refactor(lang): rename the ptr/ptrs types to pointer/pointers
Expand the abbreviated pointer types to full words on the language surface: ptr -> pointer (a raw address / FFI handle) ptrs -> pointers (a buffer of pointers) The Ludic type name is distinct from LLVM's own `ptr` spelling: llty() maps `pointer`/`pointers` to LLVM `ptr`, and the emitted IR keeps `ptr`, so only the Ludic-level surface changes. Rewrites type annotations across all sources, the 8 hardcoded pointer type-tags, the `pointers`-buffer indexing in emit_addr, the grammars/LSP/JetBrains tokens, and the docs (type-ptr -> type-pointer, type-ptrs -> type-pointers). int/bool keep their conventional short spelling (like Math). Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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76 changed files with 516 additions and 516 deletions
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@ -50,7 +50,7 @@ function emit_call_one(d: Node) -> void {
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# declaration (draw) order. The active scene is snapshotted once per phase, so a
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# `become` mid-phase takes effect at the next phase boundary — exactly one scene
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# is active within any single phase.
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function emit_calls_for_phase(phase: ptr) -> void {
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function emit_calls_for_phase(phase: pointer) -> void {
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var i = 0
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while i < len(prog) {
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let d = prog[i]
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@ -81,7 +81,7 @@ function emit_calls_for_phase(phase: ptr) -> void {
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# on enter / on exit compile to void functions @scene_enter_<Name> /
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# @scene_exit_<Name>, called at the transition point (and enter at boot for the
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# start scene). Emitted for every scene, empty body when the hook is absent.
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function emit_scene_fn(name: ptr, kind: ptr, body: Node) -> void {
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function emit_scene_fn(name: pointer, kind: pointer, body: Node) -> void {
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ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
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ret_ty = "void"
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let fbody = buf_new()
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