Depends on what system you are on. It may use a 32+ or a 64-bit clock_t. It will definitely roll over, but if it's 64-bit, it will be OK for quite some time before it rolls over - 264 microseconds is still an awful long time (approx 244 seconds, and there is around 216 seconds per day, so 228 days - which is about 220, or a million, years... ;)
Of course, in a 32-bit system, we have about 212=4096 seconds at microsecond resoltion. An hour being 3600s = about 1h10m.
However, another problem, in some systems, is that clock() returns CPU time used, so if you sleep, it won't count as time in clock().
And of course, even though CLOCKS_PER_SEC may be 1000000, it doesn't mean that you get microsecond resultion - in many systems, it "jumps" 10000 units at a time.
In summary, "probably a bad idea".
If you have C++11 on the system, use std::chrono, which has several options for timekeeping that are sufficiently good for most purposes (but do study the std::chrono docs)
Example code:
#include <iostream>
#include <chrono>
#include <unistd.h> // replace with "windows.h" if needed.
int main()
{
std::chrono::time_point<std::chrono::system_clock> start, end;
start = std::chrono::system_clock::now();
// 10 seconds on a unix system. Sleep(10000) on windows will be the same thing
sleep(10);
end = std::chrono::system_clock::now();
int elapsed_seconds = std::chrono::duration_cast<std::chrono::seconds>
(end-start).count();
std::cout << "elapsed time: " << elapsed_seconds << "s\n";
}