Let the TPoint target record the level ID
Let cursor be a Taget, not just a position
Remove automatic retargetting

Soon, targets will be valid much more often, so we can get rid
of this complication.
Compare the level ID from TPoint with the correct value

depending on whether we arein targeting mode.
Rename showT to tshow and a few others

The 'T' at the end suggested a monad transformer...
Make '/' switch between targeting modes, keeping location
Add LevelId argument to TEnemy

to prevent AI from chasing last seen enemy position on the wrong level.
Clean up targeting code
Group targeting code together
Let BackSpace clear the leder's target
Display cursor target
Target closes unkown tile with cursor, not leaders' target
Make TPoint the default target, but TVector available via '/'

TPoint is easier to understand.
Describe enemy target sensibly even if the foe not seen
Add TActor mode that lets player taget any actor

as opposed to foes seen by the leader, for TEnemy.
Also, split off 'last seen actor position' target modes.
Don't shoot if the enemy obscured or missing
Join TEnemy and TActor now that they behave almost the same
Create and destroy targets when actors spotted or lost