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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@ -1,7 +1,7 @@
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# emit_spawn.ludic — spawn / despawn / self(), and seeding a component's fields
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# from its declared defaults plus any per-spawn overrides.
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function emit_init_component(e: ptr, comp: ptr, rec: Node) -> void {
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function emit_init_component(e: pointer, comp: pointer, rec: Node) -> void {
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let me = itoa(MAX_ENT)
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let c = find_comp(comp)
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if (c == null) { perr(`spawn: unknown property {comp}`) }
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@ -54,7 +54,7 @@ function emit_init_component(e: ptr, comp: ptr, rec: Node) -> void {
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# bind each of a model's properties to entity `e`'s component storage, so an
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# @OnSpawn hook body can address them by name (like a query binding for one entity).
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function emit_bind_props(model: Node, e: ptr) -> void {
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function emit_bind_props(model: Node, e: pointer) -> void {
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let me = itoa(MAX_ENT)
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var c = 0
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while c < len(model.kids) {
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@ -68,7 +68,7 @@ function emit_bind_props(model: Node, e: ptr) -> void {
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}
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}
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function emit_spawn(st: Node) -> ptr {
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function emit_spawn(st: Node) -> pointer {
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let e = emit_bind("call i32 @L_alloc()")
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let ak = find_arch_id(st.s)
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if ak > 0 {
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