Phase 7b: null literal + x == null (retire ptr_null/ptr_is_null)

`null` is now a real pointer literal and null-tests are comparisons, instead of
`ptr_null()` and `ptr_is_null(x)`:

  ptr_null()          -> null
  ptr_is_null(x)      -> (x == null)
  not ptr_is_null(x)  -> (x != null)

Mechanics: a new E_NULL primary (`null`, like true/false) lowers to the `null`
pointer; emit_bin's comparison path now picks `ptr` vs `i32` from operand type
(via llty), so `==`/`!=` work on any pointer/record/slice. The two intrinsics are
deleted.

Two reseeds: (A) add the literal + ptr comparison keeping the intrinsics; (B)
migrate all 182 call sites (compiler + runtime, via a balanced-paren script that
skips string-literal args and rewrites `not ptr_is_null` to `!= null`) and delete
the intrinsics. Node/Val/Buf/Tok field defaults now read `ptr = null`.

Vocabulary drops the two from LUDIC_INTRINSICS; `null` joins true/false as a
language constant (grammar + ludic_syntax.h). LANGUAGE.md notes the literal.
Reseeded (21664 lines); C-free fixpoint holds; goldens identical; 17/17; vocab +
doc-fences clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-28 00:50:21 +03:00
parent ddb1af3008
commit 70ab79a4e9
34 changed files with 5064 additions and 5124 deletions

View file

@ -20,10 +20,10 @@
# ============================================================================
# ---- state ----------------------------------------------------------------
var rt_fb: ptr = ptr_null() # framebuffer, one i32 (0x00RRGGBB) per pixel
var rt_fb: ptr = null # framebuffer, one i32 (0x00RRGGBB) per pixel
var rt_fbw: int = 320
var rt_fbh: int = 240
var rt_regs: ptr = ptr_null() # the 64 general-purpose game registers
var rt_regs: ptr = null # the 64 general-purpose game registers
var rt_rng: int = 305419896 # xorshift32 state
var rt_alive: int = 1 # platform still running?
@ -277,7 +277,7 @@ fn rt_put_int(buf: ptr, at: int, v: int) -> int {
fn rt_dump_ppm(path: str) -> void {
let f = file_open(path, "wb")
if ptr_is_null(f) { return }
if (f == null) { return }
let hdr = mem_alloc(64)
var n = rt_put_str(hdr, 0, "P6\n")
@ -310,7 +310,7 @@ import "ui.ludic"
# A character grid the game paints with map_row() and reads with tile(). Stored
# as one byte per cell in a flat buffer; out-of-bounds reads answer '#' so a
# caller can treat the edge of the world as wall without special-casing it.
var rt_map: ptr = ptr_null()
var rt_map: ptr = null
var rt_mapw: int = 0
var rt_maph: int = 0
@ -344,7 +344,7 @@ fn rt_tile(x: int, y: int) -> int {
# ---- status line ----------------------------------------------------------
# One persistent string of feedback/dialogue, copied into runtime-owned memory
# so it survives whatever the caller does with the original.
var rt_statusbuf: ptr = ptr_null()
var rt_statusbuf: ptr = null
fn rt_status(s: str) -> void {
var i = 0