison(struct player *pplayer, 
   city_reduce_size(pcity, 1);
 
   /* Notify everybody involved. */
-  notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_POISON,
+  notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_POISON,
                   _("Your %s poisoned the water supply of %s."),
                   unit_name(pdiplomat->type), pcity->name);
-  notify_player_ex(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_POISON,
+  notify_player(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_POISON,
                   _("%s is suspected of poisoning the water supply"
                     " of %s."), pplayer->name, pcity->name);
 
@@ -257,13 +257,13 @@ void diplomat_embassy(struct player *ppl
 
   /* Check for "foul" ambassador. */
   if (pdiplomat->foul) {
-    notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+    notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                     _("Your %s was executed in %s on suspicion"
                       " of spying.  The %s welcome future diplomatic"
                       " efforts providing the Ambassador is reputable."),
                     unit_name(pdiplomat->type),
                     pcity->name, get_nation_name_plural(cplayer->nation));
-    notify_player_ex(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_FAILED,
+    notify_player(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_FAILED,
                     _("You executed a %s the %s had sent to establish"
                       " an embassy in %s for being untrustworthy"),
                     unit_name(pdiplomat->type),
@@ -274,7 +274,7 @@ void diplomat_embassy(struct player *ppl
 
   /* Check for Barbarian response. */
   if (get_player_bonus(cplayer, EFT_NO_DIPLOMACY)) {
-    notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+    notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                     _("Your %s was executed in %s by primitive %s."),
                     unit_name(pdiplomat->type),
                     pcity->name, get_nation_name_plural(cplayer->nation));
@@ -287,10 +287,10 @@ void diplomat_embassy(struct player *ppl
   establish_embassy(pplayer, cplayer);
 
   /* Notify everybody involved. */
-  notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_EMBASSY,
+  notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_EMBASSY,
                   _("You have established an embassy in %s."),
                   pcity->name);
-  notify_player_ex(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_EMBASSY,
+  notify_player(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_EMBASSY,
                   _("The %s have established an embassy in %s."),
                   get_nation_name_plural(pplayer->nation), pcity->name);
   gamelog(GAMELOG_EMBASSY, pplayer, pcity);
@@ -346,7 +346,7 @@ void spy_sabotage_unit(struct player *pp
 
   /* If unit has too few hp, can't sabotage. */
   if (pvictim->hp < 2) {
-    notify_player_ex(pplayer, pvictim->tile, E_MY_DIPLOMAT_FAILED,
+    notify_player(pplayer, pvictim->tile, E_MY_DIPLOMAT_FAILED,
                     _("Your %s could not sabotage %s's %s."),
                     unit_name(pdiplomat->type),
                     unit_owner(pvictim)->name, unit_name(pvictim->type));
@@ -367,11 +367,11 @@ void spy_sabotage_unit(struct player *pp
   send_unit_info(NULL, pvictim);
 
   /* Notify everybody involved. */
-  notify_player_ex(pplayer, pvictim->tile, E_MY_DIPLOMAT_SABOTAGE,
+  notify_player(pplayer, pvictim->tile, E_MY_DIPLOMAT_SABOTAGE,
                   _("Your %s succeeded in sabotaging %s's %s."),
                   unit_name(pdiplomat->type),
                   unit_owner(pvictim)->name, unit_name(pvictim->type));
-  notify_player_ex(uplayer, pvictim->tile,
+  notify_player(uplayer, pvictim->tile,
                   E_ENEMY_DIPLOMAT_SABOTAGE,
                   _("Your %s was sabotaged by %s!"),
                   unit_name(pvictim->type), pplayer->name);
@@ -425,7 +425,7 @@ void diplomat_bribe(struct player *pplay
 
   /* Check for unit from a bribable government. */
   if (get_player_bonus(uplayer, EFT_UNBRIBABLE_UNITS)) {
-    notify_player_ex(pplayer, pdiplomat->tile,
+    notify_player(pplayer, pdiplomat->tile,
                     E_MY_DIPLOMAT_FAILED,
                     _("You can't bribe a unit from this nation."));
     return;
@@ -433,7 +433,7 @@ void diplomat_bribe(struct player *pplay
 
   /* If player doesn't have enough gold, can't bribe. */
   if (pplayer->economic.gold < pvictim->bribe_cost) {
-    notify_player_ex(pplayer, pdiplomat->tile,
+    notify_player(pplayer, pdiplomat->tile,
                     E_MY_DIPLOMAT_FAILED,
                     _("You don't have enough gold to"
                       " bribe %s's %s."),
@@ -443,7 +443,7 @@ void diplomat_bribe(struct player *pplay
   }
 
   if (unit_flag(pvictim, F_UNBRIBABLE)) {
-    notify_player_ex(pplayer, pdiplomat->tile, E_MY_DIPLOMAT_FAILED,
+    notify_player(pplayer, pdiplomat->tile, E_MY_DIPLOMAT_FAILED,
                     _("You cannot bribe %s!"), unit_name(pvictim->type));
     return;
   }
@@ -461,17 +461,17 @@ void diplomat_bribe(struct player *pplay
   
   /* Notify everybody involved. */
   if (vet) {
-    notify_player_ex(pplayer, pvictim->tile, E_MY_DIPLOMAT_BRIBE,
+    notify_player(pplayer, pvictim->tile, E_MY_DIPLOMAT_BRIBE,
                     _("Your %s succeeded in bribing %s's %s"
                        " and became more experienced."),
                     unit_name(pdiplomat->type),
                     unit_owner(pvictim)->name, unit_name(pvictim->type));
   } else {
-    notify_player_ex(pplayer, pvictim->tile, E_MY_DIPLOMAT_BRIBE,
+    notify_player(pplayer, pvictim->tile, E_MY_DIPLOMAT_BRIBE,
                     _("Your %s succeeded in bribing %s's %s."),                
     unit_name(pdiplomat->type),
                     unit_owner(pvictim)->name, unit_name(pvictim->type));
   }
-  notify_player_ex(uplayer, pvictim->tile, E_ENEMY_DIPLOMAT_BRIBE,
+  notify_player(uplayer, pvictim->tile, E_ENEMY_DIPLOMAT_BRIBE,
                   _("Your %s was bribed by %s."),
                   unit_name(pvictim->type), pplayer->name);
 
@@ -601,17 +601,17 @@ void diplomat_get_tech(struct player *pp
   
   if (count > 0) {
     if (pcity->steal > 0 && !unit_flag (pdiplomat, F_SPY)) {
-      notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+      notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                       _("%s was expecting your attempt to steal technology "
                          "again. Your %s was caught and executed."),
                       pcity->name, unit_name(pdiplomat->type));
     } else {
-      notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+      notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                       _("Your %s was caught in the attempt of"
                         " stealing technology from %s."),
                       unit_name(pdiplomat->type), pcity->name);
     }
-    notify_player_ex(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_FAILED,
+    notify_player(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_FAILED,
                     _("%s's %s failed to steal technology from %s."),
                     pplayer->name, unit_name(pdiplomat->type), pcity->name);
     /* this may cause a diplomatic incident */
@@ -623,7 +623,7 @@ void diplomat_get_tech(struct player *pp
   tech_stolen = steal_a_tech(pplayer, cplayer, technology);
 
   if (tech_stolen == A_NONE) {
-    notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+    notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                      _("No new technology found in %s."),
                     pcity->name);
     diplomat_charge_movement (pdiplomat, pcity->tile);
@@ -679,7 +679,7 @@ void diplomat_incite(struct player *ppla
 
   /* See if the city is subvertable. */
   if (get_city_bonus(pcity, EFT_NO_INCITE) > 0) {
-    notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+    notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                     _("You can't subvert this city."));
     freelog (LOG_DEBUG, "incite: city is protected");
     return;
@@ -690,7 +690,7 @@ void diplomat_incite(struct player *ppla
 
   /* If player doesn't have enough gold, can't incite a revolt. */
   if (pplayer->economic.gold < revolt_cost) {
-    notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+    notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                     _("You don't have enough gold to"
                       " subvert %s."), pcity->name);
     freelog(LOG_DEBUG, "incite: not enough gold");
@@ -707,11 +707,11 @@ void diplomat_incite(struct player *ppla
 
   /* Check if the Diplomat/Spy succeeds with his/her task. */
   if (myrand (100) >= game.info.diplchance) {
-    notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+    notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                     _("Your %s was caught in the attempt"
                       " of inciting a revolt!"),
                     unit_name(pdiplomat->type));
-    notify_player_ex(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_FAILED,
+    notify_player(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_FAILED,
                     _("You caught %s %s attempting"
                       " to incite a revolt in %s!"),
                     get_nation_name(pplayer->nation),
@@ -735,10 +735,10 @@ void diplomat_incite(struct player *ppla
   /* Notify everybody involved. */
   gamelog(GAMELOG_LOSECITY, cplayer, pplayer, pcity, "incited to revolt");
 
-  notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_INCITE,
+  notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_INCITE,
                   _("Revolt incited in %s, you now rule the city!"),
                   pcity->name);
-  notify_player_ex(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_INCITE,
+  notify_player(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_INCITE,
                   _("%s has revolted, %s influence suspected."),
                   pcity->name, get_nation_name(pplayer->nation));
 
@@ -818,11 +818,11 @@ void diplomat_sabotage(struct player *pp
 
   /* Check if the Diplomat/Spy succeeds with his/her task. */
   if (myrand (100) >= success_prob) {
-    notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+    notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                     _("Your %s was caught in the attempt"
                       " of industrial sabotage!"),
                     unit_name(pdiplomat->type));
-    notify_player_ex(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_SABOTAGE,
+    notify_player(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_SABOTAGE,
                     _("You caught %s %s attempting"
                       " sabotage in %s!"),
                     get_nation_name(pplayer->nation),
@@ -856,7 +856,7 @@ void diplomat_sabotage(struct player *pp
      * If nothing to do, say so, deduct movement cost and return.
      */
     if (count == 0 && pcity->shield_stock == 0) {
-      notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+      notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                       _("Your %s could not find anything to"
                         " sabotage in %s."), unit_name(pdiplomat->type),
                       pcity->name);
@@ -898,7 +898,7 @@ void diplomat_sabotage(struct player *pp
        freelog (LOG_DEBUG, "sabotage: specified target improvement: %d (%s)",
               target, get_improvement_name (target));
       } else {
-       notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+       notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                         _("You cannot sabotage a %s!"),
                         get_improvement_name(improvement));
        diplomat_charge_movement (pdiplomat, pcity->tile);
@@ -908,7 +908,7 @@ void diplomat_sabotage(struct player *pp
        return;
       }
     } else {
-      notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+      notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                       _("Your %s could not find the %s to"
                         " sabotage in %s."), unit_name(pdiplomat->type),
                       get_improvement_name(improvement), pcity->name);
@@ -933,11 +933,11 @@ void diplomat_sabotage(struct player *pp
       prod = unit_name(get_unit_type(pcity->production.value));
     else
       prod = get_improvement_name (pcity->production.value);
-    notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_SABOTAGE,
+    notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_SABOTAGE,
                     _("Your %s succeeded in destroying"
                       " the production of %s in %s."),
                     unit_name(pdiplomat->type), prod, pcity->name);
-    notify_player_ex(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_SABOTAGE,
+    notify_player(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_SABOTAGE,
                     _("The production of %s was destroyed in %s,"
                       " %s are suspected."), prod, pcity->name,
                     get_nation_name_plural(pplayer->nation));
@@ -958,10 +958,10 @@ void diplomat_sabotage(struct player *pp
                      * get_city_bonus(pcity, EFT_SPY_RESISTANT) / 100);
     if (myrand(100) >= vulnerability) {
       /* Caught! */
-      notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
+      notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_FAILED,
                       _("Your %s was caught in the attempt"
                         " of sabotage!"), unit_name(pdiplomat->type));
-      notify_player_ex(cplayer, pcity->tile,
+      notify_player(cplayer, pcity->tile,
                       E_ENEMY_DIPLOMAT_FAILED,
                       _("You caught %s %s attempting"
                         " to sabotage the %s in %s!"),
@@ -974,11 +974,11 @@ void diplomat_sabotage(struct player *pp
     }
 
     /* Report it. */
-    notify_player_ex(pplayer, pcity->tile, E_MY_DIPLOMAT_SABOTAGE,
+    notify_player(pplayer, pcity->tile, E_MY_DIPLOMAT_SABOTAGE,
                     _("Your %s destroyed the %s in %s."),
                     unit_name(pdiplomat->type),
                     get_improvement_name(target), pcity->name);
-    notify_player_ex(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_SABOTAGE,
+    notify_player(cplayer, pcity->tile, E_ENEMY_DIPLOMAT_SABOTAGE,
                     _("The %s destroyed the %s in %s."),
                     get_nation_name_plural(pplayer->nation),
                     get_improvement_name(target), pcity->name);
@@ -1076,11 +1076,11 @@ static bool diplomat_infiltrate_tile(str
           && !unit_flag(punit, F_SUPERSPY)) {
        /* Defending Spy/Diplomat dies. */
 
-       notify_player_ex(cplayer, ptile, E_MY_DIPLOMAT_FAILED,
+       notify_player(cplayer, ptile, E_MY_DIPLOMAT_FAILED,
                         _("Your %s has been eliminated defending %s"
                           " against a %s."), unit_name(punit->type),
                (pcity ? pcity->name : ""), unit_name(pdiplomat->type));
-       notify_player_ex(pplayer, ptile, E_ENEMY_DIPLOMAT_FAILED,
+       notify_player(pplayer, ptile, E_ENEMY_DIPLOMAT_FAILED,
                 _("An enemy %s has been eliminated defending %s."),
                unit_name(punit->type), (pcity ? pcity->name : ""));
 
@@ -1094,20 +1094,20 @@ static bool diplomat_infiltrate_tile(str
        
        /* Attacking Spy/Diplomat dies. */
 
-       notify_player_ex(pplayer, ptile, E_MY_DIPLOMAT_FAILED,
+       notify_player(pplayer, ptile, E_MY_DIPLOMAT_FAILED,
                         _("Your %s was eliminated"
                           " by a defending %s."),
                         unit_name(pdiplomat->type), unit_name(punit->type));
        if (vet) {
          if (pcity) {
-           notify_player_ex(cplayer, ptile,
+           notify_player(cplayer, ptile,
                             E_ENEMY_DIPLOMAT_FAILED,
                             _("Eliminated %s %s while infiltrating "
                               "%s. The defender became more experienced."),
                             get_nation_name(pplayer->nation),
                             unit_name(pdiplomat->type), pcity->name);
          } else {
-           notify_player_ex(cplayer, ptile,
+           notify_player(cplayer, ptile,
                             E_ENEMY_DIPLOMAT_FAILED,
                             _("Eliminated %s %s while infiltrating "
                               "our troops. The defender became more "
@@ -1117,13 +1117,13 @@ static bool diplomat_infiltrate_tile(str
           }
         } else {
          if (pcity) {
-           notify_player_ex(cplayer, ptile,
+           notify_player(cplayer, ptile,
                             E_ENEMY_DIPLOMAT_FAILED,
                             _("Eliminated %s %s while infiltrating "
                               "%s."), get_nation_name(pplayer->nation),
                             unit_name(pdiplomat->type), pcity->name);
          } else {
-           notify_player_ex(cplayer, ptile,
+           notify_player(cplayer, ptile,
                             E_ENEMY_DIPLOMAT_FAILED,
                             _("Eliminated %s %s while infiltrating "
                               "our troops."),
@@ -1177,13 +1177,13 @@ static void diplomat_escape(struct playe
     /* may become a veteran */
     vet = maybe_make_veteran(pdiplomat);
     if (vet) {
-      notify_player_ex(pplayer, ptile, E_MY_DIPLOMAT_ESCAPE,
+      notify_player(pplayer, ptile, E_MY_DIPLOMAT_ESCAPE,
                       _("Your %s has successfully completed"
                         " her mission and returned unharmed to %s"
                         " and has become more experienced."),
                       unit_name(pdiplomat->type), spyhome->name);
     } else {
-      notify_player_ex(pplayer, ptile, E_MY_DIPLOMAT_ESCAPE,
+      notify_player(pplayer, ptile, E_MY_DIPLOMAT_ESCAPE,
                       _("Your %s has successfully completed"
                         " her mission and returned unharmed to %s."),
                       unit_name(pdiplomat->type), spyhome->name);
@@ -1199,12 +1199,12 @@ static void diplomat_escape(struct playe
     return;
   } else {
     if (pcity) {
-      notify_player_ex(pplayer, ptile, E_MY_DIPLOMAT_FAILED,
+      notify_player(pplayer, ptile, E_MY_DIPLOMAT_FAILED,
                         _("Your %s was captured after completing"
                           " her mission in %s."),
                         unit_name(pdiplomat->type), pcity->name);
     } else {
-      notify_player_ex(pplayer, ptile, E_MY_DIPLOMAT_FAILED,
+      notify_player(pplayer, ptile, E_MY_DIPLOMAT_FAILED,
                         _("Your %s was captured after completing"
                           " her mission."), unit_name(pdiplomat->type));
     }
@@ -1235,32 +1235,32 @@ static void maybe_cause_incident(enum di
   if (!pplayers_at_war(offender, victim_player)) {
     switch (action) {
     case DIPLOMAT_BRIBE:
-      notify_player_ex(offender, victim_tile, E_DIPLOMATIC_INCIDENT,
+      notify_player(offender, victim_tile, E_DIPLOMATIC_INCIDENT,
                       _("You have caused an incident while bribing "
                         "%s's %s."),
                       victim_player->name,
                       unit_name(victim_unit->type));
-      notify_player_ex(victim_player, victim_tile, E_DIPLOMATIC_INCIDENT,
+      notify_player(victim_player, victim_tile, E_DIPLOMATIC_INCIDENT,
                       _("%s has caused an incident while bribing "
                         "your %s."),
                       offender->name,
                       unit_name(victim_unit->type));
       break;
     case DIPLOMAT_STEAL:
-      notify_player_ex(offender, victim_tile, E_DIPLOMATIC_INCIDENT,
+      notify_player(offender, victim_tile, E_DIPLOMATIC_INCIDENT,
                       _("You have caused an incident while stealing "
                         "tech from %s."),
                       victim_player->name);
-      notify_player_ex(victim_player, victim_tile, E_DIPLOMATIC_INCIDENT,
+      notify_player(victim_player, victim_tile, E_DIPLOMATIC_INCIDENT,
                       _("%s has caused an incident while stealing "
                         "tech from you."),
                       offender->name);
       break;
     case DIPLOMAT_INCITE:
-      notify_player_ex(offender, victim_tile, E_DIPLOMATIC_INCIDENT,
+      notify_player(offender, victim_tile, E_DIPLOMATIC_INCIDENT,
                       _("You have caused an incident while inciting a "
                         "revolt in %s."), victim_city->name);
-      notify_player_ex(victim_player, victim_tile, E_DIPLOMATIC_INCIDENT,
+      notify_player(victim_player, victim_tile, E_DIPLOMATIC_INCIDENT,
                       _("%s have caused an incident while inciting a "
                         "revolt in %s."), offender->name, victim_city->name);
       break;
Index: server/maphand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/maphand.c,v
retrieving revision 1.174
diff -p -u -r1.174 maphand.c
--- server/maphand.c    26 Aug 2005 19:40:26 -0000      1.174
+++ server/maphand.c    26 Aug 2005 19:44:52 -0000
@@ -246,7 +246,7 @@ void global_warming(int effect)
     }
   }
 
-  notify_player_ex(NULL, NULL, E_GLOBAL_ECO,
+  notify_player(NULL, NULL, E_GLOBAL_ECO,
                   _("Global warming has occurred!"));
   notify_player(NULL, NULL, E_GLOBAL_ECO,
                _("Coastlines have been flooded and vast "
@@ -290,7 +290,7 @@ void nuclear_winter(int effect)
     }
   }
 
-  notify_player_ex(NULL, NULL, E_GLOBAL_ECO,
+  notify_player(NULL, NULL, E_GLOBAL_ECO,
                   _("Nuclear winter has occurred!"));
   notify_player(NULL, NULL, E_GLOBAL_ECO,
                _("Wetlands have dried up and vast "
@@ -1470,7 +1470,7 @@ static void bounce_units_on_terrain_chan
                  "Moved %s's %s due to changing terrain at %d,%d.",
                  unit_owner(punit)->name, unit_name(punit->type),
                  punit->tile->x, punit->tile->y);
-         notify_player_ex(unit_owner(punit),
+         notify_player(unit_owner(punit),
                           punit->tile, E_UNIT_RELOCATED,
                           _("Moved your %s due to changing terrain."),
                           unit_name(punit->type));
@@ -1487,7 +1487,7 @@ static void bounce_units_on_terrain_chan
                "Disbanded %s's %s due to changing land to sea at (%d, %d).",
                unit_owner(punit)->name, unit_name(punit->type),
                punit->tile->x, punit->tile->y);
-       notify_player_ex(unit_owner(punit),
+       notify_player(unit_owner(punit),
                         punit->tile, E_UNIT_LOST,
                         _("Disbanded your %s due to changing terrain."),
                         unit_name(punit->type));
Index: server/plrhand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/plrhand.c,v
retrieving revision 1.416
diff -p -u -r1.416 plrhand.c
--- server/plrhand.c    26 Aug 2005 19:40:26 -0000      1.416
+++ server/plrhand.c    26 Aug 2005 19:44:52 -0000
@@ -147,7 +147,7 @@ void kill_player(struct player *pplayer)
                           "The feared barbarian leader %s is no more");
     return;
   } else {
-    notify_player_ex(NULL, NULL, E_DESTROYED, _("The %s are no more!"),
+    notify_player(NULL, NULL, E_DESTROYED, _("The %s are no more!"),
                      get_nation_name_plural(pplayer->nation));
     gamelog(GAMELOG_GENO, pplayer, "%s civilization destroyed");
   }
@@ -260,7 +260,7 @@ static void finish_revolution(struct pla
          "Revolution finished for %s.  Government is %s.  Revofin %d (%d).",
          pplayer->name, get_government_name(government),
          pplayer->revolution_finishes, game.info.turn);
-  notify_player_ex(pplayer, NULL, E_REVOLT_DONE,
+  notify_player(pplayer, NULL, E_REVOLT_DONE,
                   _("%s now governs the %s as a %s."), 
                   pplayer->name, 
                   get_nation_name_plural(pplayer->nation),
@@ -339,7 +339,7 @@ void handle_player_change_government(str
     finish_revolution(pplayer);
     return;
   } else if (turns > 0) {
-    notify_player_ex(pplayer, NULL, E_REVOLT_START,
+    notify_player(pplayer, NULL, E_REVOLT_START,
                     /* TRANS: this is a message event so don't make it
                      * too long. */
                     PL_("The %s have incited a revolt! "
@@ -353,7 +353,7 @@ void handle_player_change_government(str
                     get_government_name(pplayer->target_government));
   } else {
     assert(pplayer->target_government == game.government_when_anarchy);
-    notify_player_ex(pplayer, NULL, E_REVOLT_START,
+    notify_player(pplayer, NULL, E_REVOLT_START,
                     _("Revolution: returning to anarchy."));
   }
   gamelog(GAMELOG_REVOLT, pplayer);
@@ -414,7 +414,7 @@ void update_revolution(struct player *pp
     } else {
       /* If the revolution is over but there's no target government set,
        * alert the player. */
-      notify_player_ex(pplayer, NULL, E_REVOLT_DONE,
+      notify_player(pplayer, NULL, E_REVOLT_DONE,
                       _("You should choose a new government from the "
                         "government menu."));
     }
@@ -526,7 +526,7 @@ void handle_diplomacy_cancel_pact(struct
       return;
     }
     remove_shared_vision(pplayer, pplayer2);
-    notify_player_ex(pplayer2, NULL, E_TREATY_BROKEN,
+    notify_player(pplayer2, NULL, E_TREATY_BROKEN,
                      _("%s no longer gives us shared vision!"),
                      pplayer->name);
     return;
@@ -538,7 +538,7 @@ repeat_break_treaty:
   /* The senate may not allow you to break the treaty.  In this case you
    * must first dissolve the senate then you can break it. */
   if (!pplayer_can_declare_war(pplayer, pplayer2)) {
-    notify_player_ex(pplayer, NULL, E_TREATY_BROKEN,
+    notify_player(pplayer, NULL, E_TREATY_BROKEN,
                     _("The senate will not allow you to break treaty "
                       "with the %s.  You must either dissolve the senate "
                       "or wait until a more timely moment."),
@@ -597,12 +597,12 @@ repeat_break_treaty:
    * will happen but the second one will fail. */
   if (get_player_bonus(pplayer, EFT_HAS_SENATE) > 0 && !repeat) {
     if (pplayer->diplstates[pplayer2->player_no].has_reason_to_cancel > 0) {
-      notify_player_ex(pplayer, NULL, E_TREATY_BROKEN,
+      notify_player(pplayer, NULL, E_TREATY_BROKEN,
                       _("The senate passes your bill because of the "
                         "constant provocations of the %s."),
                       get_nation_name_plural(pplayer2->nation));
     } else if (new_type == DS_WAR) {
-      notify_player_ex(pplayer, NULL, E_TREATY_BROKEN,
+      notify_player(pplayer, NULL, E_TREATY_BROKEN,
                       _("The senate refuses to break treaty with the %s, "
                         "but you have no trouble finding a new senate."),
                       get_nation_name_plural(pplayer2->nation));
@@ -636,13 +636,13 @@ repeat_break_treaty:
   check_city_workers(pplayer);
   check_city_workers(pplayer2);
 
-  notify_player_ex(pplayer, NULL, E_TREATY_BROKEN,
+  notify_player(pplayer, NULL, E_TREATY_BROKEN,
                   _("The diplomatic state between the %s "
                     "and the %s is now %s."),
                   get_nation_name_plural(pplayer->nation),
                   get_nation_name_plural(pplayer2->nation),
                   diplstate_text(new_type));
-  notify_player_ex(pplayer2, NULL, E_TREATY_BROKEN,
+  notify_player(pplayer2, NULL, E_TREATY_BROKEN,
                   _(" %s cancelled the diplomatic agreement! "
                     "The diplomatic state between the %s and the %s "
                     "is now %s."), pplayer->name,
@@ -659,7 +659,7 @@ repeat_break_treaty:
         /* If an ally declares war on another ally, break off your alliance
          * to the aggressor. This prevents in-alliance wars, which are not
          * permitted. */
-        notify_player_ex(other, NULL, E_TREATY_BROKEN,
+        notify_player(other, NULL, E_TREATY_BROKEN,
                          _("%s has attacked your ally %s! "
                            "You cancel your alliance to the aggressor."),
                        pplayer->name, pplayer2->name);
@@ -670,7 +670,7 @@ repeat_break_treaty:
         /* We are in the same team as the agressor; we cannot break 
          * alliance with him. We trust our team mate and break alliance
          * with the attacked player */
-        notify_player_ex(other, NULL, E_TREATY_BROKEN,
+        notify_player(other, NULL, E_TREATY_BROKEN,
                          _("Your team mate %s declared war on %s. "
                            "You are obligated to cancel alliance with %s."),
                          pplayer->name,
@@ -752,7 +752,7 @@ void notify_conn(struct conn_list *dest,
   old code, but this feature may go away - should use notify_conn(NULL)
   instead.
 **************************************************************************/
-void notify_player_ex(const struct player *pplayer, struct tile *ptile,
+void notify_player(const struct player *pplayer, struct tile *ptile,
                      enum event_type event, const char *format, ...) 
 {
   struct conn_list *dest = pplayer ? pplayer->connections : NULL;
@@ -1157,11 +1157,11 @@ void make_contact(struct player *pplayer
     pplayer1->diplstates[player2].type
       = pplayer2->diplstates[player1].type
       = dipstate;
-    notify_player_ex(pplayer1, ptile,
+    notify_player(pplayer1, ptile,
                     E_FIRST_CONTACT,
                     _("You have made contact with the %s, ruled by %s."),
                     get_nation_name_plural(pplayer2->nation), pplayer2->name);
-    notify_player_ex(pplayer2, ptile,
+    notify_player(pplayer2, ptile,
                     E_FIRST_CONTACT,
                     _("You have made contact with the %s, ruled by %s."),
                     get_nation_name_plural(pplayer1->nation), pplayer1->name);
@@ -1722,7 +1722,7 @@ void civil_war(struct player *pplayer)
   freelog(LOG_VERBOSE,
          "%s's nation is thrust into civil war, created AI player %s",
          pplayer->name, cplayer->name);
-  notify_player_ex(pplayer, NULL, E_CIVIL_WAR,
+  notify_player(pplayer, NULL, E_CIVIL_WAR,
                   _("Your nation is thrust into civil war, "
                     " %s is declared the leader of the rebel states."),
                   cplayer->name);
@@ -1742,7 +1742,7 @@ void civil_war(struct player *pplayer)
        transfer_city(cplayer, pcity, -1, FALSE, FALSE, FALSE);
        freelog(LOG_VERBOSE, "%s declares allegiance to %s",
                pcity->name, cplayer->name);
-       notify_player_ex(pplayer, pcity->tile, E_CITY_LOST,
+       notify_player(pplayer, pcity->tile, E_CITY_LOST,
                         _("%s declares allegiance to %s."),
                         pcity->name, cplayer->name);
        i--;
Index: server/plrhand.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/plrhand.h,v
retrieving revision 1.81
diff -p -u -r1.81 plrhand.h
--- server/plrhand.h    26 Aug 2005 19:40:26 -0000      1.81
+++ server/plrhand.h    26 Aug 2005 19:44:52 -0000
@@ -54,10 +54,9 @@ void vnotify_conn_ex(struct conn_list *d
                     va_list vargs);
 void notify_conn(struct conn_list *dest, const char *format, ...) 
                  fc__attribute((format (printf, 2, 3)));
-void notify_player_ex(const struct player *pplayer, struct tile *ptile,
-                     enum event_type event, const char *format, ...)
-                      fc__attribute((format (printf, 4, 5)));
-#define notify_player notify_player_ex
+void notify_player(const struct player *pplayer, struct tile *ptile,
+                  enum event_type event, const char *format, ...)
+                   fc__attribute((format (printf, 4, 5)));
 void notify_embassies(struct player *pplayer, struct player *exclude,
                      const char *format, ...)
                      fc__attribute((format (printf, 3, 4)));
Index: server/spacerace.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/spacerace.c,v
retrieving revision 1.42
diff -p -u -r1.42 spacerace.c
--- server/spacerace.c  26 Aug 2005 19:40:26 -0000      1.42
+++ server/spacerace.c  26 Aug 2005 19:44:52 -0000
@@ -183,7 +183,7 @@ void handle_spaceship_launch(struct play
   ship->launch_year = game.info.year;
   arrival = ship->launch_year + (int) ship->travel_time;
 
-  notify_player_ex(NULL, NULL, E_SPACESHIP,
+  notify_player(NULL, NULL, E_SPACESHIP,
                   _("The %s have launched a spaceship!  "
                     "It is estimated to arrive on Alpha Centauri in %s."),
                   get_nation_name_plural(pplayer->nation),
@@ -348,7 +348,7 @@ void handle_spaceship_place(struct playe
 **************************************************************************/
 void spaceship_lost(struct player *pplayer)
 {
-  notify_player_ex(NULL, NULL, E_SPACESHIP,
+  notify_player(NULL, NULL, E_SPACESHIP,
                   _("Without guidance from the capital, the %s "
                     "spaceship is lost!"),
                   get_nation_name(pplayer->nation));
@@ -379,7 +379,7 @@ void check_spaceship_arrivals(void)
   if (best_pplayer) {
     best_pplayer->spaceship.state = SSHIP_ARRIVED;
     server_state = GAME_OVER_STATE;
-    notify_player_ex(NULL, NULL, E_SPACESHIP,
+    notify_player(NULL, NULL, E_SPACESHIP,
                     _("The %s spaceship has arrived "
                       "at Alpha Centauri."),
                     get_nation_name(best_pplayer->nation));
Index: server/techtools.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/techtools.c,v
retrieving revision 1.20
diff -p -u -r1.20 techtools.c
--- server/techtools.c  26 Aug 2005 19:40:27 -0000      1.20
+++ server/techtools.c  26 Aug 2005 19:44:52 -0000
@@ -167,7 +167,7 @@ void do_tech_parasite_effect(struct play
          }
        } players_iterate_end;
        if (num_players >= mod) {
-         notify_player_ex(pplayer, NULL, E_TECH_GAIN,
+         notify_player(pplayer, NULL, E_TECH_GAIN,
                           _("%s acquired from %s!"),
                           get_tech_name(pplayer, i), buf);
          script_signal_emit("tech_researched", 3,
@@ -227,7 +227,7 @@ static void update_player_after_tech_res
   government_iterate(gov) {
     if (!could_switch_to_government[gov->index]
        && can_change_to_government(plr, gov)) {
-      notify_player_ex(plr, NULL, E_NEW_GOVERNMENT,
+      notify_player(plr, NULL, E_NEW_GOVERNMENT,
                       _("Discovery of %s makes the government form %s"
                         " available. You may want to start a revolution."),
                       get_tech_name(plr, tech_found), gov->name);
@@ -307,7 +307,7 @@ void found_new_tech(struct player *plr, 
       if (is_great_wonder(id) && great_wonder_was_built(id)
          && get_improvement_type(id)->obsolete_by == tech_found
          && (pcity = find_city_from_great_wonder(id))) {
-       notify_player_ex(city_owner(pcity), NULL, E_WONDER_OBSOLETE,
+       notify_player(city_owner(pcity), NULL, E_WONDER_OBSOLETE,
                         _("Discovery of %s OBSOLETES %s in %s!"), 
                         get_tech_name(city_owner(pcity), tech_found),
                         get_improvement_name(id),
@@ -694,12 +694,12 @@ Tech_type_id steal_a_tech(struct player 
                     API_TYPE_STRING, "stolen");
   gamelog(GAMELOG_TECH, pplayer, victim, stolen_tech, "steal");
 
-  notify_player_ex(pplayer, NULL, E_TECH_GAIN,
+  notify_player(pplayer, NULL, E_TECH_GAIN,
                   _("You steal %s from the %s."),
                   get_tech_name(pplayer, stolen_tech),
                   get_nation_name_plural(victim->nation));
 
-  notify_player_ex(victim, NULL, E_ENEMY_DIPLOMAT_THEFT,
+  notify_player(victim, NULL, E_ENEMY_DIPLOMAT_THEFT,
                    _("The %s stole %s from you!"),
                   get_nation_name_plural(pplayer->nation),
                   get_tech_name(pplayer, stolen_tech));
Index: server/unithand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/unithand.c,v
retrieving revision 1.349
diff -p -u -r1.349 unithand.c
--- server/unithand.c   26 Aug 2005 19:40:27 -0000      1.349
+++ server/unithand.c   26 Aug 2005 19:44:53 -0000
@@ -360,7 +360,7 @@ void handle_unit_disband(struct player *
 
   if (unit_flag(punit, F_UNDISBANDABLE)) {
     /* refuse to kill ourselves */
-    notify_player_ex(unit_owner(punit), punit->tile, E_BAD_COMMAND,
+    notify_player(unit_owner(punit), punit->tile, E_BAD_COMMAND,
               _("%s refuses to disband!"), unit_name(punit->type));
     return;
   }
@@ -413,19 +413,19 @@ static void city_add_or_build_error(stru
 
   switch (res) {
   case AB_NOT_BUILD_LOC:
-    notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+    notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                     _("Can't place city here."));
     break;
   case AB_NOT_BUILD_UNIT:
     {
       const char *us = get_units_with_flag_string(F_CITIES);
       if (us) {
-       notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+       notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                         _("Only %s can build a city."),
                         us);
        free((void *) us);
       } else {
-       notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+       notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                         _("Can't build a city."));
       }
     }
@@ -434,33 +434,33 @@ static void city_add_or_build_error(stru
     {
       const char *us = get_units_with_flag_string(F_ADD_TO_CITY);
       if (us) {
-       notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+       notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                         _("Only %s can add to a city."),
                         us);
        free((void *) us);
       } else {
-       notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+       notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                         _("Can't add to a city."));
       }
     }
     break;
   case AB_NO_MOVES_ADD:
-    notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+    notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                     _("%s unit has no moves left to add to %s."),
                     unit_name, pcity->name);
     break;
   case AB_NO_MOVES_BUILD:
-    notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+    notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                     _("%s unit has no moves left to build city."),
                     unit_name);
     break;
   case AB_TOO_BIG:
-    notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+    notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                     _("%s is too big to add %s."),
                     pcity->name, unit_name);
     break;
   case AB_NO_SPACE:
-    notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+    notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                     _("%s needs an improvement to grow, so "
                       "you cannot add %s."),
                     pcity->name, unit_name);
@@ -469,7 +469,7 @@ static void city_add_or_build_error(stru
     /* Shouldn't happen */
     freelog(LOG_ERROR, "Cannot add %s to %s for unknown reason",
            unit_name, pcity->name);
-    notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+    notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                     _("Can't add %s to %s."),
                     unit_name, pcity->name);
     break;
@@ -493,7 +493,7 @@ static void city_add_unit(struct player 
   auto_arrange_workers(pcity);
   wipe_unit(punit);
   send_city_info(NULL, pcity);
-  notify_player_ex(pplayer, pcity->tile, E_CITY_BUILD,
+  notify_player(pplayer, pcity->tile, E_CITY_BUILD,
                   _("%s added to aid %s in growing."),
                   unit_name, pcity->name);
 }
@@ -510,7 +510,7 @@ static void city_build(struct player *pp
   char message[1024];
 
   if (!is_allowed_city_name(pplayer, name, message, sizeof(message))) {
-    notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+    notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                     "%s", message);
     return;
   }
@@ -737,7 +737,7 @@ static bool unit_bombard(struct unit *pu
   old_unit_vet = punit->veteran;
   maybe_make_veteran(punit);
   if (punit->veteran != old_unit_vet) {
-    notify_player_ex(unit_owner(punit), punit->tile,
+    notify_player(unit_owner(punit), punit->tile,
                     E_UNIT_WIN_ATT,
                     _("Your bombarding %s%s became more experienced!"),
                     unit_name(punit->type),
@@ -780,10 +780,10 @@ static void handle_unit_attack_request(s
 
   if (unit_flag(punit, F_NUCLEAR)) {
     if ((pcity = sdi_defense_close(unit_owner(punit), def_tile))) {
-      notify_player_ex(pplayer, punit->tile, E_UNIT_LOST_ATT,
+      notify_player(pplayer, punit->tile, E_UNIT_LOST_ATT,
                       _("Your Nuclear missile was shot down by"
                         " SDI defences, what a waste."));
-      notify_player_ex(city_owner(pcity), def_tile, E_UNIT_WIN,
+      notify_player(city_owner(pcity), def_tile, E_UNIT_WIN,
                       _("The nuclear attack on %s was avoided by"
                         " your SDI defense."), pcity->name);
       wipe_unit(punit);
@@ -850,7 +850,7 @@ static void handle_unit_attack_request(s
            unit_owner(pdefender)->name, unit_type(pdefender)->name);
 
     if (vet) {
-      notify_player_ex(unit_owner(pwinner),
+      notify_player(unit_owner(pwinner),
                       pwinner->tile, E_UNIT_WIN,
                       _("Your %s%s survived the pathetic attack"
                         " from %s's %s and became more experienced!"),
@@ -859,7 +859,7 @@ static void handle_unit_attack_request(s
                                           pwinner->tile),
                       unit_owner(plooser)->name, unit_name(plooser->type));
     } else {
-      notify_player_ex(unit_owner(pwinner),
+      notify_player(unit_owner(pwinner),
                       pwinner->tile, E_UNIT_WIN,
                       _("Your %s%s survived the pathetic attack"
                         " from %s's %s."),
@@ -869,7 +869,7 @@ static void handle_unit_attack_request(s
                       unit_owner(plooser)->name, unit_name(plooser->type));
     }
     
-    notify_player_ex(unit_owner(plooser),
+    notify_player(unit_owner(plooser),
                     def_tile, E_UNIT_LOST_ATT,
                     _("Your attacking %s failed "
                       "against %s's %s%s!"),
@@ -886,7 +886,7 @@ static void handle_unit_attack_request(s
 
     punit->moved = TRUE;       /* We moved */
     if (vet && !unit_flag(punit, F_MISSILE)) {
-      notify_player_ex(unit_owner(pwinner), punit->tile,
+      notify_player(unit_owner(pwinner), punit->tile,
                       E_UNIT_WIN_ATT,
                       _("Your attacking %s succeeded"
                         " against %s's %s%s and became more experienced!"),
@@ -895,7 +895,7 @@ static void handle_unit_attack_request(s
                       get_location_str_at(unit_owner(pwinner),
                       plooser->tile));
     } else {
-      notify_player_ex(unit_owner(pwinner), punit->tile,
+      notify_player(unit_owner(pwinner), punit->tile,
                       E_UNIT_WIN_ATT,
                       _("Your attacking %s succeeded"
                         " against %s's %s%s!"),
@@ -960,20 +960,20 @@ static bool can_unit_move_to_tile_with_n
   if (reason == MR_BAD_TYPE_FOR_CITY_TAKE_OVER) {
     const char *units_str = get_units_with_flag_string(F_MARINES);
     if (units_str) {
-      notify_player_ex(unit_owner(punit), src_tile,
+      notify_player(unit_owner(punit), src_tile,
                       E_BAD_COMMAND, _("Only %s can attack from sea."),
                       units_str);
       free((void *) units_str);
     } else {
-      notify_player_ex(unit_owner(punit), src_tile,
+      notify_player(unit_owner(punit), src_tile,
                       E_BAD_COMMAND, _("Cannot attack from sea."));
     }
   } else if (reason == MR_NO_WAR) {
-    notify_player_ex(unit_owner(punit), src_tile,
+    notify_player(unit_owner(punit), src_tile,
                     E_BAD_COMMAND,
                     _("Cannot attack unless you declare war first."));
   } else if (reason == MR_ZOC) {
-    notify_player_ex(unit_owner(punit), src_tile, E_BAD_COMMAND,
+    notify_player(unit_owner(punit), src_tile, E_BAD_COMMAND,
                     _("%s can only move into your own zone of control."),
                     unit_type(punit)->name);
   }
@@ -1010,7 +1010,7 @@ bool handle_unit_move_request(struct uni
 
 
   if (punit->moves_left<=0)  {
-    notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+    notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                      _("This unit has no moves left."));
     return FALSE;
   }
@@ -1063,7 +1063,7 @@ bool handle_unit_move_request(struct uni
                                                 punit->id, target_id);
         return FALSE;
       } else if (!can_unit_move_to_tile(punit, pdesttile, igzoc)) {
-        notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+        notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                          is_ocean(tile_get_terrain(punit->tile))
                          ? _("Unit must be on land to "
                              "perform diplomatic action.")
@@ -1082,7 +1082,7 @@ bool handle_unit_move_request(struct uni
     /* We can attack ONLY in enemy cities */
     if ((pcity && !pplayers_at_war(city_owner(pcity), pplayer))
         || (victim = is_non_attack_unit_tile(pdesttile, pplayer))) {
-      notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+      notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                        _("You must declare war on %s first.  Try using "
                          "players dialog (F3)."), victim == NULL ?
                        city_owner(pcity)->name : unit_owner(victim)->name);
@@ -1098,7 +1098,7 @@ bool handle_unit_move_request(struct uni
          unit_bombard(punit, pdesttile);
          return TRUE;
        } else {
-         notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+         notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                           _("This unit is being transported, and"
                             " so cannot bombard."));
          return FALSE;
@@ -1113,7 +1113,7 @@ bool handle_unit_move_request(struct uni
     if (victim) {
       /* Must be physically able to attack EVERY unit there */
       if (!can_unit_attack_all_at_tile(punit, pdesttile)) {
-        notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+        notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                          _("You can't attack there."));
         return FALSE;
       }
@@ -1133,7 +1133,7 @@ bool handle_unit_move_request(struct uni
        * If not it would have been caught in the attack case. 
        * FIXME: Move this check into test_unit_move_tile */
       if (!COULD_OCCUPY(punit)) {
-        notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+        notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                          _("This type of troops cannot "
                            "take over a city."));
         return FALSE;
@@ -1151,7 +1151,7 @@ bool handle_unit_move_request(struct uni
       if (pcargo->transported_by == punit->id
           && (is_non_allied_unit_tile(pdesttile, unit_owner(pcargo))
               || is_non_allied_city_tile(pdesttile, unit_owner(pcargo)))) {
-         notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+         notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                           _("A transported unit is not allied to all "
                             "units or city on target tile."));
          return FALSE;
@@ -1198,7 +1198,7 @@ void handle_unit_help_build_wonder(struc
   } else {
     text = _("Your %s helps build the %s in %s (%d surplus).");
   }
-  notify_player_ex(pplayer, pcity_dest->tile, E_CARAVAN_ACTION,
+  notify_player(pplayer, pcity_dest->tile, E_CARAVAN_ACTION,
                   text, /* Must match arguments below. */
                   unit_name(punit->type),
                   get_improvement_type(pcity_dest->production.value)->name,
@@ -1239,7 +1239,7 @@ static bool base_handle_unit_establish_t
   pcity_homecity = player_find_city_by_id(pplayer, punit->homecity);
 
   if (!pcity_homecity) {
-    notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+    notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                     _("Sorry, your %s cannot establish"
                       " a trade route because it has no home city"),
                     unit_name(punit->type));
@@ -1249,7 +1249,7 @@ static bool base_handle_unit_establish_t
 
     
   if (!can_cities_trade(pcity_homecity, pcity_dest)) {
-    notify_player_ex(pplayer, pcity_dest->tile, E_BAD_COMMAND,
+    notify_player(pplayer, pcity_dest->tile, E_BAD_COMMAND,
                     _("Sorry, your %s cannot establish"
                       " a trade route between %s and %s"),
                     unit_name(punit->type),pcity_homecity->name,
@@ -1277,10 +1277,10 @@ static bool base_handle_unit_establish_t
        pcity_out_of_home = find_city_by_id(pcity_homecity->trade[slot]);
        assert(pcity_out_of_home != NULL);
       } else {
-       notify_player_ex(pplayer, pcity_dest->tile, E_BAD_COMMAND,
+       notify_player(pplayer, pcity_dest->tile, E_BAD_COMMAND,
                     _("Sorry, your %s cannot establish"
                       " a trade route here!"), unit_name(punit->type));
-        notify_player_ex(pplayer, pcity_dest->tile, E_BAD_COMMAND,
+        notify_player(pplayer, pcity_dest->tile, E_BAD_COMMAND,
                       _("      The city of %s already has %d "
                         "better trade routes!"), pcity_homecity->name,
                       NUM_TRADEROUTES);
@@ -1294,10 +1294,10 @@ static bool base_handle_unit_establish_t
        pcity_out_of_dest = find_city_by_id(pcity_dest->trade[slot]);
        assert(pcity_out_of_dest != NULL);
       } else {
-       notify_player_ex(pplayer, pcity_dest->tile, E_BAD_COMMAND,
+       notify_player(pplayer, pcity_dest->tile, E_BAD_COMMAND,
                     _("Sorry, your %s cannot establish"
                       " a trade route here!"), unit_name(punit->type));
-        notify_player_ex(pplayer, pcity_dest->tile, E_BAD_COMMAND,
+        notify_player(pplayer, pcity_dest->tile, E_BAD_COMMAND,
                       _("      The city of %s already has %d "
                         "better trade routes!"), pcity_dest->name,
                       NUM_TRADEROUTES);
@@ -1308,7 +1308,7 @@ static bool base_handle_unit_establish_t
     /* Now cancel the trade route from the home city. */
     if (can_establish && pcity_out_of_home) {
       remove_trade_route(pcity_homecity, pcity_out_of_home);
-      notify_player_ex(city_owner(pcity_out_of_home),
+      notify_player(city_owner(pcity_out_of_home),
                       pcity_out_of_home->tile, E_CARAVAN_ACTION,
                       _("Sorry, %s has canceled the trade route "
                         "from %s to your city %s."),
@@ -1319,7 +1319,7 @@ static bool base_handle_unit_establish_t
     /* And the same for the dest city. */
     if (can_establish && pcity_out_of_dest) {
       remove_trade_route(pcity_dest, pcity_out_of_dest);
-      notify_player_ex(city_owner(pcity_out_of_dest),
+      notify_player(city_owner(pcity_out_of_dest),
                       pcity_out_of_dest->tile, E_CARAVAN_ACTION,
                       _("Sorry, %s has canceled the trade route "
                         "from %s to your city %s."),
@@ -1352,7 +1352,7 @@ static bool base_handle_unit_establish_t
   }
   
   conn_list_do_buffer(pplayer->connections);
-  notify_player_ex(pplayer, pcity_dest->tile, E_CARAVAN_ACTION,
+  notify_player(pplayer, pcity_dest->tile, E_CARAVAN_ACTION,
                   _("Your %s from %s has arrived in %s,"
                     " and revenues amount to %d in gold and research."), 
                   unit_name(punit->type), pcity_homecity->name,
Index: server/unittools.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/unittools.c,v
retrieving revision 1.378
diff -p -u -r1.378 unittools.c
--- server/unittools.c  26 Aug 2005 19:40:27 -0000      1.378
+++ server/unittools.c  26 Aug 2005 19:44:53 -0000
@@ -313,7 +313,7 @@ void pay_for_units(struct player *pplaye
        * improvements will not help so we will have to disband */
       assert(pplayer->economic.gold + potential_gold >= 0);
       
-      notify_player_ex(pplayer, NULL, E_UNIT_LOST,
+      notify_player(pplayer, NULL, E_UNIT_LOST,
                       _("Not enough gold. %s disbanded"),
                       unit_type(punit)->name);
       wipe_unit(punit);
@@ -358,7 +358,7 @@ void player_restore_units(struct player 
       /* This should usually only happen for heli units,
         but if any other units get 0 hp somehow, catch
         them too.  --dwp  */
-      notify_player_ex(pplayer, punit->tile, E_UNIT_LOST, 
+      notify_player(pplayer, punit->tile, E_UNIT_LOST, 
           _("Your %s has run out of hit points."), 
           unit_name(punit->type));
       gamelog(GAMELOG_UNITLOSS, punit, NULL, "out of hp");
@@ -375,7 +375,7 @@ void player_restore_units(struct player 
       int loss_chance = unit_loss_pct(pplayer, punit->tile, punit);
 
       if (myrand(100) < loss_chance) {
-        notify_player_ex(pplayer, punit->tile, E_UNIT_LOST, 
+        notify_player(pplayer, punit->tile, E_UNIT_LOST, 
                          _("Your %s has been lost on the high seas."),
                          unit_name(punit->type));
         gamelog(GAMELOG_UNITLOSS, punit, NULL, "lost at sea");
@@ -383,7 +383,7 @@ void player_restore_units(struct player 
         continue; /* Continue iterating... */
       } else if (loss_chance > 0) {
         if (maybe_make_veteran(punit)) {
-         notify_player_ex(pplayer, punit->tile, E_UNIT_BECAME_VET,
+         notify_player(pplayer, punit->tile, E_UNIT_BECAME_VET,
                            _("Your %s survived on the high seas "
                           "and became more experienced!"), 
                            unit_name(punit->type));
@@ -394,7 +394,7 @@ void player_restore_units(struct player 
                                               punit->tile, punit))) {
       /* All units may have a chance of dying if they are on TER_UNSAFE
        * terrain. */
-      notify_player_ex(pplayer, punit->tile, E_UNIT_LOST,
+      notify_player(pplayer, punit->tile, E_UNIT_LOST,
                       _("Your %s has been lost on unsafe terrain."),
                       unit_name(punit->type));
       gamelog(GAMELOG_UNITLOSS, punit, NULL, "unsafe terrain");
@@ -420,7 +420,7 @@ void player_restore_units(struct player 
            punit->goto_tile = itr_tile;
            set_unit_activity(punit, ACTIVITY_GOTO);
            (void) do_unit_goto(punit, GOTO_MOVE_ANY, FALSE);
-           notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS, 
+           notify_player(pplayer, punit->tile, E_UNIT_ORDERS, 
                             _("Your %s has returned to refuel."),
                             unit_name(punit->type));
            goto OUT;
@@ -446,7 +446,7 @@ void player_restore_units(struct player 
   unit_list_iterate_safe(pplayer->units, punit) {
     if (is_air_unit(punit) && punit->fuel <= 0
         && unit_type(punit)->fuel > 0) {
-      notify_player_ex(pplayer, punit->tile, E_UNIT_LOST, 
+      notify_player(pplayer, punit->tile, E_UNIT_LOST, 
                       _("Your %s has run out of fuel."),
                       unit_name(punit->type));
       gamelog(GAMELOG_UNITLOSS, punit, NULL, "fuel");
@@ -631,7 +631,7 @@ static void update_unit_activity(struct 
     /* settler may become veteran when doing something useful */
     if (activity != ACTIVITY_FORTIFYING && activity != ACTIVITY_SENTRY
        && maybe_settler_become_veteran(punit)) {
-      notify_player_ex(pplayer, ptile, E_UNIT_BECAME_VET,
+      notify_player(pplayer, ptile, E_UNIT_BECAME_VET,
        _("Your %s became more experienced!"), unit_name(punit->type));
     }
     
@@ -1111,7 +1111,7 @@ bool teleport_unit_to_city(struct unit *
            unit_owner(punit)->name, unit_name(punit->type),
            src_tile->x, src_tile->y, pcity->name);
     if (verbose) {
-      notify_player_ex(unit_owner(punit), pcity->tile, E_UNIT_RELOCATED,
+      notify_player(unit_owner(punit), pcity->tile, E_UNIT_RELOCATED,
                       _("Teleported your %s to %s."),
                       unit_name(punit->type), pcity->name);
     }
@@ -1140,7 +1140,7 @@ void bounce_unit(struct unit *punit, boo
   } else {
     /* remove it */
     if (verbose) {
-      notify_player_ex(unit_owner(punit), punit->tile, E_UNIT_LOST,
+      notify_player(unit_owner(punit), punit->tile, E_UNIT_LOST,
                       _("Disbanded your %s."),
                       unit_name(punit->type));
     }
@@ -1566,14 +1566,14 @@ void wipe_unit_spec_safe(struct unit *pu
            pcity = find_closest_owned_city(unit_owner(pcargo),
                                            pcargo->tile, TRUE, NULL);
            if (pcity && teleport_unit_to_city(pcargo, pcity, 0, FALSE)) {
-             notify_player_ex(pplayer, ptile, E_UNIT_RELOCATED,
+             notify_player(pplayer, ptile, E_UNIT_RELOCATED,
                               _("%s escaped the destruction of %s, and "
                                 "fled to %s."), unit_type(pcargo)->name,
                               ptype->name, pcity->name);
            }
          }
          if (!unit_flag(pcargo, F_UNDISBANDABLE) || !pcity) {
-           notify_player_ex(pplayer, ptile, E_UNIT_LOST,
+           notify_player(pplayer, ptile, E_UNIT_LOST,
                             _("%s lost when %s was lost."),
                             unit_type(pcargo)->name,
                             ptype->name);
@@ -1633,7 +1633,7 @@ void kill_unit(struct unit *pkiller, str
       && (is_ground_unit(pkiller) || is_heli_unit(pkiller)) ) {
     ransom = (pplayer->economic.gold >= game.info.ransom_gold) 
              ? game.info.ransom_gold : pplayer->economic.gold;
-    notify_player_ex(destroyer, pkiller->tile, E_UNIT_WIN_ATT,
+    notify_player(destroyer, pkiller->tile, E_UNIT_WIN_ATT,
                     _("Barbarian leader captured, %d gold ransom paid."),
                      ransom);
     destroyer->economic.gold += ransom;
@@ -1650,7 +1650,7 @@ void kill_unit(struct unit *pkiller, str
   }
 
   if (!is_stack_vulnerable(punit->tile) || unitcount == 1) {
-    notify_player_ex(pplayer, punit->tile, E_UNIT_LOST,
+    notify_player(pplayer, punit->tile, E_UNIT_LOST,
                     _("%s lost to an attack by %s's %s%s."),
                     unit_type(punit)->name, destroyer->name,
                     unit_name(pkiller->type), loc_str);
@@ -1677,7 +1677,7 @@ void kill_unit(struct unit *pkiller, str
     /* inform the owners */
     for (i = 0; i<MAX_NUM_PLAYERS+MAX_NUM_BARBARIANS; i++) {
       if (num_killed[i]>0) {
-       notify_player_ex(get_player(i), punit->tile, E_UNIT_LOST,
+       notify_player(get_player(i), punit->tile, E_UNIT_LOST,
                         PL_("You lost %d unit to an attack "
                             "from %s's %s%s.",
                             "You lost %d units to an attack "
@@ -1691,7 +1691,7 @@ void kill_unit(struct unit *pkiller, str
     /* remove the units */
     unit_list_iterate(punit->tile->units, punit2) {
       if (pplayers_at_war(unit_owner(pkiller), unit_owner(punit2))) {
-       notify_player_ex(unit_owner(punit2), 
+       notify_player(unit_owner(punit2), 
                         punit2->tile, E_UNIT_LOST,
                         _("%s lost to an attack"
                           " from %s's %s."),
@@ -1933,12 +1933,12 @@ static void do_nuke_tile(struct player *
   struct city *pcity = tile_get_city(ptile);
 
   unit_list_iterate(ptile->units, punit) {
-    notify_player_ex(unit_owner(punit), ptile, E_UNIT_LOST,
+    notify_player(unit_owner(punit), ptile, E_UNIT_LOST,
                     _("Your %s was nuked by %s."),
                     unit_name(punit->type),
                     pplayer == unit_owner(punit) ? _("yourself") : 
pplayer->name);
     if (unit_owner(punit) != pplayer) {
-      notify_player_ex(pplayer,
+      notify_player(pplayer,
                       ptile, E_UNIT_WIN,
                       _("%s's %s was nuked."),
                       unit_owner(punit)->name,
@@ -1948,14 +1948,14 @@ static void do_nuke_tile(struct player *
   } unit_list_iterate_end;
 
   if (pcity) {
-    notify_player_ex(city_owner(pcity),
+    notify_player(city_owner(pcity),
                     ptile, E_CITY_NUKED,
                     _("%s was nuked by %s."),
                     pcity->name,
                     pplayer == city_owner(pcity) ? _("yourself") : 
pplayer->name);
 
     if (city_owner(pcity) != pplayer) {
-      notify_player_ex(pplayer,
+      notify_player(pplayer,
                       ptile, E_CITY_NUKED,
                       _("You nuked %s."),
                       pcity->name);
@@ -2020,7 +2020,7 @@ bool do_airline(struct unit *punit, stru
   city1->airlift = FALSE;
   city2->airlift = FALSE;
 
-  notify_player_ex(unit_owner(punit), city2->tile, E_UNIT_RELOCATED,
+  notify_player(unit_owner(punit), city2->tile, E_UNIT_RELOCATED,
                   _("%s transported succesfully."),
                   unit_name(punit->type));
 
@@ -2043,7 +2043,7 @@ bool do_paradrop(struct unit *punit, str
   struct player *pplayer = unit_owner(punit);
 
   if (!unit_flag(punit, F_PARATROOPERS)) {
-    notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+    notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                      _("This unit type can not be paradropped."));
     return FALSE;
   }
@@ -2053,19 +2053,19 @@ bool do_paradrop(struct unit *punit, str
   }
 
   if (get_transporter_occupancy(punit) > 0) {
-    notify_player_ex(pplayer, punit->tile, E_BAD_COMMAND,
+    notify_player(pplayer, punit->tile, E_BAD_COMMAND,
                     _("You cannot paradrop a transporter unit."));
   }
 
   if (!map_is_known(ptile, pplayer)) {
-    notify_player_ex(pplayer, ptile, E_BAD_COMMAND,
+    notify_player(pplayer, ptile, E_BAD_COMMAND,
                      _("The destination location is not known."));
     return FALSE;
   }
 
   /* Safe terrain according to player map? */
   if (!is_native_terrain(punit, map_get_player_tile(ptile, pplayer)->terrain)) 
{
-    notify_player_ex(pplayer, ptile, E_BAD_COMMAND,
+    notify_player(pplayer, ptile, E_BAD_COMMAND,
                      _("This unit cannot paradrop into %s."),
                        get_name(map_get_player_tile(ptile, pplayer)->terrain));
     return FALSE;
@@ -2075,7 +2075,7 @@ bool do_paradrop(struct unit *punit, str
       && ((ptile->city
          && pplayers_non_attack(pplayer, city_owner(ptile->city)))
       || is_non_attack_unit_tile(ptile, pplayer))) {
-    notify_player_ex(pplayer, ptile, E_BAD_COMMAND,
+    notify_player(pplayer, ptile, E_BAD_COMMAND,
                      _("Cannot attack unless you declare war first."));
     return FALSE;    
   }
@@ -2084,7 +2084,7 @@ bool do_paradrop(struct unit *punit, str
     int range = unit_type(punit)->paratroopers_range;
     int distance = real_map_distance(punit->tile, ptile);
     if (distance > range) {
-      notify_player_ex(pplayer, ptile, E_BAD_COMMAND,
+      notify_player(pplayer, ptile, E_BAD_COMMAND,
                        _("The distance to the target (%i) "
                          "is greater than the unit's range (%i)."),
                        distance, range);
@@ -2098,7 +2098,7 @@ bool do_paradrop(struct unit *punit, str
 
     show_area(pplayer, ptile, srange);
 
-    notify_player_ex(pplayer, ptile, E_UNIT_LOST,
+    notify_player(pplayer, ptile, E_UNIT_LOST,
                      _("Your %s paradropped into the %s "
                        "and was lost."),
                      unit_type(punit)->name, get_name(ptile->terrain));
@@ -2111,7 +2111,7 @@ bool do_paradrop(struct unit *punit, str
     int srange = unit_type(punit)->vision_range;
     show_area(pplayer, ptile, srange);
     maybe_make_contact(ptile, pplayer);
-    notify_player_ex(pplayer, ptile, E_UNIT_LOST_ATT,
+    notify_player(pplayer, ptile, E_UNIT_LOST_ATT,
                      _("Your %s was killed by enemy units at the "
                        "paradrop destination."),
                      unit_type(punit)->name);
@@ -2133,7 +2133,7 @@ bool do_paradrop(struct unit *punit, str
 static void hut_get_gold(struct unit *punit, int cred)
 {
   struct player *pplayer = unit_owner(punit);
-  notify_player_ex(pplayer, punit->tile, E_HUT_GOLD,
+  notify_player(pplayer, punit->tile, E_HUT_GOLD,
                   _("You found %d gold."), cred);
   pplayer->economic.gold += cred;
 }
@@ -2150,7 +2150,7 @@ static void hut_get_tech(struct unit *pu
   new_tech = give_random_free_tech(pplayer);
   
   tech_name = get_tech_name(pplayer, new_tech);
-  notify_player_ex(pplayer, punit->tile, E_HUT_TECH,
+  notify_player(pplayer, punit->tile, E_HUT_TECH,
                   _("You found %s in ancient scrolls of wisdom."),
                   tech_name);
   script_signal_emit("tech_researched", 3,
@@ -2170,7 +2170,7 @@ static void hut_get_mercenaries(struct u
 {
   struct player *pplayer = unit_owner(punit);
   
-  notify_player_ex(pplayer, punit->tile, E_HUT_MERC,
+  notify_player(pplayer, punit->tile, E_HUT_MERC,
                   _("A band of friendly mercenaries joins your cause."));
   (void) create_unit(pplayer, punit->tile,
                     find_a_unit_type(L_HUT, L_HUT_TECH), FALSE,
@@ -2188,7 +2188,7 @@ static bool hut_get_barbarians(struct un
 
   if (city_exists_within_city_radius(punit->tile, TRUE)
       || unit_flag(punit, F_GAMELOSS)) {
-    notify_player_ex(pplayer, punit->tile, E_HUT_BARB_CITY_NEAR,
+    notify_player(pplayer, punit->tile, E_HUT_BARB_CITY_NEAR,
                     _("An abandoned village is here."));
   } else {
     /* save coords and type in case unit dies */
@@ -2198,10 +2198,10 @@ static bool hut_get_barbarians(struct un
     ok = unleash_barbarians(unit_tile);
 
     if (ok) {
-      notify_player_ex(pplayer, unit_tile, E_HUT_BARB,
+      notify_player(pplayer, unit_tile, E_HUT_BARB,
                       _("You have unleashed a horde of barbarians!"));
     } else {
-      notify_player_ex(pplayer, unit_tile, E_HUT_BARB_KILLED,
+      notify_player(pplayer, unit_tile, E_HUT_BARB_KILLED,
                       _("Your %s has been killed by barbarians!"),
                       unit_name(type));
     }
@@ -2217,12 +2217,12 @@ static void hut_get_city(struct unit *pu
   struct player *pplayer = unit_owner(punit);
 
   if (city_can_be_built_here(punit->tile, NULL)) {
-    notify_player_ex(pplayer, punit->tile, E_HUT_CITY,
+    notify_player(pplayer, punit->tile, E_HUT_CITY,
                     _("You found a friendly city."));
     create_city(pplayer, punit->tile,
                city_name_suggestion(pplayer, punit->tile));
   } else {
-    notify_player_ex(pplayer, punit->tile, E_HUT_SETTLER,
+    notify_player(pplayer, punit->tile, E_HUT_SETTLER,
                     _("Friendly nomads are impressed by you,"
                       " and join you."));
     (void) create_unit(pplayer, punit->tile, get_role_unit(F_CITIES,0),
@@ -2247,7 +2247,7 @@ static bool unit_enter_hut(struct unit *
   update_tile_knowledge(punit->tile);
 
   if (game.info.hut_overflight == OVERFLIGHT_FRIGHTEN && is_air_unit(punit)) {
-    notify_player_ex(pplayer, punit->tile, E_HUT_BARB,
+    notify_player(pplayer, punit->tile, E_HUT_BARB,
                     _("Your overflight frightens the tribe;"
                       " they scatter in terror."));
     return ok;
@@ -2848,7 +2848,7 @@ static bool maybe_cancel_goto_due_to_ene
   
   if (is_non_allied_unit_tile(ptile, pplayer) 
       || is_non_allied_city_tile(ptile, pplayer)) {
-    notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS,
+    notify_player(pplayer, punit->tile, E_UNIT_ORDERS,
                      _("%s aborted GOTO "
                        "as there are units in the way."),
                      unit_type(punit)->name);
@@ -2891,7 +2891,7 @@ static bool maybe_cancel_patrol_due_to_e
 
   if (cancel) {
     handle_unit_activity_request(punit, ACTIVITY_IDLE);
-    notify_player_ex(unit_owner(punit), punit->tile, E_UNIT_ORDERS, 
+    notify_player(unit_owner(punit), punit->tile, E_UNIT_ORDERS, 
                     _("Your %s cancelled patrol order because it "
                       "encountered a foreign unit."), unit_name(punit->type));
   }
@@ -2964,7 +2964,7 @@ bool execute_orders(struct unit *punit)
     if (punit->orders.vigilant && maybe_cancel_patrol_due_to_enemy(punit)) {
       /* "Patrol" orders are stopped if an enemy is near. */
       cancel_orders(punit, "  stopping because of nearby enemy");
-      notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS,
+      notify_player(pplayer, punit->tile, E_UNIT_ORDERS,
                       _("Orders for %s aborted as there "
                         "are units nearby."),
                       unit_name(punit->type));
@@ -3016,7 +3016,7 @@ bool execute_orders(struct unit *punit)
       if (player_find_unit_by_id(pplayer, unitid)) {
        /* Build failed. */
        cancel_orders(punit, " orders canceled; failed to build city");
-       notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS,
+       notify_player(pplayer, punit->tile, E_UNIT_ORDERS,
                         _("Orders for %s aborted because building "
                           "of city failed."), unit_name(punit->type));
        return TRUE;
@@ -3028,7 +3028,7 @@ bool execute_orders(struct unit *punit)
       activity = order.activity;
       if (!can_unit_do_activity(punit, activity)) {
        cancel_orders(punit, "  orders canceled because of failed activity");
-       notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS,
+       notify_player(pplayer, punit->tile, E_UNIT_ORDERS,
                         _("Orders for %s aborted since they "
                           "give an invalid activity."),
                         unit_name(punit->type));
@@ -3042,7 +3042,7 @@ bool execute_orders(struct unit *punit)
       /* Move unit */
       if (!(dst_tile = mapstep(punit->tile, order.dir))) {
        cancel_orders(punit, "  move order sent us to invalid location");
-       notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS,
+       notify_player(pplayer, punit->tile, E_UNIT_ORDERS,
                         _("Orders for %s aborted since they "
                           "give an invalid location."),
                         unit_name(punit->type));
@@ -3052,7 +3052,7 @@ bool execute_orders(struct unit *punit)
       if (!last_order
          && maybe_cancel_goto_due_to_enemy(punit, dst_tile)) {
        cancel_orders(punit, "  orders canceled because of enemy");
-       notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS,
+       notify_player(pplayer, punit->tile, E_UNIT_ORDERS,
                         _("Orders for %s aborted as there "
                           "are units in the way."),
                         unit_name(punit->type));
@@ -3078,7 +3078,7 @@ bool execute_orders(struct unit *punit)
       if (!res && punit->moves_left > 0) {
        /* Movement failed (ZOC, etc.) */
        cancel_orders(punit, "  attempt to move failed.");
-       notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS,
+       notify_player(pplayer, punit->tile, E_UNIT_ORDERS,
                         _("Orders for %s aborted because of "
                           "failed move."),
                         unit_name(punit->type));
@@ -3119,7 +3119,7 @@ bool execute_orders(struct unit *punit)
        handle_unit_change_homecity(pplayer, unitid, punit->tile->city->id);
       } else {
        cancel_orders(punit, "  no homecity");
-       notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS,
+       notify_player(pplayer, punit->tile, E_UNIT_ORDERS,
                         _("Attempt to change homecity for %s failed."),
                         unit_name(punit->type));
        return TRUE;
@@ -3130,7 +3130,7 @@ bool execute_orders(struct unit *punit)
       handle_unit_establish_trade(pplayer, unitid);
       if (player_find_unit_by_id(pplayer, unitid)) {
        cancel_orders(punit, "  no trade route city");
-       notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS,
+       notify_player(pplayer, punit->tile, E_UNIT_ORDERS,
                         _("Attempt to establish trade route for %s failed."),
                         unit_name(punit->type));
        return TRUE;
@@ -3142,7 +3142,7 @@ bool execute_orders(struct unit *punit)
       handle_unit_help_build_wonder(pplayer, unitid);
       if (player_find_unit_by_id(pplayer, unitid)) {
        cancel_orders(punit, "  no wonder city");
-       notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS,
+       notify_player(pplayer, punit->tile, E_UNIT_ORDERS,
                         _("Attempt to build wonder for %s failed."),
                         unit_name(punit->type));
        return TRUE;
@@ -3151,7 +3151,7 @@ bool execute_orders(struct unit *punit)
       }
     case ORDER_LAST:
       cancel_orders(punit, "  client sent invalid order!");
-      notify_player_ex(pplayer, punit->tile, E_UNIT_ORDERS,
+      notify_player(pplayer, punit->tile, E_UNIT_ORDERS,
                       _("Your %s has invalid orders."),
                       unit_name(punit->type));
       return TRUE;
Index: server/scripting/api_notify.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/scripting/api_notify.c,v
retrieving revision 1.2
diff -p -u -r1.2 api_notify.c
--- server/scripting/api_notify.c       3 May 2005 15:09:05 -0000       1.2
+++ server/scripting/api_notify.c       26 Aug 2005 19:44:53 -0000
@@ -34,6 +34,6 @@ void api_notify_embassies_msg(Player *pp
 void api_notify_event_msg(Player *pplayer, Tile *ptile, int event,
                          const char *message)
 {
-  notify_player_ex(pplayer, ptile, event, "%s", message);
+  notify_player(pplayer, ptile, event, "%s", message);
 }
 

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