I put this here if someone wants to see how some of the features specific to BDDA were implemented, while i don't care if you base your own mod on these sources i would not advise it since most of it is just poorly implemented code from various tutorials you can find online...
Based on Wolf4SDL source port by Moritz "Ripper" Kroll with added changes for SDL2 support by Matthew. The original Wolf3D was developed by ID software in 1992.
Majority of the changes present in BDDA is just slightly modified code from various tutorials found on diehardwolfers.areyep.com . Pretty much if there is a tutorial for a game feature I implemented than I based the implementation on that tutorial 100% of the time. All the credit goes to the authors of these tutorials, modding would not be possible without sharing.
To compile on Windows use Code::blocks, if you have minGW properly set up than the project 'BDDA.cbp' should build out of the box. In order to use the project files for other IDEs you will have to modify them as these are just unmodified projects from the original Wolf4SDL, i did not touch them.
On Linux just using Makefile should work if you have all the required 32 bit libraries, at the very least you will need to install SDL2 and SDL2_mixer dev packages.